Thursday, June 30, 2022

One Man's God: Castles & Crusades Gods & Legends

Castles & Crusades Gods & Legends
A couple weeks back I posted a One Man's God using the AD&D 2nd Edition Legends & Lore.  I mentioned at the time that this falls outside of the scope of the original concept of my OMG posts; that is can I take creatures from the Deities & Demigods and re-classify them as AD&D 1st Edition demons. Not historical demons, not mythological demons, but 1st Edition demons.

Since I have spent this week discussing Castles & Crusades I have often talked about how this game is the spiritual successor to AD&D.  Do their books on gods also follow?  Or to be more precise, can I do a One Man's God post on the C&C god books?

When it comes to discussing gods, demigods, and heroes Castles & Crusades is really second to none here. There Codex series, written by Brian Young, is some of the best-researched material for an RPG ever produced.   

Gods and Demons in Castles & Crusades

You are not going to find stats for gods in C&C.  They are not meant to be fought. There are however plenty of gods to encounter. I covered many of these in the various Codex books by Brian Young.

There is also the Gods & Legends book which I'll cover here and use as my basis for this One Man's God.  

Demons are well covered in the Tome of the Unclean from Troll Lords.  Tome of the Unclean follows pretty close to the AD&D standard demon with what I often refer to as "the Usual Suspects," so all the "Type" demons and succubi.  So while I could more properly compare the C&C gods to the proper C&C demons, I think everything is close enough that I can continue with my original purpose of comparing these gods to the AD&D demons.  If there are any differences they are so minor as not to be an issue.  Besides. These are gods and demons we are talking about, there will always be exceptions to the rules.

Gods & Legends

For the purposes of this review, I am considering the PDF from DriveThruRPG. 

PDF. 144 pages. Color covers, black & white interior art. Bookmarked and hyperlinked.  Written by Davis Chenault with contributions by Steven Chenault, Brian Young, Jason Vey, and Todd Gray.

This book largely replaces the Of Gods & Monsters book from a few years back, though it is smaller in size, 144 pages vs 162. I say replaces, but this is a new set of work. The original Of Gods and Monsters was written by James Ward of Deities & Demigods fame.  There are similar gods in both books but this new version is a rewrite of the older work with new entires to work better with the Codex series.

This book is divided into three(ish) large sections.

The Anvil of the Gods

This section covers how gods work in a Castles & Crusades game, how the Castle Keeper can play them, and how the characters can relate to them. This section also gives advice on designing a pantheon. Unlike the original Deities & Demigods that seemed to want to shy away from religion, this book acknowledges it and all the myriad combinations (within the space of this book) religions can take.  The focus here though is not a religious academic text (and Troll Lords has at least two people, Young and Vey, on staff with graduate degrees in religious studies, literature, and history) but more on how these manifest and work in an RPG, and in Castles & Crusades in particular. To this end there is advice on how to run and play gods and how they should interact with the PCs. 

Common deific abilities are defined with Greater, Lesser, and Demi-god statuses. Details are given to how the gods relate to the clerics and paladin classes, alignments, and other archetypes.  Holy symbols and characters with divine traits are also covered. Divine traits include the healing touch.

Of the Gods

This is the largest section of the book, detail-wise. This covers what could properly be called the Gods of Aihrde, the Castles & Crusades campaign world.  A brief overview of the basic deity characteristics is first. Up first are the human gods of Aihrde. This is the section that is most like the older Of Gods and Monsters book.

Gods of Aihrde

Some sections are the same as in the older book, many do look to be rewritten.  The art is used from the older text but I do not see an issue with that. Many gods here get more text as well.  Many of the Aihrde gods take cues and ideas from Earth gods. This is also not a big deal and in fact no different than the gods of the Forgotten Realms. In fact I am going to go out on a limb here and say the process to create these gods (from the Chenault home games no doubt) was very similar to what Ed himself did when he created the Forgotten Realms Gods.  Maybe one day I need to go through this pantheon and the Forgotten Realms ones and see what gods they have in common.  The obvious "Earth" gods are the All Father (Odin), The moon sisters (Diana, Artemis), Frafnog (Fáfnir, Midgard Serpent), Tefnut, Toth, Unklar (Chernbog), and Wenafar (Titania).  Again, I like seeing this stuff. It immediately gives me a hook.  If Frafnog is the god of dragons and there is a Fáfnir connection beyond the surface then there is a great reason why dwarves hate dragons more than just the Hobbit connection (which is of course drawn from the story of Fáfnir and The Ring of the Nibelung). There is deep religious animosity here. Is this what the Chenaults do in their home game? No idea, but this is what is happening in mine.

Following humans, we get the gods of the Dwarves, Elves, Halflings (LOVE the art of the halfling gods!), Gnomes, and then the humanoids (bugbears, gnolls, goblins, orcs, hobgoblins, lizardmen, giants, ogres, and trolls) there are even dragon deities, fey deities, and gods of mermen and sahuagin.  It is a wide variety and shows some original ideas beyond what we typically think of in the Deities and Demigods, but not quite the level of detail as found in the very focused Forgotten Realms Demihuman Deities book.

All the Other Gods

This "section" is actually many sections, but they are mostly the same format. They cover the various gods and pantheons found in our world and are covered in detail by the Codex series.  Where the Codecies give us a lot of details on the myths and stories of those pantheons, this section just covers game based stats. No stats as in hp and AC, but alignments, worshipers, granted attributes, preferred weapons and the like.  No details on the gods themselves, for that you will need the Codies.

Covered are the gods of the Celts, Greeks, Egyptians, Germans, Norse, and Slavs.

Who should buy this book?  Anyone playing Castles & Crusades and wants to go deep into the mythologies of Aihrde.  Also, anyone that owns the Codies and wants more game content. 

I also say this is a good book for the AD&D (first or second eds.) player/game master that wants a bit more detail on the gods in their Deities & Demigods/Legends & Lore books. Or who just want a different set of or more gods than they currently have.  Indeed the title of the book, Gods & Legends, seems to state that it is a book with the AD&D books in mind.

One Man's God - The Demons of Aihrde

As I mentioned the Demons of Aihrde are already the Demons of AD&D.  But what about the monsters and gods here in Gods & Legends?  Let's see what we have here.

The obvious choices will be the Lesser Gods and the Demigods in terms of the power level near that of the Demon Princes. But I am not going to ignore the odd Greater God if they fit.

For the Aihrde human gods, Frafnog might fit the bill, though he is really powerful. Onduhl is the god of evil beings and has a strong Lucifer or Loki vibe to him.  Unklar looks like a demon and has the Chernobog connection I mentioned above, but he seems more devil-like than demon-like. 

The gods of the Dwarves, Halflings, and Gnomes do not have anyone.  The Elves have Talahnatilia but that is something other than a demon or devil really. 

It is not really to we get to the gods of the humanoids that we find good candidates.

Jarga the Bloodless is worshiped by many humanoid types (gnolls, kobolds, orcs). He is a lesser god and chaotic evil. He is a god of blood and battle. He might or might not be a demon, but he will certainly has their hatred of life. His plane is listed as The Wretched Plains, one of only three gods to claim this plane. 

Bugbear gods here are Chaotic Evil. Hobgoblin gods are mostly Lawful Evil.  This detail tracks with my own personal use of them. Bugbears are goblins with demonic ancestry and Hobgoblins are goblins with diabolic ancestry. So. If I am searching for demons I am going to look towards the Bugbears first. The bugbear gods are both greater gods and don't really fit the AD&D notion of demons. Same is true for the hobgoblins.

Gnolls have been long associated with demons in AD&D through Yeenoghu. Most of these gods are either too powerful (Greater) and/or Lawful Evil.  Here is one of the issues of trying to apply the "rules" of one game on to another. They don't have to follow the same logic or premises. 

Among the Goblins, Beerkzurd could be a demon, a powerful on to be sure. He is Lawful Evil, but he feels more Chaotic Evil really.  He is also one of those gods people pray to not so much to get boons from him, but in order for him to leave you alone.

The Orc gods are quite war-like and many are Lawful Evil. They mostly seem like larger, more powerful versions of orcs. Which I guess can be said about most gods. They are just larger more powerful versions of the people that worship them.

Vasser of Lizardmen is another good choice. Lesser God, chaotic evil, looks like a demon. The same is all true for Grudznar of the Kobolds and Barg of the Trolls. In fact, all three do feel very demon-like. The lack of proper stats are really the only thing keeping me from deciding a definitive yes or no.  Barg though is such an interesting being in a demented sort of way. I wish I had knew of him during my Troll Week a while back.

I am not considering the Dragon gods. They are really their own thing and many listed here do not fit the idea of a demon well. Yeah...I know I have both Tiâmat and Leviathan as eodemons. Plus I mentioned Frafnog above as a potential demon.

Same with the Fey. They are really their own thing. Though in my personal campaign the Fey do war against the demons. So it could be possible a "fallen fey" is a demon (fits what history did to them in our world).  Not an evil fey. A "good" faerie still has more in common with an evil faerie than they do a demon.

Flathin of the Sahuagin also is a good choice as a demon. If we take the myths of Flathin and his sister Trimon it could be that Flathin was "cast down" as the patron of mermen and now is the patron of their evil counterparts, the Sahuagin. He is a chaotic evil lesser god and looks like a giant octopus with 10 tentacles (a decapus?). He grants little to his followers, save for what they get at their religious/war ceremonies.  

Again. I might be extending my One Man's God to the point of breaking.  Let this be a lesson in how scope creep or extending your theories beyond your testable hypotheses is a bad thing.

Other gods from Earth mythologies have been covered in previous postings of One Man's God.

Wednesday, June 29, 2022

Class Struggles: Castles & Crusades - Core and Player Archive

It has been a while since my last Class Struggles post.  Since I featuring D&D this month and focusing on Castles & Crusades, in particular, this week I thought a look into the Castles & Crusades classes was in order. I am going to focus my attention on the Castles & Crusades Player Archive, but I will talk about more than just that.

Castles & Crusades, Players Handbook

One can't really talk about classes and not first look to the core, the Players Handbook.  This book serves the same purposes as the D&D Players Handbooks; it introduces the rules and the classes.  In this case, the comparison to AD&D 1st edition is most appropriate. 

Players Handbooks

I have repeatedly made the claim that Castles & Crusades is the spiritual successor to AD&D 1st Ed. No slight against 5e or other versions of D&D, but if you want modern rules and a 1st ed feel, your game is Castles & Crusades.  Obviously, the publisher, Troll Lords, feels the same way given the new cover art for the 8th Printing of the C&C PH.  

The classes in the C&C PH are: Barbarian, Bard, Cleric, Druid, Fighter, Illusionist, Knight, Monk, Paladin, Ranger, Rogue, Wizard, and the Assassin (a special class).  Compare this to the ones from the AD&D 1st Ed Players Handook: Cleric, Druid, Fighter, Paladin, Ranger, Thief, Assassin, Magic-user, Illusionist, Monk, and a special class for the Bard.  Add in the Unearthed Arcana we get the Barbarian and Cavalier along with the Thief-Acrobat.  So all in all a very, very similar list of options.

In Castles & Crusades, each class has a Prime Attribute which really helps define the class. This is a bit more "hard coded" into the class than say it is in AD&D.

The classes, even with the same name, do have some differences. For starters, all the spell casters can cast spells up to 9th level in C&C.   

A few details.  Bards do not get spellcasting ability here but a number of spell-like powers. Clerics are limited to wielding the weapon their deity favors. So a cleric of Thor naturally gets a hammer, but one of Odin might take the spear. Druids get a lot of abilities and spells. Fighters actually get a few abilities as well, especially involving weapon specialization. As mentioned Illusionists get spells to the 9th level.  The Knight fills the roles of the Cavalier.  Monks are fairly similar to their AD&D counterparts.  Both Paladins and Rangers are similar enough to their AD&D counterparts.  They both have a number of special powers but neither has actually spell casting powers.  At first, I did not like this particular change, but I did not miss it as much as I thought I might with the paladin.  I did in the Ranger, but I tended not to spend a lot of time on spells for my AD&D rangers to even begin with, save for spells that helped their normal ranger powers/skills.  Rogues are very close to their Thief ancestors.  Wizards get a nice boost at the 13th level when they start to get some new powers/abilities. It reminds me, rules-wise, of the BECMI magic users from the D&D Companion set.   The Assassin is a special class that is designed to be added to another class with the C&C Dual- or Multi-Classing and Class-and-half rules. 

Just looking at the classes, C&C can provide an interesting twist on the AD&D experience while retaining the essential feel of these archetypes.

Castles & Crusades Player Archive
Castles & Crusades Player Archive

The logical extension of the Castles & Crusades class discussion is to go through the Castles & Crusades Player Archive.  

I will give a brief review of this book so people will know what I am talking about.  For this review, I am only considering the PDF from DriveThruRPG. I thought I had the hardcover version of this as well, but I guess I don't.  Will need to remedy this.

PDF, 128 pages. Hyperlinked and bookmarked. Color cover art and black & white interior art.

This book collects most of the classes published in various Castles & Crusades books including the core and the Adventure's Backpack.  What is not here are some of the classes from the various Brian Young Codex books. There are some here, but I would have to go through all the books to know how many are here and how many are not.  I do not see this a miss. Many of the Codex classes are very specific to their time and place and to remove them from that context they would loose something special.

This book covers the basic (levels 1 to 12/13) and advanced (expanded) information (levels 13 to 24) for all the classes.  The classes are:

Arcane Thief, Archer, Assassin, Barbarian, Bard, Chromatic Mage, Cleric, Divine Knight, Druid, Duelist, Dwarf (Heisen Fodt), Elf, High (Oraalau), Ethereal Knight, Fighter, Foresworn, Gnome (Hugrin Dun), Goblin, Eldritch (Ieragon), Halfling (Felon Noch), Illusionist, Knight, Luminary, Magic-User, Monk, Oathsworn, Pacer, Paladin, Pirate, Primal Druid, Ranger, Rogue, Rune Mark, Seeker, Skald, Thief, Warrior Priest, and Wizard.

There is a split between the classes "Basic" entry which covers levels 1 to 12 or 13, and the Expanded entry later in the book for levels up to 24.  This has some immediate consequences. While I am not a fan of my class information getting split up like this, many games only go to about levels 12-14 anyway.  So this would cover the majority of all games played.  It does give us a nice split today port these classes over to any OSR game based on B/X D&D (max level 14) or something Hyborea (max level 12). Then you can pull in the expanded information as it is needed if it is ever needed.

The Core/Players Handbook classes are here as are some classes that only appeared in limited-run products. It is really nice to have them all in one place. Great for anyone playing a C&C game, you just need to make sure that your Castle Keeper agrees on them.

Old School Games based on D&D usually do not handle multi- and dual-classes as well as say more modern versions of D&D. Castles & Crusades makes some vast improvements here with rules on this.  They also add options of "Class Plus" or add some features from another class, Dual classing and Reclassing.  What is missing here is the Class and Half from the Core Players Handbook. While anyone with this book will have the Players Handbook, it might have been nice to see here.

I mentioned in my coverage of the Adventurers Spellbook that the spells can be ported over to other D&D and D&D-like RPGs. In particular, I mentioned the Chromatic Mage being used in the OSR clone Chromatic Dungeons. The class is presented here in the Player's Archive. Yes, this class can be moved over rather easily, maybe even easier than moving it over to AD&D.  Likewise nearly any class here can be used in AD&D or OSR clone.  Want to play a Primal Druid in Old-School Essentials? No problem, they can be added with ease.

Note: Speaking of which the layout here aims to give each class a two- or four-page spread to keep referencing the classes easy to read and view at the table.  The PDF then allows for ease printing of these classes.  Playing a Warrior Priest and don't want to cart your hardcover around? Print pages 90 and 91 back to back and staple them to your character sheet.  Everything you need. This does mean there is some unused white space after each class, but for me, this is well worth it.

With this book and the option within I could spend an entire month creating and posting characters and no two would even be remotely the same.  A must-have for any Castles & Crusades fan.

Tuesday, June 28, 2022

Plays Well With Others: Castles & Crusades Adventurers Spellbook

Castles & Crusades Adventurers Spellbook
Yesterday I talked about how well, or more to the point, how easy it is to use the Castles & Crusades Mystical Companions with old-school D&D and in particular AD&D 1st Edition.  I want to do something similar today but a little more focused on bridging that gap.

Today I want to look at Castles & Crusades Adventurers Spellbook as my example, but in truth, this would apply to any C&C spell collection.

I'll do a quick review and then get into my Plays Well With Others.

Castles & Crusades Adventurers Spellbook

For the purposes of this review, I am considering both the PDF from DriveThruRPG and the hardcover I purchased from Troll Lords.

256 pages. Color cover, black & white interior art.

This book covers (mostly) the spells of the four major spell-casting classes in C&C; Cleric, Wizard, Druid, and Illusionist.   There are also two new types of spell-casters in this book, Runic Magic and Chromatic Magic.

The vast bulk of this book is given over to the spells of four classes (170+ pages). The spells are listed by class and then the alphabetic description follows.  Many of these are going to be familiar since they are pulled from various C&C books and the Player's Handbook in particular. This is not a bug, but a feature. I wanted a book that had all of these spells in one place and this is what they advertise it as.

There are minor typos here and there and the art is recycled, but none of that matters to me. I am here for the spells.  Honestly, I have no idea how many spells are here but it has to be upwards of 1,000. For example, there are 379 Cleric spells (0 to 9th level), 366 Druid spells, 437 Wizard spells, 305 Illusionist spells, and over 200 rune magic spells.  That's a lot of magic. 

I mentioned Runic Magic a couple of times. Rune Magic. Anyone can use runic magic, but the character has to master the runes first via an attribute check, this also assumes they have the necessary codices needed in order to learn the runes.  

The spells of the Chromatic Mage is also presented here.  This class is detailed more in the Castles & Crusades Player Archive, which I will cover more tomorrow.

If you are a fan of magic, spells or just have a desire to have a complete set then I would say pick this up.

Plays Well With Others

It has often been said that Castles & Crusades is one of the first professionally published OSR games out there.  It takes the 3rd Edition base, reforms it forms it for a 1st Edition experience and even gave us rules and mechanics that would later be seen in 5th Edition.  Castles & Crusades is essentially what AD&D could have become in the new millennium.

So it is no surprise then that C&C can Play Well with other forms of D&D rather easily. 

1st and 2nd Edition D&D

1st and 2nd Edition AD&D

This one is such a no-brainer it barely needs to be mentioned, but there are some things to consider. C&C uses the same spell casting classes as 1st Edition AD&D, so that conversion is easy. Though it should be pointed out that all classes have cantrips and have spells that go to 9th level.

1st and 2nd Edition AD&D Cure Light Wounds

Converting the spells is so trivial it is hardly an effort. 

C&C spells casting times are in Rounds and saves are based on abilities. Largely you can save vs. Spells in AD&D unless some other sort of save (death, paralysis) makes more sense.

3rd Edition D&D

C&C might be modeled after 1st Edition, but its roots are in 3rd Edition D&D.  Spellcasters get cantrips and 9th level spells in both cases. 

D&D 3e

Saves convert roughly like this Reflex = Dexterity (or rarely Intelligence), Fortitude = Constitution or Strength, Will = Wisdom or Charisma.

Likewise both games have focus components that can be used. 

5th Edition D&D

C&C and D&D 5 have so much in common that you can just drop these spells right in. 

D&D 5e

Levels are the same. Cantrips are the same. Saves are the same. There is no warlock or sorcerer in C&C nor is there a dedicated Illusionist for D&D5, just the wizard archetype.  But the spells can be spread out well enough.  The Chromatic Mage though would make a good D&D5 style sorcerer to be honest with a little tweaking.

OSR Games

No point in going through all of these. If any of the above work then so do these.  A couple of caveats. 

Basic-Based Advanced Games

Basic Advanced Games

Basic D&D does not have the detail of spell descriptions that Advanced D&D does. So a lot of the stat blocks of the spells can be ignored or used as guidelines.  Saves are always vs. Spell.

Chromatic Dungeons

In the special case of Chromatic Dungeons, all the above applies, but I also think it would work out well if the Chromatic Mage was ported over (even via the OGL) to Chromatic Dungeons.  IT would work well as another, but a different classification of Magic-User.  I would use Wizard level advancement in CD and the spell progression in the Adventurers Spellbook.

I'll discuss this more tomorrow when I do my Class Struggles post.

Monday, June 27, 2022

Monstrous Mondays: Mystical Companions (Castles & Crusades)

All month long I have been talking about D&D and mostly near-D&D FRPGs.  While last week was all Pathfinder, the one-time heir-apparent to D&D, this week I want to talk about a game that really does capture that feel of early, 1st Ed AD&D, with a more modern point of view.  

Of course, that game is Castles & Crusades.

I have never hidden my love of Castles & Crusades and I would play a lot more of it if I could. It really does capture the feel of older D&D, maybe something of a Basic-era mixed with Advanced, through the lens of 3rd Edition.  One really could consider it the evolution of AD&D2 into the new millennia. 

This week I want to do more with Castles & Crusades, but I am going to do it from the point of view of some of my regular blog features.  Today is Monday and that means Monstrous Mondays. So I am going to review and discuss the Castles & Crusades Mystical Companions book. 


I can't believe that it has been three years (almost to the day) since I reviewed the 5th Edition version of this book.  I had meant to do much sooner than this.

The Troll Lord's Mystical Companions is the update to their fantastic Book of Familiars.   It comes in two flavors, A Castles & Crusades version, and a D&D 5th Edition version.   I have both in digital and PDF formats, today I am going to focus solely on the Castles & Crusades version.  Yes, they are in fact different enough that two separate reviews are really needed.

I was always going to use this book in my Magic School games, whether that game used an Old-School ruleset (like Castles & Crusades or OSE) or (now) D&D 5th Edition.  I think that highly of it.  Now it is something I am using as part of my War of the Witch Queens campaign where every character has an animal companion, pet, or familiar.  My oldest kid has taken my 5th edition version and made it his own.

Mystical Companions for Castles & Crusades
Mystical Companions for Castles & Crusades

For this review, I am considering both the PDF version from DriveThruRPG and the hardcover version I purchased from Troll Lord Games. 

Hardcover book and PDF. 192 pages, full-color art by Jason Walton and Peter Bradley.  PDF is bookmarked.  This book is divided up into 12 chapters and 5 appendcies. Largely focusing on the various Castles & Crusades classes and their respective animal companions.

Chapter 1: Familiars and Companions

This gives us our basic overview of the book and the concepts of an animal companion in the Castles & Crusades game.  Pro-tip. Even a casual read of the chapter titles should clue you in that if you wanted to use this with AD&D 1st ed you very easily could. There is also the notion that Animal Companions and Familiars, while similar and can perform similar roles and tasks are very different from each other. 

On Animal Companion vs. Familiar.  While rules in the book cover book and treat them somewhat interchangeably an Animal Companion is more like a loyal pet or friend.  A Familiar is a creature summoned to work with the PC.  Animal Companions are free-willed, familiars are not.

For ease, I am going to use"animal companion" for all cases unless a distinction needs to be made. 

There is the concept here of Advantages, this allows the character to summon an animal companion. In truth, I think this works better in 5e than it does here, but I will explore this a bit more.  Additionally, there are various Powers and Tricks animal companions can have or impart to their player characters.

Animal companions are all treated as other creatures from the beginning. They have HD, hp, AC and more scores. 

Advantages are a new mechanic for C&C to allow them to take on various "powers" or "features."  It was introduced in the Castle Keepers Guide as an optional rule, here it is required.  It is, very simply put, a "Feat" system for C&C.  That does not really describe it well enough, but it is close.

Different classes get new Advantages at different levels.  Various abilities and powers of the animal companions are detailed here. Including what sort of special powers you can get by taking another animal companion/familar at higher levels. 

If you are playing AD&D 1st Ed and really want to do familiars correctly then I highly recommend this book. 

The following chapters each deal with the various C&C classes (and their AD&D counterparts in my readings) and their respective animal companions.

Chapter 2: Barbarian Familiars & Special Mounts

I don't recall Conan having a pet, but Cú Chulainn is known to have had some pet dogs. Since Barbarians feel closer to nature they have totem animals; an animal or creatures revered by their culture. This chapter covered these, and all the expected animals are here, but there are also totems for mammoths, displacer beasts, dire creatures of all sorts, and even small dragons. 

Chapter 3: The Bard’s Familiar

Bards typically have familiars that aid in their singing or musical magics. Providing a number of powers to aid their abilities. 

Chapter 4: The Cleric’s Familiar

These are not so much as animals and more attendant spirits. The least of the messengers of the cleric's god(s).  Often they are here to provide the cleric guidance or omens. These creatures can, and often do, take on animal shapes. What that shape is depends largely on the cleric's domain. 

Chapter 5:The Druid’s Familiar

Similar to both the Barbarian's and the Cleric's familiar.  Here the deciding factor is the terrain/environment the druid is native to.  There is a large sidebar/section on Druid Familiars vs Druid Animal Companions.

Chapter 6: The Fighter’s Familiar

This one seems a bit odd, but they do make a case for it. A good historical example might be the Mongolian fighters and their horses, or the hunting dogs of Celtic cultures. 

Chapter 7: Monk Familiars

Again not one you normally think about. These seem to follow the same logic of the barbarian, but in stead of totem spirits they are manifestations of ancestor spirits. Think Mu-Shu from the animated Mulan.

Chapter 8: Paladin Special Mounts & Familiars

Paladins already get mounts. This extends that logic a bit more. 

Chapter 9: The Ranger’s Familiar

Honestly, all Rangers should have an animal companion of some sort. This codifies it. 

Ranger Familiars

Every ranger needs a red panda familiar.

Chapter 10: The Rogue’s Familiar

Like the fighter, one does not normally associate Rogues/Thieves with animals, but honestly, it would be good. Think of Laurence Fishburne's character "The Bowery King" and his pigeons or D&D's own history of associating thieves with cats (the Grey Mouser from Lankhmar or Gord the Rogue).

Chapter 11: The Illusionist’s Familiar and Chapter 12: The Wizard’s Familiar

Putting these two together since they follow similar ideas.  This is as close as we can get to the classic idea of a familiar.  The natures of their familiars are different, which is great, it provides more distance between these two classes. 

Appendix A: Animals

"Monster stats" for various (51) mundane animals.

Appendix B: New Monsters

Likewise, these are new monsters (36). Many are either familiars or creatures that feed on familiars. 

Appendix C: New Spells

A bunch of new familiar summoning and related spells for all spell casting classes.

Appendix D: New Magic Items and Artifacts

Magic items to summon, control, or aid familiars and animal companions. 

Appendix E: Dragon Riders

This last section covers a new class/path, the Dragon Riders, and how these rules are used for that class. While many of the same rules are used here as for familiars this takes them to a new place and should be considered optional. 

This is the Appendix/Chapter that my son grabbed this book from me for, BUT he opted not use their Dragon Riders but kept the book anyway for everything else.

Dragon Rider

A Dragon Rider is a Path that can be added to any class, but some have more use for it than others.  If the idea of PC Dragon Riders concerns you, then keep in mind it is being sold as "optional".  And also Dragon Riders of some form or another have been around since the dawn of the game.  If it is something you want, then there is plenty here for you to use.

If I ever ran a Magic School game with this then Dragon Riders would be included.

Index 

We end with a robust index and the OGL section.

Final Thoughts

A note about art. There is not as much in this book as other Troll Lord books, but what is here is from the fabulous Peter Bradley and Jason Walton, who also gives us the cover art.

Your results may vary, but this book has quickly gone from a neat oddity to one of our must-have books for my Old-school games. My son uses it in the 5e games he has run so much that I have not seen my 5e version of this book in months since it is now in with all of his books.

Do you need this book?  I say yes, but only if you are adding animals of any sort to your game, be they pets, familiars, mounts, companions, or all the way up to Dragon Riders.

Use in Advanced Dungeons & Dragons

I am going to limit my thoughts here to AD&D 1st Ed. The only reason I am not considering 2nd Ed is that 2nd Edition has a skill system that should be incorporated with these rules a little more explicitly.  For 1st Ed, I can see a craft DM using this book more or less as-is. 

I know Troll Lords does not sell this book as an AD&D book. But anyone who is a fan of C&C is likely a fan of AD&D.  (Although I should point out I talked to a couple of real hardcore C&C fans at Gary Con who had never played AD&D First Edition.) But in any case, this is a fantastic reference for the 1st edition all the same. 

Friday, June 24, 2022

Skylla: Pathfinder 2nd Edition

I thought it might be nice to break up the reviews here and see if I can build one of my favorite characters for Pathfinder Second Edition.  And that means I am building a witch.

My girl Skylla here has gotten a lot more popular since I started this series almost 10 years ago. Since then she has gotten new official D&D 5 stats, a mini, and a new action figure release. All of that in the last year alone.  I'd love to take credit for it, but it is really just part of the same thing I was doing 10 years ago; discovering a cool, but under-used character.

A foot in two worlds

What is great about this is I can compare and contrast the official D&D5 Warlock Skylla to a possible Pathfinder 2e Skylla.  I can also compare and contrast her with the Pathfinder 1st edition witch I did years ago.   

In this case, I cleaved a little closer to her Base stats found in module XL1 Quest for the Heartstone and her warlock stats found in The Wild Beyond The Witchlight.

For this build I kept her at 6th level to correspond base stats and the D&D5 stats and not the 7th level I have typically been using.  I have not seen a lot of Pathfinder 2e statblocks online, so I am going with my own format here.

Custom Skylla figure

Skylla
6th level Witch, Human (Wintertouched)
CE Medium Humanoid

Background:  Student of Magic

Ability Scores
Strength: -1 (8)
Dexterity: 0 (10)
Constitution: +2 (14)
Intellignece: +4 (19)
Wisdom: +3 (16)
Charisma: +3 (16) 

AC: 18 (+8 prof)
HP: 62
Perception: +11

Saving Throws
Fortitude: +12
Reflex: +8
Will: +13

Resistances and Immunities: Cold 3

Speed: 25

Melee Strikes
Staff +7, 1d4 (1d8 two-handed) +1d6 electricity

Skills
Acrobatics +0, Arcana +12, Athletics -1, Crafting +4, Deception +13, Diplomacy +11, Intimidation +13, Lore (Academia +12), Medicine +3, Nature +11, Occultism +12, Performance +3, Religion +11, Society +4, Stealth +8, Survival +11, Thivery +0

Feats

Ancestry Feats and Abilities
Wintertouched Human, Adapted Cantrip, Adaptive Adept

Skill Feats
Recognize Spell, Arcane Sense, Charming Liar, Intimidating Glare

General Feats
Toughness

Class (Witch) Feats and Abilities
Hexes, Familiar, Basic Lesson, Rites of Convocation, Magical Fortitude, Steady Spellcasting

Spells

Spell Attack Roll: +12
Spell DC: 22
Traditions: Occult
Focus Points: 2

Inante Spells: Detect Magic
Focus Spells: Blood Ward, Phase Familiar, Spirit Object

Cantrips: Chill Touch, Daze, Detect Magic, Light, Mage Hand, Prestidigitation, Protect Companion
1st Level: Charm, Chilling Spray, Floating Disk, Mage Armor, Magic Missile
2nd Level: Dispel Magic, Invisibility, Knock
3rd Level: Enthrall, Lightning Bolt

--

I like this. She compares well to her D&D5 counterpart. Lots of spells all over the place and LOTS of feats, but that's Pathfinder Second Edition.  

Skylla vs. Skylla

In both cases her Patron is Baba Yaga. So that's really nice. I thought about taking a magical tatoo to cover her mark from Baba Yaga, but I am still reading through the Secrets of Magic book so I am not sure that works just yet.

I feel she might have more magical might than her D&D5 counterpart. I thought this would happen which is why I wanted to set her at the same level (6th level) for a better comparison.

Thursday, June 23, 2022

Review: Pathfinder 2nd ed Advanced Player's Guide

Pathfinder Advanced Player's Guide
Continuing my exploration of the Pathfinder Second Edition I am going to examine the book you all knew I was going to get to sooner or later. 

Like the previous edition of Pathfinder the Advanced Player's Guide introduces some new classes to the Pathfinder game, and like the previous edition, one of those classes introduced is the Witch.

Pathfinder Advanced Player's Guide 

As before I am considering the hardcover Special Edition version of this book. The book is 272 pages and has full-color interior art.

This book is Player focused and shares a lot in common with its predecessor. It also follows the format of the Second Edition Core rules.

Introduction

This introduces us to the book and gives us an overview of what we can expect.

Ancestries & Backgrounds

Now here are some neat ideas. We get five new Ancestries here. They are Catfolk, Kobolds, Orcs, Ratfolk, and Tengus.  

The Catfolk are fun and comparable to the D&D Tabaxi and Rakasta (not Rakasha).  Likewise, the Tengus are like the D&D Kenku.  Orcs are orcs, but I like what they are doing with them. Orcs has always been the "Klingons" of D&D. Someone to fight in the TOS ("The Original Series" or "The Old School") but that changed later on. We have Klingons in Starfleet in TNG and beyond and now we can have Orcs as a player race.  Orcs are still described as being mostly chaotic (which I like) and even, maybe just a little bit evil. Player Character Orcs don't have to be.  Also like Klingons, these Orcs seem to see their gods as something they should strive to kill. A little John Wick influence here? (The game designer, not the character).  These orcs would be interesting to play.  We also get Ratfolk (anthropomorphic rats) and Kobolds.  Now I will admit, I really don't like Pathfinder's ultra-reptilian Kobolds.  I am certain they have their fans, but if I am going to play a small annoying creature why would I choose anything but a goblin? 

Each ancestry gets a set of ancestry feats to choose at 1st, 5th, 9th, 13th, and 17th levels.  

There are new heritages as well including the new versatile heritage which gives you lineage feats as well. I know the "feat haters" are already screaming. Yeah, that might be justified. The lineages are Changeling, Dhampir, and Planar Scions which include Aasimar, Duskwalker, and Tiefling.  These feats are also taken at 1st, 5th, 9th, 13th, and 17th levels.  

More feats are given for the Core Rules ancestries as well. I think the next goblin I play is going to need the "Extra Squishy" feat.

There are more backgrounds as well including Common and Rare backgrounds. 

Classes

Ah. The real reason I bought this book!

In addition to the four new classes, Investigator, Oracle, Swashbuckler, and Witch, there are new features for the twelve Core Rules classes.

The Investigator is an interesting class and one I can see working well in an FRPG.  Basically is Sherlock Holme could fit into your game then this class has a place too.  The Oracle is a staple of classic mythology and is a divine-powered class. A nice alternative to the cleric.  The Swashbuckler is neat and all but I didn't "get it" until I started thinking of them as a DEX-based fighter as opposed to the normal STR-based one. That leaves just one more class.

The Witch

The Witch has been a great addition to Pathfinder since 1st Edition and I rather like this one too.  This witch is an Intelligence-based spellcaster. Like many interpretations of the witch she gets a Patron and Familiar.  This is how she learns her spells. Now for me this points more to Charisma, but there are a lot of Charisma-based casters in Pathfinder. Wisdom would have also been a good choice.  These witches also get Hexes which are powers they can use that are not spells but spell-like. 

While clerics are clearly divine spellcasters and wizards are arcane, witches as a class can move about these distinctions. So depending on their Patron Theme, they can be Arcane, Divine, Occult, or Primal.  A Rune Witch is arcane, but a Winter Witch is primal. This time also grants a skill, a cantrip and a spell.

In addition to spells, hexes, patrons, and loads of feats, witches also get Lessons, each lesson gives the witch a hex and their familiar a spell. Witches don't use spell books here, just their familiars.  There is so much customization I could make 1000s of witches and no two would be the same. 

Witches in Pathfinder fill the same ecological niche that Warlocks do in D&D 5.

Following the witch we get new feats for the twelve core rules classes. Typically a two- or four-page spread continues with PF2e's design aesthetic. Sorcerers, I should note get new bloodlines as well. 

There is also a section on animal companions (largely stats) and familiars. 

Archetypes
Archetypes

Like the Core Rules of PF2e this has several archetypes that can be applied to classes via the applications of various feats and skills. I do see where some of the 3.x Prestige Classes are now living on here as archetypes. There are also the multi-class archetypes for all the new classes. One of these new archetypes is the Cavalier. I can complete my "Dragon 114" duo with a human witch and an elven cavalier!  Some of these archetypes can be be taken as early as 2nd level, others (typically the former Prestige Classes) need more requirements and have to be taken at higher levels.  I would need to compare and contrast the archetypes to the old Prestige Classes to see how they work out.  I can see where you can build your own Batman now with the monk class, the investigator multi-class feat, and vigilante archetype. 

One thing though. I can see these archetype being adapted to D&D5 or even OSR D&D with some care and attention. 

Feats

Feats are either the boon or bane of Pathfinder. This chapter has more of them.

Spells

New spell casting classes mean a need for new spells. 

Items

New magic items.

All in all this book is a lot of fun. The art is great, and the layout and design is fantastic. There are a lot of great ideas here and I would love to try them out.  Hell. I would be content in making a different PF2e witch a day just to see how many I could do.  But don't worry, I am not going to that except maybe for myself.

There is a lot here I would love to see find a home in some way for D&D, maybe for D&D6.  

Wednesday, June 22, 2022

Review: Pathfinder 2nd ed Bestiary

Pathfinder 2nd ed Bestiary
Spend any time here and you know there is one thing that is always true. I LOVE monster books. I can fairly say that monster books, bestiaries, and the like are not just my first love of RPGs but are largely why I am into RPGs, to begin with.

So I knew that even if I never bought anything else for the Pathfinder Second Edition game I was going to buy the Bestiary.  And much like it's Great-Grandfather AD&D, I picked up the Bestiary first. I grabbed the Core Rules (that I discussed yesterday) based entirely off of what I read in this book.

I guess I really should have done this one on Monday instead of a monster, but I wanted to do the core rules first.

So what does this book have and why did I like it so much?  Well, it has a lot going for it.

Pathfinder 2nd ed Bestiary

For this review, I am considering the Hardcover version I purchased at my FLGS.  For Pathfinder 2e I have been going with the Special Edition covers. My oldest gets the Special Ed covers of the D&D 5 books and I get the regular ones since D&D 5 is "His" game.  I normally like to get the Special Ed covers since I am a sucker for a book with a ribbon in it.  Plus he has no plans to play PF2e and we even combined our PF1e books into one collection and sold off the rest (which is how I can buy these!)

The book is 360 pages with full-color art. You know when you walk into the floor of the Gen Con trader hall and the smell of new books hits you?  That's how this book smells. Like Gen Con, but in a good way.

This book contains about 415 different monster stat blocks.  Before I get into those blocks I want to speak about the layout.  The PF1e Bestiary worked hard to get monsters down to one page per monster. Sometimes there were variations, but it was obvious the Paizo crew (and many others of the d20 boom) liked the presentation of one monster per page as in the AD&D 2nd days.  PF2e takes this design strategy and extends it to the next level.  Sometimes we get one monster per page. Many times we get a monster type (for example the Alghollthu) that extends across 2-, 4- or more pages (always an even number) that are facing each other. So in this case the Skum and Faceless Stalker.

Alghollthu

This continues throughout the book. The practical implications here are 1.) finding something is easy IF you know the group it might be under. 2.) you can lay your book flat and have access to everything you need for the monster.  There is of course one other.  While I love my special editions, if I went to the Paizo website and got all of these as PDFs I could do the exact same thing I have done with the AD&D 2nd Edition Monstrous Compendiums and the various S&W Monster books, I can print them all out and organize them all into one large folder.  Note you can do the same things with the D&D 4e Monster books too.  Maybe this is something I should consider when doing my Basic Bestiary. 

Continuing on.  The stat blocks are easy to read and honestly understand if you have played any form of D&D form the last 20 years.  There is the Name, it's level (which replaces HD and CR).  Under that there are the descriptor tags, this includes Alignment, Size, and Traits.  So our faceless stalker is a Chaotic Evil medium-sized aberration and it is level 4.  There are some basic "monster stats" such as skills, perception and abilities mods, and what items if any it has. It's Defence block is next with AC, saves, HP and resistances, immunities, or vulnerabilities.  It's attack block follows.  The feel is very much like that of D&D 5e.

The block is smaller than that of PF1e (thank goodness!) and all the important bits are readily visible,

Like the Core Book this features sidebars with more details. This often includes rumors, mentions of other types, and more.

About the Monsters

Most monster books take a LOT of cues from the 1st Edition AD&D Monster Manual. Many feature the same set of monsters. Enough that I often refer to the Demons Type I to VI and the Succubus as "The Usual Suspects."   Does this Bestiary follow suit? Almost, the Hezrou (Type II) and Nalfeshnee (Type IV) are missing but the others are here.  

Either due to space or to make the the stat blocks come out right there are a lot of creatures here that you do not normally see in a "core" monster book and some that I expected are missing. Nothing game-breaking mind you.  In fact it gives a great flavor to the book. There are many you expect, all the dragons for example, and some I didn't, like the gug and lillend. 

One of the neatest things about this book is reading over what are classical monsters too many of us and seeing how they are different not just through the lens of PF2e, but from different creators and a different world.  I have already talked about how much I enjoy Pathfinder's goblins, but they really do feel different here. This change is then reflected in other creatures like the barghest. Some are quite different, like the kobolds, and others are largely still the same, like orcs.

Speaking of orcs. A while back I did a post discussing what should be part of a universal stat-block and I used orcs as my example. The reasoning was that orcs are one creature that has appeared in all versions of D&D (yes there are others, but they are ubiquitous) and they are a good typical foe for 1st level adventurers.  How do the Pathfinder (PF1e and PF2e) orcs stack up?

More Orcs!

Orcs in D&D 3.x were (are) CR ½.  This meant they were a good, but not necessarily deadly, challenge to a party of 1st-level characters. In Pathfinder 1e they are now CR ⅓, so even easier really.   Pathfinder has the Orc Brute at Creature 0 and Orc Warrior at Creature 1 with 15 and 23 hp respectively.  Still something a group of first levels could take on, but maybe slightly harder. 

How does this book stack up to my Monster Manual test?

My Monster Manual Test is how I feel when I first open a game book. While this book can't reasonably live up to the hype of when I first picked up the AD&D Monster Manual it does do the exact same thing; It made me want to buy the system so I could know more about it.  Like PF2e Core this book is gorgeous and just wonderful to read through. The designers have made me invested in their world and I want to know more.

 Enough that I have more books to cover!

Tuesday, June 21, 2022

Review: Pathfinder 2nd Edition

Pathfinder Second Edition
All month long I have been talking about, but more appropriately around, D&D. For the rest of this week I want to talk about D&D's, now adult, younger cousin. Pathfinder 2nd Edition.

This won't be a full review. The Pathfinder Core book is massive and absolutely packed. Plus there are plenty of reviews out there.  Instead, I am going to look at some of the changes, updates, and innovations of the game and compare and contrast it to Pathfinder 1e, D&D4, and D&D5.

A bit of history first. Pathfinder 1st Edition was published by Paizo Publishing in 2009.  It was an immediate success with the core book selling out at it's appearance at Gen Con.  Don't quote me, but I think it was some sort of record.  Since then Paizo has always had a huge presence at Gen Con.  Paizo had been one of the 3rd party publishers of choice back in the 3.x days 2000-2008. It had a license to publish Dragon and Dungeon magazines and its support products for 3e were some of the best on the market. When Wizards of the Coast shifted direction and released D&D 4th Edition with no OGL backing, Paizo saw their opening.  They released Pathfinder to a huge public beta testing and took in all sorts of feedback. The Core Rules, which combined what had normally been the Player's book and the Game Masters' book into one massive tome.

It is hard to appreciate just how successful Pathfinder was.  When sales of D&D 4 spiked, but then dropped suddenly, Pathfinder took over the throne of best-selling fantasy RPG from D&D.  D&D didn't just sit on that throne, they built it, often from the bones of vanquished enemies like DragonQuest. So successful that many people began to call it D&D 3.75 and even the rightful progression of D&D 3.x.  

Pathfinder was a success and really would have been a success even without D&D4 underperforming (make no mistake D&D 4 still sold better than pretty much everything else combined). 

Fast Forward to 2012-13. Wizards announce they are holding public playtests for what they are calling D&D Next. The playtests are similar to Pathfinder's.  In 2014 D&D 5e is released to critical and commercial acclaim.  D&D retakes its throne and stays there.  Meanwhile by 2014 Pathfinder is moving along with a 14-year-old system (the 3.0 OGC). It survived the d20 boom and glut and still is the game of choice for many.  But sales are low and the true money maker of any RPG are the core books.  So in 2018 Pathfinder releases their 2nd Edition Playtest book.

Pathfinder 2e Playtest and Special Editions

It does not go over as well as the first playtest, this is the third time the market has seen this from the Big 2, but it is enough that Paizo releases Pathfinder 2nd Edition at Gen Con 2019.  That brings me to today, Pathfinder 2nd Ed in 2022.

Pathfinder Second Edition

Pathfinder 2nd Edition (PF2e here on) is the update to the best-selling, award-winning Pathfinder RPG. For this review/overview I am considering the Special Edition hardcover from my FLGS.  The book is 640 pages with full-color art.

Let's just start from the top. This book is gorgeous. The art is what you have come to expect from Pathfinder and this one does not skimp on it. 

PF2e interior art

There is an evolution here that is very interesting. It is something I call my "Modula-2 Experience."  Back in my undergrad days, I learned to program in Pascal. Not uncommon really, lots of people did that then. But later on I picked up other languages. I had already learned BASIC and Fortran so I picked up C and Modula-2.  C is very different than Pascal so keeping the syntax straight was an issue at first but then became easier. Modula-2 is almost identical to Pascal with some odd bits here and there. Picking up the syntax was a lot easier, but became harder to keep them separate as I went on.

Pathfinder follows the Modula-2 path from D&D's Pascal.  To extend the metaphor more, D&D 3 is Pascal, Pathfinder 1 is Modula-2, D&D 5 is Object Pascal/Delphi and Pathfinder 2e is Oberon. To extend my metaphor to breaking Original D&D is ALGOL.

Exploring PF2e is fascinating. There is a game here that I easily recognize and yet looks new at the same time.  All of the same abilities are here, many of the same races (now called "Ancestries & Backgrounds), and classes.  In fact, the first 240 or so pages read like D&D 3 or 5 or Pathfinder. It's when you delve into the details that differences become apparent.  

1 Introduction

This chapter introduces us to RPGs in general and the Pathfinder 2nd Edition in particular. It (and the rest of the book) features the main text and sidebars to explain the text or put it into context. For example, the text on page 7 mentions dice and the sidebar shows a picture of dice with the standard die nomenclature. 

This covers the basics of character creation such as deciding on your concept, rolling or assigning your six abilities (the classic six), figuring out your character details, and more.  We have six ancestries and twelve character classes.

Ancestries and Classes

Now I will say this. While I appreciate a good character sheet breakdown, the PF2e sheet is ugly as hell. For all the great art in this book that is one garish sheet. Wow. I'll stick with the black & white one.

2 Ancestries & Backgrounds

Modern RPGs are moving away from the concept of "race" and instead are going with Ancestries. I rather like this approach, to be honest. While "race" might be a good term, there are enough negative connotations to it (see my discussions of 19th Century Race Theory) to make it less than desirable. Plus Ancestries and Background help parse out what you get via your parents (eyes, pointy ears, and more) and what you get growing up in a culture.  

Ancestries are what older games call "race" it helps determine your ability score bonuses and sometimes penalty, your size, your speed, and what languages you might know. It also gives you "traits" and who well you see in the dark.  Heritages are sub-specialties of the Ancestries.  My favorite ancestry for PF2e right now is Goblin. Yes, you can play a Goblin in this game! The heritage I like the most is the Ironguy Goblin. You can eat anything.  I love Pathfinder goblins. 

Each ancestry gets an ancestry feat (PF2e is crazy with feats) at the first level. This helps define your character. For example, one feat is Goblin Song where you sing annoying goblin songs to distract your enemies.  You can get additional ancestry feats at 5th, 9th, and 13th levels. Some have pre-requisites. So you can't take "Very, Very Sneaky" at 13th level unless you took "Very Sneaky" before.

An interesting note here. Half-elves and Half-orcs are not an Ancestry. You take Human as your ancestry and then half-elf or half-orc as your heritage. The rule implication here is clear.  You can have mixed ancestry and heritage as the rules allow, you just need your GM to be ok with it. 

Backgrounds are chosen like a feat but are akin to the Backgrounds of 5e.  Akin, not the same.  These usually give some sort of skill, skill boost, or feat. 

Languages come from your Ancestry, heritage (sometimes) and background (sometimes).  

Your HP at level 1 is based on your Ancestry and not your class.  This is a good change since it can also apply to monsters and level-0 NPCs.

3 Classes

Here we get the classes we know from 3.x, more or less. There is the new Champion class, which replaces the Paladin (a Paladin is a type of Champion) and the new Alchemist. 

Alchemist

Each class has an ability boost, HD for leveling up, saves, attacks, and what skills they have access to. They are constructed very similarly to D&D 3.x/PF1e classes. Each class also has a series of feats they can take at various levels. These include Class Feats (specific to class) and General Feats (used by all). You take a Class Feat at 2nd level and every even level after. General feats are taken at 3rd level and every four levels after. There are also skill increases, ability boosts and other powers/abilities so that there is something happening at every level for all classes.   There are also sample variations on each class; these are done with the choices you make in powers, skills, and feats.  For example a Paladin is a Lawful Good Champion and Dancer is a Bard that takes ranks in Acrobatics and Perform (among others).  So customization is through the roof and no two characters of the same class need to look or feel the same. 

Seoni the Sorceress

To add to this there are even Archetypes to define your character or at 2nd level you can take a multiclass feat to add some abilities of another class to your current one. Much like D&D 4e used to do.  There is just so much to do with these classes.   No surprise then that classes take up almost a quarter to a third of this book.

I do miss the Prestige Classes from 3.x/PF1e though. Though with this level of customization they can be "thematically" folded into the existing rules here with no issues.  Want to be an Arcane Archer? I am sure there is a good skill/feat options that allow you to do that. 

4 Skills

There are 17 skills for PF2e. They are well described and include things you can do untrained and things you can do trained. There are also specific examples of things you can do with each skill and whether or not these are move actions, require concentration or other modifiers. For example, Climbing is a type of Athletics check and it is a Move action. 

5 Feats

Pathfinder isn't Pathfinder without Feats. Love them or hate them they are baked into the system here more than D&D or PF1e. And there is a lot of them. Again though great for character customization, bad for GMs needing to keep track of everything.

6 Equipment

Covers the shopping list. But also has premade Class Kits you can buy which have all the basic gear a class is likely to take. 

7 Spells

The next largest section (about 120 pages) is Spells.  All the same, schools are here, but now magic is divided into Arcane (Wizards), Divine (Clerics), Occult (Bards), and Primal (Druids) Spells.  So seeing a bit of PF1e's later material and D&D4e DNA here.  There are Spell Slots from 0 to 10 (yes 10th-level spell slots) and spells of level 0 (Cantrips) to 9. So you can heighten a spell to higher slots or sometimes a spell might need a higher slot depending on a feat. Similar to 3.x certainly but also a little feel of 5e's spell slot system.  So for example there is no Monster Summoning I to IX. There is only Summon Animal (or Construct or Fiend or Fey etc.) and you can heighten the spell at higher spell slots. So taking Summon Animal at a 7th level Spell Slot lets you summon a level 9 or lower animal. 

Spells are all listed alphabetically and tagged with various descriptors like "Cantrip," "Divination," or "Mental" and more. The description also lists what tradition(s) they belong too, Arcanes, Divine, Occult and/or Primal. 

There are also "Focus" spells that are unique to a particular Class.  Bards, Champions, Clerics, Druids, Monks, Sorcerers, and Wizards all get their own lists unique to them. Yes monks get "Ki" spells.  

Like past versions, but mostly like D&D 4e there are also Rituals. these take longer and have certain requirements that need to be met. 

8 Age of Lost Omens

This covers the very basics of Golarion, Pathfinder's game world. It includes a little history, the lands, and the gods. 

9 Playing the Game 

This is mostly the Game Master's section but there is still plenty here for players.  Covers all the rules needed to play with an emphasis on the basic d20 roll and checks. Note there is no "Natural 20 = critical hit" here, BUT score 10 higher than their DC/AC then you do have a crit! So that is kinda cool. 

10 Game Mastering

This is the Game Master's chapter. Lots of advice here on how to run PF2e games (and some of it applies to any d20-based game.)  There is a lot here yes, but obviously more could be said since there is a Game Mastery guide out as well. 

11 Crafting & Treasure

Modern gamers love to make things. I blame Minecraft. This chapter covers making things (great for the alchemists) and treasure. This is also a fairly large chapter.

Treasure

We end with the Appendicies. 

--

This book is huge and it is packed with information.  The index is great and very useful. In fact, the entire design of the game allows ease of access to all information. This is one of the things that made 4e a well-designed game (not the same as "playable") and we see it live on in OSE as well. 

Who Should Play Pathfinder Second Edition?

Anyone who loves to play D&D in its myriad forms and also loves deep character customization.  In fact, if you love building characters and don't have a game going at the moment then Pathfinder has a lot to keep your character-building hobby very busy.

It is not a lite game. It is very, very crunchy.  While the differences between PF1e vs D&D4 were very pronounced there is less obvious differences between PF2e and D&D5 at least in terms of the types of games you can play.  I will say that if you were to play something like "Keep on the Borderlands" the differences in play between D&D5e and PF2e would be minimal and all resting on the mechanics of the game. Still, you are going to roll initiative, roll to attack an orc, roll a d20 to see if you hit, and then roll damage as indicated by your weapon type. At higher levels, these mechanical differences will become further apart, but essentially they both still have the same DNA linking them back to D&D 3 and before.

There is a lot to like about this game. There is a lot of game here too and that might not be to everyone's taste.

I can something like the Ancestries, Heritages, and Backgrounds making their way to D&D proper. It is so useful and gives so much more customization that looking back it seems like a no-brainer.