We're on to chapter two, Variant Rules. The majority of this chapter is crap but there are sections that are way too good to pass up on. Exalted Cohorts (pg 24) presents an interesting idea for new companions for good characters. Exalted Gods (pg 24 - 26) is mostly useless though they do present a deity that will be going into all my future games: Estanna (pg 25). That is a perfect deity that can go into just about any campaign at any point without any work at all. I love her concept and execution.
Poison and disease are generally the tools of evil monsters and characters, implements of corruption and destruction. If snakes and vermin are associated with evil, as they are in many cultures, it is usually because of their venom that they are viewed in such a negative light despite their neutral alignment. Using poison that deals ability damage is an evil act because it causes undue suffering in the process of incapacitating or killing an opponent . . . Besides the curative abilities of clerics and paladins, the powers of good have their own answer to poison and disease; ravages and afflictions, magical traumas that turn the moral corruption of evil creatures into physical corruption that wracks their bodies. Ravages and afflictions affect only evil creatures, and are particularly debilitating to evil outsiders - despite the immunity to poison that is common among such creatures . . . (pg 34 - 35).
|I love this picture from pg 35|
|Seriously, the Ursinal is just too freaking cool.|