Truth be told, I hadn't expected much out of this book before reading it. The previews hadn't shown me anything exciting in the way of prestige classes, and I'd been half-expecting something that looked like the Wizards of the Coat splatbooks - which aren't particularly exciting, either, in my opinion, though a few have some prestige classes and feats of note. Still, they're not worth the amount they're sold for, and that kind of thinking colored my opinion on the Player's Guide to Wizards, Bards, and Sorcerers before reading it.
Now that I have read it, what are my thoughts?
Well...eh. Over-all, I wasn't impressed. Nothing particularly "wowed" me. While I generally find the Sword and Sorcerys writing to be interesting, whether it's for the Scarred Lands or Ravenloft, nothing caught my eye in the book. At least, not in a positive way.
Right from the cover, I was expecting something less than stellar. It wasn't the artwork mind you, and obviously not the title, but the sentence at the bottom of the page stating: "A Core Sourcebook for Revised 3rd Edition Fantasy Roleplaying." While perhaps my initial reaction of distaste for it should have waited until I read through it, now that I have, I can quite readily say that the statement is an utter load of bunk. It's disingenuous in its claim, as from the perspective of a non-Scarred Lands player, the vast majority of the book just isn't useful, and from the perspective of both a Scarred Lands player and DM, such as myself, the book, at no point, gave me the impression that I needed it for the setting. If you don't plan on using the Scarred Lands, don't let "Core Sourcebook" fool you, as a good chunk of the book is setting material. If you do play in the Scarred Lands, the book still isn't a necessity to have - Divine and the Defeated, the Scarred Lands Campaign Setting: Ghelspad, Creature Collection Revised, and Relics and Rituals are the four essential core books for the setting, whereas the Player's Guide to Wizards, Bards and Sorcerers is just a nice addition to add to your collection. That they'd stamp something like that on the cover is possibly the one most irritating thing about the entire book. It's as much a "Core" sourcebook as Tome and Blood - which doesn't go so far as to claim it's a core anything. Ultimately, it struck me as a marketing ploy, as the truth in the claim seemed lacking. While obviously the companies out for a profit, doing it by diluting the concept of just what a core book is means that, eventually, the statement will be rendered meaningless, whether in the concept of d20 role-playing in general, or for settings such as the Scarred Lands specifically. If a book is, essentially, a necessity for playing D&D, or in the Scarred Lands, then fine, use the word "Core" on the cover all you like - but this book fills neither criteria.
Boy, so much fuss over one little sentence. Honestly, though, it irked me to no end, and will each time I see it on their various other Player's Guide to X classes.
With that said, let's go to the insides of the book, in no particular order, mind you.
Each section has a few staples shared between them. Each mentions a number of organizations tied to one of the classes presented, some old, but a number of new ones, as well. Every last one of the new organizations is highly forgetable; I likely couldn't name a single one of them if I didn't flip through the book to find their names again. The wizards section goes into the various academies and institutes which teach wizardry, the part on bards mentions a variety of their traditions, and the sorcerers chunk of the book details a sorcerous bloodline for each titan, as well as for non-titan related sorcerous bloodlines. A few do pop up into my head, but that's mainly due to the fact that they either have a prestige class related to them in the book, or they had something to them which gives me the slightest sigh and shake of my head when I read through them.
They also share a few notable NPC's. Just like with the magical organizations, previously described characters are brought up, as are a few new ones. Again, the new notables aren't so notable. Out of the whole bunch, I only recall one, a wizard who focuses on transmutation magic, and has an affinity for falcons or avians or some such. I mainly remember her due to her picture, right above her entry. Oh, and the Dark Bard, who apparently's privy to the thoughts of Goran and Chern; it doesn't state that in his entry, but the main thrust of his character is that he knows about how Chern corrupted the mind of the deity Goran to forsake the dark elven people. The way I read Burok Torn, I never once had the impression that either the dwarves or dark elves really knew why Goran had betrayed Nalthalos, and by all logic, none of them really would - Goran certainly didn't know he was being influenced by the titan, Chern obviously told no one, and Nalthalos himself obviously wasn't privy to the thoughts of either. If you're not a Scarred Lands fan, that was just a bunch of gobblety-gook, but if you are, you know what I'm talking about, and suffice to say, I found the Dark Bard's blurb to be a piece of poorly thought out writing.
Shared also would be the chapter introductions, all of which are a quote from a member of the class appropriate to the section of the book. These only served to affirm my opinion even more that authors shouldn't fabricate quotes for their settings. Most of the time, they don't make for the best of quotes. The first one was essentially a wizard getting into a hissy fit at being called a wizard. Great. A pretentious wizard. I would think a better representative for a wizard could be quoted than what some snobbish mage having a temper tantrum said. The introductions served their purpose, but only as well as just stamping "Chapter I: Wizardly Organizations," would have. The writing for them wasn't terribly impressive, and at times detracted from, instead of added to, the chapters, at times.
As I said, no particular order, so, next up:
The Scion feats are neat, but the concept had already been brought up in Relics and Rituals II. Essentially, they're feats that define the sorcerous bloodline a sorcerer hails from. They're a bit under-powered in and of themselves, as they define a sizable amount of the sorcerer's spell list once they're taken, but they do make for a decent way to balance a good prestige class, and actually add an extra bit of flavor to a character. They're stylish, and I enjoy them, but, having already seen them in Relics and Rituals II, they didn't have quite the oomph they would have had otherwise if this were the first book they had shown up in. A Scion feat exists for each of the titans, as well as a few other forms of magical bloodlines, so a DM is saved the working of making or approving one, but none of them are anything that couldn't be whipped out in under a few minutes, or, in a few cases, taken straight out of Relics and Rituals II. As stated, they're a bit under-powered, but don't change them if you intend on using the Prestige Classes they're attached to; most of those Prestige Classes are only barely, if that, by their requisite Scion feat.
To continue on with the sorcerer's, part of my problem with it was that a good chunk of it was a rehashing of ideas that had first occured to me back while first reading the sorcerer entry in the original 3rd edition Player's Handbook. The thought of "Been there, done that," came up frequently in my mind while reading through the sorcerer's chapters. The sorcerer's section goes into gaining sorcerous power via the blood of angels, fey, and other eldritch beings, as well as the Faustian concept of making a deal with an otherworldly creature for the purpose of gaining magical might. All good ideas, to be sure, but for me at least, old territory, and nothing I would buy a book for. If you've never thought about sorcerer's as anything more than the distant relatives of dragons, or just these people who spontaneously cast spells, hey, maybe you'll find the section helpful, or inspiring, but such was not the case for myself.
Sorcerer's are also mentioned as having bloodmarks, which are essentially witches nipples that mark them not only as sorcerer's, but also what sort of magical lineage they have running through their blood. Bloodmarks manifest as things as mundane as oddly shaped birthmarks, to more distinctive signs of sorcerous power such as the occasional spark of lightning about the sorcerer They can add a certain exotic flair to the character, but, again, while perhaps a bit interesting, they're nothing I became excited over.
In regards to the section on Wizards, it was a particularly unnoteworthy chapter, in my opinion. It offered up a sidebar on just how magic worked in the Scarred Lands, and how the spells from different wizardly traditions, while mechanically the same, often have some signature motif to them, but otherwise...nothing special. A chart on books and discussion on different types of magical tomes. The same standard array of arcane organizations and NPC's.
Bards, though...well. Bards. To sum up the Bard section: War Harps. Yes, War Harps. Apparently, one of the nations of the Scarred Lands decided that it would be a tactically sound strategy to field 6 and a half feet tall harps out onto the field of battle. That this would not be a difficult and costly endeavor, and that these instruments would not be prone to breaking and being ruined while being transported about. Transportation likely requiring quite a bit of horsepower to lug them around the countryside, and if not, well, that's one more exceptionally cumbersome, heavy, FRAGILE piece of gear being lugged around by a Bard.
Oh, and those harps are meant to inspire fear.
Apparently, the fife and drum weren't enough for the author of this section, who also thought that just because historically no one was dumb enough to try fielding harps on the battlefield, that shouldn't prevent the folks in fantasy land from trying to do just that. Because in fantasy land, people don't have sense enough to realize lugging around huge, fragile, cumbersome instruments is a dumb idea. As a sidenote, if anyone can actually provide me with a link or source for a historical use of man-sized harps on the field of battle, I would appreciate it. I went looking, and could find no such silliness myself.
Suffice to say, it colored my entire opinion of the Bard section. It was just...so...dumb.
Sorry for that. Anyway, as for the rest of the Bard section, again, nothing else quite so bad, but nothing else that was particularly good. A number of theories on just how Bardic magic works (it doesn't draw upon the same source as Sorcerer's and Wizard's magic in the Scarred Lands, for one). It has a number of variant rules on how Bards create magic items; these look open to rampant abuse, in my opinion, where a high Perform check can add additional effects to the magic item without raising its cost. Sword and Sorcery's strong point has never been balanced mechanics. A number of bardic epics are also brought up, and how they can be integrated into certain types of spells. All told, more of the so-so writing that failed to catch my eye.
Then towards the end of the book we see the feats, prestige classes and other bits of rules related material. I already mentioned the Scion feats, so I'll go into the rest.
Most of the feats are fairly decent, useful feats - such as the Arcane Trinity feat, which allows a Wizard to prepare three spells of the same level into a single spell slot which is one level higher than any of the spells being prepared. Once one of the three spells are cast, the other two prepared with it are expended and gone. Useful and nice in my opinion.
Then there's Sorcerous Pact.
This is the Faustian deal feat, essentially. It can only be gained by a Sorcerer who gained its sorcerous power through some compact or deal, such as with a Demon or Devil or the like. So long as the Sorcerer upholds its part of the bargain with the entity, one spell per spell level is given a +4 to the DC. +4? +4! With one feat. Sure, it's only one spell per spell level, but who needs more than that? I thought revised third edition got rid of all the insanely high DC powers, such as from Spell Focus and the Archmage Prestige class. Apparently, Sword and Sorcery doesn't pay that stuff much mind. For the restriction, I found the benefit far too powerful. +20% chance of failing a saving throw against a Disintegrate (on top of any other Saving Throw enhancers, such as Spell Focus, or Eagle's Splendor) is a bit much.
The introduction to the Prestige Classes of the book starts off with how Prestige Classes from other sources fit into the Scarred Lands. A nice touch for the most part, though by giving the Mystic Theurge too much flavor, I feel they missed the point of the Prestige Class in the first place.
As for the Prestige Classes in the book...
First, flavor-wise:
I liked the Master Cabalist. It involves the holy names of the gods, and the power they can invoke with them. An idea that isn't unique to the Scarred Lands, but one that hasn't been used quite as often as I feel it should be in Dungeons and Dragons. Kudos to Sword and Sorcery for rectifying that. Taking inspiration from the real world that hasn't really been gone into overly much in a fantasy setting is often a step in the right direction in my opinion.
Other than that...a fairly vanilla selection of prestige classes, flavor-wise. Demonologists, Angel-Blooded, and the requisite arcane prestige class to the setting superpower of magic, the Blessed of Mesos. The Voice of the Dead also has it's own nice touch - a Sorcerer that draws its power from the latent necromantic energy of the city of Hollowfaust, and also can hear dead people - which didn't overly appeal to me, but I can certainly see striking other peoples fancy.
Mechanics-wise...
Bleah. Every last one of the Prestige Classes offered up full spellcasting ability for one. For some of the advantages they offered, in light of the requirements, this pushed just about all of them overboard. Those with the Scion feat requirements had that reigned in to a degree, and Bard prestige classes are always a bit iffy in my opinion on just how powerful they are even when given full spellcasting, but all told...I found most of them to be a bit much. Not to mention, shoddily written at times. Instead of going into each and every Prestige Class and how they're overpowered, I'll just go into the biggest offender in my opinion: The Blessed of Mesos. For the price of a Scion Feat (which has whatever restriction to power these feats normally offer up torn away by the class features), two metamagic feats (Even Sorcerer's tend to have at least one, anyway, such as Extend Spell), 10 ranks in Knowledge (arcana) and Spellcraft (What else is the Sorcerer going to spend its skill points on?), and being able to cast 4th level spells, the Blessed of Mesos gains or keeps: Full familiar advancement, full spellcasting ability, three bonus metamagic feats (entirely making up for the three feats required to enter the class in the first place), a number of bonus spells every 3rd level (making up for the required spells due to the Scion feat, neutering any impact it would have on the Prestige Class), the ability to spontaneously cast spells with metamagic feats without adding to the spell level or time of casting, an enhanced ability at counterspelling, a free cohort, and a limited ability at regaining spell slots when countering anothers spells. So in other words, the Prestige Class has very minimalist requirements to enter which are completely recouped and a whole lot more. Without even the decency to take away familiar progression. This is the worst of the bunch, but the others follow a similar trend.
Onto the scraps...
New and extra equipment, such as instruments. Nothing special here in my opinion.
New familiars. Poorly thought out. One of the familiars, not even requiring a feat to gain, has a limited capacity as a Vorpal weapon.
New spells. I snoozed through most of these. The only one that struck me as notable was Durlock's Withering Pox, a 5th level spell which emulates Hold Monster, except that it's Necromantic, requires a Fortitude save instead of a Will save, removes that usually only restrictive (Mind-Affecting) descriptor, and, oh, deals out 1d6 Constitution damage each round. Yes, it has a 500 gp gem in its material components, but I found it was too good in comparison to the similar, same level, yet weaker spell, Hold Monster. Mechanically, it could have either used some tweaking, or gone up a level in my opinion. Instead of my being able to immediately compare it to another spell of the same level with a similar, yet weaker effect.
Other notes:
The change-over to third edition to revised third edition wasn't quite complete. There's a reference to Negative Energy Protection and the old damage reduction system for starters.
Scarred Lands/Non-Scarred Lands compatibility: Sword and Sorcery really tried making this book sound as if it was a useful book even if you weren't into the Scarred Lands. As a Scarred Lands fan, I do not believe this to be the case. A lot of the book is Scarred Lands setting material through and through, from the gods, titans, nations and all around. While many of the feats may be generically useful, the spells as well, I found most of the Prestige Classes, despite their "Use in Other Campaigns" blurb, to be strongly tied to the setting. While the organizations and NPC's could be used in other campaigns, so could the Harpers, or Solamnic Knights, or Strahd Von Zarovich. While I can't say this with certainty, I believe I would have enjoyed the book less, and found it less useful, were I not a fan of the Scarred Lands. Even as a Scarred Lands fan, I wasn't particularly thrilled with it.
Artwork: Mark Smylie can draw plate like it weren't no thang. Even if it is being inexplicably plunked onto Bards and Wizards. As for everyone else...cover or otherwise, it ranged from decent to poor. Mark Smylie impressed, everyone else failed to strike my fancy.
Size/Price: At least the book looks like it's worth about 24 dollars, with it's 160 or so pages of text. I wouldn't go so far as to say it actually is, but in comparison to the Wizards of the Coast splat books, it's not quite so paltry and thin for its price.
All told, I wasn't impressed with the book. The writing was, for the most part, bland and uninspired. Not poor, just not good. Mechanically, it was essentially what I expect out of Sword and Sorcery - decent, with glaring, large, loud, angry spats of poor, poor, poorly done rules or feats or prestige classes or whatever.
If you do enjoy the Scarred Lands, while I'd recommend a number of other books (in fact, having been less than pleasant in this review, I'll name them: Divine and the Defeated, the Scarred Land Campaign Setting: Ghelspad and Termana, Relics and Rituals I and II, and Burok Torn, just to name a few - though I will say, mechanically, do not expect much out of any of these books) before I would recommend this one, it's still not a completely unworthy buy.
If you don't enjoy the Scarred Lands...save your money. Get the Tome of Horrors, or the Monsternomicon, or Traps and Treachery, or Midnight, or Van Richten's Arsenal, or, well...something else. Unless of course you've got money to blow. There's a good deal of honestly great products out there, and if you're not tied to a setting, well, there's a whole bunch of other products out there which you'd be better off buying before this one.
And it definitely is not a Core sourcebook, even if you play in the Scarred Lands.