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Player's Guide to Wizards, Bards and Sorcerers
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<blockquote data-quote="negativtoo" data-source="post: 2010921" data-attributes="member: 1918"><p>Well - another Players Guide to three of the core classes ? From "rules-light, role-heavy" Swords and Sorcery Studios, aka, White Wolf ? Sounds............ should be interesting !</p><p></p><p>As for the hard facts, this softcovered 160 b/w pages publication runs at US$ 23,95 - not the cheapest of bargains, do the math. Interior art is by John Bridges, Nate Pride, Tim Truman and Mark Smylie - while I care not a iota for the art of the first three (Tim Truman being IMHO an especially bland, uninspiring artist, but tastes may differ - I just have not yet met a gamer who actually liked or appreciated his work ), Mark Smylie at least is something like the "style creating artist" for the Scarred Lands setting by now. The cover features a pretty static if detailed full colour rendering (by Mark Phillipi) of some more or less standard specimen of the three classes covered - and the unlucky blurb "A Core Sourcebook for revised 3rd Edtion Fantasy Roleplaying" .... Well, personally I _never_ trust blurbs printed on any cover by the publisher (ever read a depreciating one ? thought so.. ), but SSS has been treating the term "core" rather lightly for my taste. Their mistake, some people will take nit-picky objection. SSS could definitely, and easily at that, improve their work here.. Artwork is not a bonus, but IMHO a key element. So no bonus points from sheer production/presentation value.</p><p></p><p>The book divides into six chapters (two each for the classes ) and three hefty appendices ( I consider 64 of 160 pages a signficant proportion ) - each classes being treated by a different author, describing the many different ways in which the core classes work in the societies, structures and nations of the Scarred Lands. For wizards this includes famous (and secret) magical societies and groups - from the Calastian Battle Mages, the Runecasters of Burok Torn and the Necromancers of Glivid-Autel to the peaceful sages of the Pylacteric vault. Some of these have been described in more detail in other publications (like the Calastia, Hollowfaust and Burok-Torn sourcebooks), but some are new, or at least well fleshed-out, decriptions ( I especially liked the information on the summoners of the Obsidian Pyre ), which includes skill and feats favoured/required, descriptive motifs, reasons and conditions for membership and favoured spells and tactics. Nice for a player to get an idea about some society to join or infiltrate to acquire secret, less widely known, lore. The second chapter of each class deals with specific rule augmentations and variations - alternative spellbooks (with specific traps, nice), costs and terms of magical services (and who is even willing to offer them ) and famous tomes (both as sources of lore and as loot). Much of this is tailored to the Scarred Lands setting, but should be transferable to any home-brew campaign - less easily perhaps to a canon setting (FR, Greyhawk etc.), but definitely not impossible. The chapter delivers the goods it promised.</p><p></p><p>For bards we find some ideas for character concepts/bardic traditions beyond the tired "ministrel" concept (e.g. the Silver String Tradition of Werecreature-hunters or the "Sowers of Fear", Hollowfaust's masters of psychological warfare ), but nothing _really_ new, fascinating or innovative. The blrubs of famous bards are nothing sepcial either - no big surprises (besides certain infroamtion in the "the Dark Bard" entry). The "Rules" chapter features some more (if not especially needed) rules for bardic performances (philosophy, acoustics, composition etc.), epic recital (including soem example epics) and some rather lukewarm rules for item creation and bardic-music enhancement, which seem like an invitation to abuse by "chrunchy" players. IMHO these weak spots highlight one of the major problems with having each chapter/class written by a different author - quality in one does not prevent weak/hilarious spots in others, which still detract from the overall performance of the book. Especially the bardic epics are far too closely (lamely ) tailored on real world books ("1001 Shelzari Nights" ? "99 Shattered Blades" ? "The courtship of the nine jewels".... YAWN !!!!!) to rouse interest. Some even raise doubts about some "metaplot" accuracy from other supplements - while SSS never claimed any of its books had canon omniscience and infallibility, a certain consistency in plot and details is appreciated by most GMs. In fact, the bard chapter is mediocre, un-original and a let down.</p><p></p><p>The sorcerers' chapter features the material most specific/unique to the Scarred Lands setting - from the orgins of sorcerous power related to the defeated titans, the elemental forces and dragons, to their nowadays manifestations the established skeleton of sorcerous powers is fleshed out and given shape - how do sorcerers of a thulkan heritage differ from those of Gullaben's essence ? For each of these bloodlines at least a sample cult/clan/bloodline is described, too. Nothing really mindblowing there, but some nifty ideas for campaigns and plots - essentially, many of these clans/bloodlines make useful mid-sized antagonists and secret societies, even interlocking with larger enemy structures, setting up some ready-made internal powerbrokering and jockeying for creative players to exploit. There are also examples for those sorcerers of non-titan heritage - like beings that gained power through descent from outsiders, mythical beasts or through outsider-pacts. Nothing truly new here, but its a nice orientation how such things come to be in the Scarred Lands, which are remarakbly "outsider-free". There are even some samples of how evil outsiders serve/fit in with the darker deities and how some faustian pacts come to be - but no rules ( perhaps for the better - this may be a chapter a GM wants to judge by the needs of his campaign only) . Overall, the Sorcerer chapter delivers - for the Scarred Lands setting at least. Very little of it could be applied elsewhere without some reworking, though.</p><p></p><p></p><p>The three appendices deliver - BIG SURPRISE - Feats and prestige classes. oh well - nothing really new these days I guess !</p><p></p><p>Actually some of the Feats are nicely reworked or remodelled old standbys ( I especially liked the reasoning behind Improved Spell Critical and Spell Critical ), Scion Feats (sorcerer bloodline feats - giving a little extra power and a pre-selection of 2 spells/level you _have_ to take, but the exclusive ticket for a bunch of Prestige classes and secret societies ) which had already appeared in "Relics and Rituals-2", getting expanded, and a bunch of bardic [Tradition] Feats allowing new and improved uses for bards (enhancing summoned allies, 'Charm Monster' through Performance, lycanthrope bashing or even casting of otherwise inaccessible elemental spells through bardic music... ). There are even specific feats for those crafting outsider pacts, some giving a considerable "ooomfh", but most seem constructed for personal GM balance ( like Sorcerous pact - you gain a +4 DC for one spell /spell level, BUT the GM will have your "master" ask of you one service every character level.... dark power at even greater price..... One of the temptations that depend _very_ much on your GM's style ). I am not surely personally if I would let bards have a familliar, even through expenditure of a feat ("Pied Piper"), though, and "Shunt Focus" (self only spells become "touch", though with a save) is another candidate I would note down as "problematic" (especially in the hands of a divine caster). "Elemental Focus" (DC-bonus to all spells of a specific elemental subtype), Mentor (more spells each level from your wizardly teacher's records ) and "Arcane Trinity" (load a wizardly spell slot one higher with a selection of three spells chosing one of them to cast at a moments notice) stand out. There is also the nice concept of cabbalism, the magic through the "true names" of the gods and a one page summary how the more arcane prestige classes from the DMG fit into the Scarred Lands, as well as for those prestige classes from Monte Cook's, "Book of Eldritch Might".</p><p></p><p>The prestige classes themselves cause little excitement for me - while several combine full spell progression with extra powers, they usually require a scion bloodline feat, limiting the initial casters versatility, or have some other drawback to compensate. Also, through their focus on titanous extraction and believes/worship, they seem destined for NPC use. Many of them can be taken only at 8th, 9th or even higher levels due to the entry requirements ( access to 5th level spells, 10 skill ranks etc. ) and some definite role-playing requirements (a far too often ignored criteria ) like prior membership in some society etc. We find the "Adept of Flame" (Thulkan fire worshipper/pyrophiles ) "Angel Blooded" (sorcerers of benevolent outsider-heritage with extra spells from the "good" side ), the "Blessed of Mesos" (Seeker and heir of the pen-ultimate source of magic, masters of metamagic) "Demonologist" ( high entry requriements though), "Japhinian Dynast" ( pirate sorcerer with berserking tendencies...strange but intriguing), "Keeper of Epics" (performance bard with boosts to bardic music), "Master cabbalists" (Enhanced magic through the use of "true names" - will need some balancing checks), "Moonwitch" ( a worshipper of Belsameth, the goddess of dark magic. Moody.), "Rage Bringer" (a berserk battle bard - not muc left to imagination), "Slaver of the Dead" (necromantic mages serving Chardun and raising armies in his name) and the "Voice of Sumara" (A necromancer who is in constant communications with the dead - Kudos to Brian Lumley are in order, I guess ). I have some doubts about the practical use of some of the bardic prestige classes (the "High Corrister" - master of ancient epics and lore) and the "Shelzar Eroticist" may need a more mature audience for useful play (exotic dancers anyone ?), though it is nice to see that angle actually covered. If a GM puts some work into the titan-related aspects of the prestige classes, most should be easily transplanted to any campaign. All give precisely focused power to a certain aspect of working magic, and retain far more flavour than the abusive e.g. Hierophant, Mystic Theurge etc. ..</p><p></p><p>The third appendice gives an expanded list of musical instruments (from the useful to the silly - the 6' tall war harp and the spinetta (very small piano.... who si actually gonna use that in a normal campaign ?) come to mind, but the information just which culture uses which instrument is useful. Some alchemical preparations (anti-alcoholic additives, "diet-powders", but also some medications, anti-elemental essences and endurance-strengthening tonics) are found here, along with Craft [alchemy] DCs.. A Scarred Lands specific expanded list for possible animal familliars and their respective bonuses (for the crunchers) and some short rules for "procuring everyday spell-components fast" round out the section. There is a 6 page section of additional arcane spells - some of them very powerful for their level (Durlock Withering Pox - a necromantic Paralysis plus 1d6 Con damage a round comes to mind, the Bardic level 4 "Darkness Nocturne" goes directly to the "limited" list, too) - most of this should be GM approval material. I sadly miss a rating of "presumed accessibility" for spells in D+D 3.5 - just who if anyone could teach you this spell, how common is it etc. - so that power just might come at a price. Good section, but not earth-shaking.</p><p></p><p>Resumee :</p><p>Overall the Scarred Lands Players Guide to Wizards, Bards and Sorcerers is a mixed bag. If you want roleplaying and background material on playing in the setting, the Wizard and Sorcerer chapters are good or better value. If not, usefulness except as inspiration or raw material is limited. The Bard section (as usual - bards always get the short end of the stick) is weak, no excuses, regardless of setting. The feats and prestige classes appendices are nice, but a bunch of the material in it will never be permitted for player use by most GMs (Scion Feats). The value of this material for use outside of the Scarred Lands is equally high - most of it is easily adapted to other settings, and in several cases makes very different uses for a class feasible (especially bards in this case). While _some_ of it can be found in other books by SSS,, this should be the complete set. Little of it is outstanding, but nothing is sub-par. The appendice on Instruments, alchemy, spells and familliars is an added bonus, but nothing to buy the book for.</p><p></p><p>As for an overall score, I am of a divided mind - as a Scarred Lands GM and fan, overall I would rate it ( barely ) at a "4", but for everyone playing D+D in another setting, it would be a flat "3". I would definitely recommend checking the contents out in person before buying it. There is very little overpowered or unbalanced stuff in here - not like many player-focused "splatbooks" and "quintessentials". The focus here in on the Scarred Lands and roleplaying information, not more efficient crunching of numbers or maximizing the gain from options. Its not a "must buy" purchase for GMs either, only for those playing Scarred Lands campaigns. And that's what makes it a "4" for me.</p></blockquote><p></p>
[QUOTE="negativtoo, post: 2010921, member: 1918"] Well - another Players Guide to three of the core classes ? From "rules-light, role-heavy" Swords and Sorcery Studios, aka, White Wolf ? Sounds............ should be interesting ! As for the hard facts, this softcovered 160 b/w pages publication runs at US$ 23,95 - not the cheapest of bargains, do the math. Interior art is by John Bridges, Nate Pride, Tim Truman and Mark Smylie - while I care not a iota for the art of the first three (Tim Truman being IMHO an especially bland, uninspiring artist, but tastes may differ - I just have not yet met a gamer who actually liked or appreciated his work ), Mark Smylie at least is something like the "style creating artist" for the Scarred Lands setting by now. The cover features a pretty static if detailed full colour rendering (by Mark Phillipi) of some more or less standard specimen of the three classes covered - and the unlucky blurb "A Core Sourcebook for revised 3rd Edtion Fantasy Roleplaying" .... Well, personally I _never_ trust blurbs printed on any cover by the publisher (ever read a depreciating one ? thought so.. ), but SSS has been treating the term "core" rather lightly for my taste. Their mistake, some people will take nit-picky objection. SSS could definitely, and easily at that, improve their work here.. Artwork is not a bonus, but IMHO a key element. So no bonus points from sheer production/presentation value. The book divides into six chapters (two each for the classes ) and three hefty appendices ( I consider 64 of 160 pages a signficant proportion ) - each classes being treated by a different author, describing the many different ways in which the core classes work in the societies, structures and nations of the Scarred Lands. For wizards this includes famous (and secret) magical societies and groups - from the Calastian Battle Mages, the Runecasters of Burok Torn and the Necromancers of Glivid-Autel to the peaceful sages of the Pylacteric vault. Some of these have been described in more detail in other publications (like the Calastia, Hollowfaust and Burok-Torn sourcebooks), but some are new, or at least well fleshed-out, decriptions ( I especially liked the information on the summoners of the Obsidian Pyre ), which includes skill and feats favoured/required, descriptive motifs, reasons and conditions for membership and favoured spells and tactics. Nice for a player to get an idea about some society to join or infiltrate to acquire secret, less widely known, lore. The second chapter of each class deals with specific rule augmentations and variations - alternative spellbooks (with specific traps, nice), costs and terms of magical services (and who is even willing to offer them ) and famous tomes (both as sources of lore and as loot). Much of this is tailored to the Scarred Lands setting, but should be transferable to any home-brew campaign - less easily perhaps to a canon setting (FR, Greyhawk etc.), but definitely not impossible. The chapter delivers the goods it promised. For bards we find some ideas for character concepts/bardic traditions beyond the tired "ministrel" concept (e.g. the Silver String Tradition of Werecreature-hunters or the "Sowers of Fear", Hollowfaust's masters of psychological warfare ), but nothing _really_ new, fascinating or innovative. The blrubs of famous bards are nothing sepcial either - no big surprises (besides certain infroamtion in the "the Dark Bard" entry). The "Rules" chapter features some more (if not especially needed) rules for bardic performances (philosophy, acoustics, composition etc.), epic recital (including soem example epics) and some rather lukewarm rules for item creation and bardic-music enhancement, which seem like an invitation to abuse by "chrunchy" players. IMHO these weak spots highlight one of the major problems with having each chapter/class written by a different author - quality in one does not prevent weak/hilarious spots in others, which still detract from the overall performance of the book. Especially the bardic epics are far too closely (lamely ) tailored on real world books ("1001 Shelzari Nights" ? "99 Shattered Blades" ? "The courtship of the nine jewels".... YAWN !!!!!) to rouse interest. Some even raise doubts about some "metaplot" accuracy from other supplements - while SSS never claimed any of its books had canon omniscience and infallibility, a certain consistency in plot and details is appreciated by most GMs. In fact, the bard chapter is mediocre, un-original and a let down. The sorcerers' chapter features the material most specific/unique to the Scarred Lands setting - from the orgins of sorcerous power related to the defeated titans, the elemental forces and dragons, to their nowadays manifestations the established skeleton of sorcerous powers is fleshed out and given shape - how do sorcerers of a thulkan heritage differ from those of Gullaben's essence ? For each of these bloodlines at least a sample cult/clan/bloodline is described, too. Nothing really mindblowing there, but some nifty ideas for campaigns and plots - essentially, many of these clans/bloodlines make useful mid-sized antagonists and secret societies, even interlocking with larger enemy structures, setting up some ready-made internal powerbrokering and jockeying for creative players to exploit. There are also examples for those sorcerers of non-titan heritage - like beings that gained power through descent from outsiders, mythical beasts or through outsider-pacts. Nothing truly new here, but its a nice orientation how such things come to be in the Scarred Lands, which are remarakbly "outsider-free". There are even some samples of how evil outsiders serve/fit in with the darker deities and how some faustian pacts come to be - but no rules ( perhaps for the better - this may be a chapter a GM wants to judge by the needs of his campaign only) . Overall, the Sorcerer chapter delivers - for the Scarred Lands setting at least. Very little of it could be applied elsewhere without some reworking, though. The three appendices deliver - BIG SURPRISE - Feats and prestige classes. oh well - nothing really new these days I guess ! Actually some of the Feats are nicely reworked or remodelled old standbys ( I especially liked the reasoning behind Improved Spell Critical and Spell Critical ), Scion Feats (sorcerer bloodline feats - giving a little extra power and a pre-selection of 2 spells/level you _have_ to take, but the exclusive ticket for a bunch of Prestige classes and secret societies ) which had already appeared in "Relics and Rituals-2", getting expanded, and a bunch of bardic [Tradition] Feats allowing new and improved uses for bards (enhancing summoned allies, 'Charm Monster' through Performance, lycanthrope bashing or even casting of otherwise inaccessible elemental spells through bardic music... ). There are even specific feats for those crafting outsider pacts, some giving a considerable "ooomfh", but most seem constructed for personal GM balance ( like Sorcerous pact - you gain a +4 DC for one spell /spell level, BUT the GM will have your "master" ask of you one service every character level.... dark power at even greater price..... One of the temptations that depend _very_ much on your GM's style ). I am not surely personally if I would let bards have a familliar, even through expenditure of a feat ("Pied Piper"), though, and "Shunt Focus" (self only spells become "touch", though with a save) is another candidate I would note down as "problematic" (especially in the hands of a divine caster). "Elemental Focus" (DC-bonus to all spells of a specific elemental subtype), Mentor (more spells each level from your wizardly teacher's records ) and "Arcane Trinity" (load a wizardly spell slot one higher with a selection of three spells chosing one of them to cast at a moments notice) stand out. There is also the nice concept of cabbalism, the magic through the "true names" of the gods and a one page summary how the more arcane prestige classes from the DMG fit into the Scarred Lands, as well as for those prestige classes from Monte Cook's, "Book of Eldritch Might". The prestige classes themselves cause little excitement for me - while several combine full spell progression with extra powers, they usually require a scion bloodline feat, limiting the initial casters versatility, or have some other drawback to compensate. Also, through their focus on titanous extraction and believes/worship, they seem destined for NPC use. Many of them can be taken only at 8th, 9th or even higher levels due to the entry requirements ( access to 5th level spells, 10 skill ranks etc. ) and some definite role-playing requirements (a far too often ignored criteria ) like prior membership in some society etc. We find the "Adept of Flame" (Thulkan fire worshipper/pyrophiles ) "Angel Blooded" (sorcerers of benevolent outsider-heritage with extra spells from the "good" side ), the "Blessed of Mesos" (Seeker and heir of the pen-ultimate source of magic, masters of metamagic) "Demonologist" ( high entry requriements though), "Japhinian Dynast" ( pirate sorcerer with berserking tendencies...strange but intriguing), "Keeper of Epics" (performance bard with boosts to bardic music), "Master cabbalists" (Enhanced magic through the use of "true names" - will need some balancing checks), "Moonwitch" ( a worshipper of Belsameth, the goddess of dark magic. Moody.), "Rage Bringer" (a berserk battle bard - not muc left to imagination), "Slaver of the Dead" (necromantic mages serving Chardun and raising armies in his name) and the "Voice of Sumara" (A necromancer who is in constant communications with the dead - Kudos to Brian Lumley are in order, I guess ). I have some doubts about the practical use of some of the bardic prestige classes (the "High Corrister" - master of ancient epics and lore) and the "Shelzar Eroticist" may need a more mature audience for useful play (exotic dancers anyone ?), though it is nice to see that angle actually covered. If a GM puts some work into the titan-related aspects of the prestige classes, most should be easily transplanted to any campaign. All give precisely focused power to a certain aspect of working magic, and retain far more flavour than the abusive e.g. Hierophant, Mystic Theurge etc. .. The third appendice gives an expanded list of musical instruments (from the useful to the silly - the 6' tall war harp and the spinetta (very small piano.... who si actually gonna use that in a normal campaign ?) come to mind, but the information just which culture uses which instrument is useful. Some alchemical preparations (anti-alcoholic additives, "diet-powders", but also some medications, anti-elemental essences and endurance-strengthening tonics) are found here, along with Craft [alchemy] DCs.. A Scarred Lands specific expanded list for possible animal familliars and their respective bonuses (for the crunchers) and some short rules for "procuring everyday spell-components fast" round out the section. There is a 6 page section of additional arcane spells - some of them very powerful for their level (Durlock Withering Pox - a necromantic Paralysis plus 1d6 Con damage a round comes to mind, the Bardic level 4 "Darkness Nocturne" goes directly to the "limited" list, too) - most of this should be GM approval material. I sadly miss a rating of "presumed accessibility" for spells in D+D 3.5 - just who if anyone could teach you this spell, how common is it etc. - so that power just might come at a price. Good section, but not earth-shaking. Resumee : Overall the Scarred Lands Players Guide to Wizards, Bards and Sorcerers is a mixed bag. If you want roleplaying and background material on playing in the setting, the Wizard and Sorcerer chapters are good or better value. If not, usefulness except as inspiration or raw material is limited. The Bard section (as usual - bards always get the short end of the stick) is weak, no excuses, regardless of setting. The feats and prestige classes appendices are nice, but a bunch of the material in it will never be permitted for player use by most GMs (Scion Feats). The value of this material for use outside of the Scarred Lands is equally high - most of it is easily adapted to other settings, and in several cases makes very different uses for a class feasible (especially bards in this case). While _some_ of it can be found in other books by SSS,, this should be the complete set. Little of it is outstanding, but nothing is sub-par. The appendice on Instruments, alchemy, spells and familliars is an added bonus, but nothing to buy the book for. As for an overall score, I am of a divided mind - as a Scarred Lands GM and fan, overall I would rate it ( barely ) at a "4", but for everyone playing D+D in another setting, it would be a flat "3". I would definitely recommend checking the contents out in person before buying it. There is very little overpowered or unbalanced stuff in here - not like many player-focused "splatbooks" and "quintessentials". The focus here in on the Scarred Lands and roleplaying information, not more efficient crunching of numbers or maximizing the gain from options. Its not a "must buy" purchase for GMs either, only for those playing Scarred Lands campaigns. And that's what makes it a "4" for me. [/QUOTE]
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