Bow and Blade

Arrows fly from the shadows of the trees, blades flash in the twilight, and the wood elves shape the ancient powers of the forest to destroy their foes. This toolkit of player options explores every facet of wood elf characters, proving that game mechanics and evocative flavor can work hand in hand in the same product. Bow & Blade: A Guidebook to Wood Elves includes:

Full player character information on wood elves and five new elven subraces.
Over 40 new feats, including feats of two new types: Blood Magic and Soulbond.
7 new martial and magical arts styles.
7 new prestige classes, including the soul archer, speardancer, and wildsinger.
Creatures of the forest--allies and mounts of the wood elves.
New spells for bards, clerics, rangers, sorcerers, and wizards, as well as spells for the shamans and witches of Green Ronin's Master Class series.
New equipment and magic items, including a variety of alchemical arrows and dual grip exotic weapons.
20 levels of NPC stats for the lifeweaver, knife fighter, and soul archer.
Use the terrible secrets of blood magic, the deadly grace of the speardance, and the other innovative options in Bow & Blade to customize your elf character. Written by Dragon Magazine editors Chris Thomasson and Jesse Decker, this Races of Renown sourcebook continues Green Ronin's commitment to outstanding d20 design.
 

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The secret that Green Ronin has to making quality books is consistency. The authors usually have a great deal of experience with the system. Their artists are well known in the industry. Their layout is simple but effective and editing is solid.

Bow & Blade continues that tradition by making wood elves a force to be reckoned with. Like many of their books, much of this material is OGC, the text of chapters one through six and the appendix. Good deal eh?

The first chapter, The Way of the Forest, provides information not only on the Wood Elves, but also subraces including an elemental group, fire, metal, wind and water. These subraces are more powerful not only in their racial traits, for example, the fire elf gets +4 Dex, -2 Wis and +2 Cha, but also in their numerous abilities. Fire elves take no damage from fire, at a higher level, they can ignite their weapons with fire and have numerous spell like abilities that range as they go up in levels. All of these elemental races get a +3 level adjustment.

In addition to the elemental elves, the feral elves, a more primitive and savage aspect of wood elves, is included. Not quite as powerful as the elemental elves, the feral elves nonetheless have some unique special abilities like Nugaran Form, a shape that gives them advanced abilities like +6 Str, +4 Dex, +4 Con, -4 Int and -4 Cha, in addition to other modifications, just like a template.

For a second, I thought that the authors would do the reader a favor and provide some levels similar to Savage Species or Arcana Unearthed but no, just some notes on how to lower the power level of the elemental elves that allows a GM to wing it and bring the races power level more in line with the standard races.

Also included in chapter one, Wood Elven Religion, covers Prielghari, a good with five different aspects, one for each element, fire, metal, water, wind, and wood, as well as Worranak, the 'chaotic neutral embodiment of nature's impartial fury and unpredictability.'

Chapter Two, Skills & Feats, showcases a few uses for old skills, but focuses on new feats. Disguise can now be used to prepare camouflage and Handle Animal gets expanded not only with new tricks, but also new purposes. Spellcraft gets a huge boost with Spellblending, the ability to use a spell not on your class list. You can normally only do first and second level spells this way, but with different feats, can go all the way to ninth level. The Spellcraft DC's to use these spells are high, ranging from 25 at first, and 55 for 9th, but still seems too good.

The feats introduce two new types, Blood Magic and Soulbond Feats. The former relies upon the caster's blood while the latter uses a Soulgift Ceremony and requires a feat and experience point expenditure. At that cost, you know some of those abilities are powerful.

The Blood Magic feats starts with Blood Magic, which requires two ability scores at 15+ and allows the caster to prepare one blooded spell per available spell level. This adds +1 to the DC, +1 to caster level checks, and +1 point of damage per level. The bad news is that the caster takes 1d6 +1 point of damage per level of the bloodied spell and it can't be reduced or avoided, but can be healed normally. If you don't cast the spell, you don't take the damage. You can take Greater Blood Magic in order to cast two blooded spells per spell level or even work towards getting Superior Metamagic Blooding where you can use any one metamagic feat without changing the level of the spell. The bad news is that you take one point of Constitution damage per spell level with a save for half damage.

The Soufgift feat starts the Soulbond chain, provides the user the ability to know where the other is, as long as they're on the same plane, and provides a once per day, per level, a +4 insight bonus to any attack, save or check, as long as you're within 10 feet of your soulgift partner. There are some serious penalties though. For example, you never want to anger your soulgift partner as they can deny you from being raised should you die and if they decide to cast any spells against you, you take a -8 to save.

Still, the price is worth it as you can take various feats to augment spells or combat ability. Take Soulbond of Martial Powers where you get a +1 to melee attacks and use a weapon one size category different from your own with no penalty. How about Soulbond of Spells? No attacks of opportunity when casting spells in a threatened area as long as your within 10 feet of your soulgift partner.

In addition to the two new types of feats, there are numerous combat feats to make sure that the fighter's don't feel alone. This ranges from Fire Elf Bloodline, where you can make a weapon burn with fire similar to a fire elves' ability to Improved Rapid Shot, allowing you to take two shots with a greater penalty. Those looking for more out of their melee can take Sword Wind and Sword Wind Mastery. The former gives you an additional attack, similar to Rapid Shot, and the latter a +2 dodge bonus when making a full attack with the Sword Wind feat.

This doesn't count the magical and martial art styles. You are rewarded with a minor ability for following a chain of feats. It's been in numerous books in the Oriental Adventurers line and Dragon magazine. By taking certain skills and feats, you can gain some bonuses that vary from useful, like adding 20 feet to your bow range, to damn impressive, such as using an elven light spear in each hand with no penalty to strength bonus.

In addition to the races and feats, players want to know about the prestige classes and chapter three delivers on that. The new thing here is entry paths, multiple sets of requirements for entry, allowing you to reach the class through different means. It's an interesting idea and allows the GM to customize his PrCs even more.

There are numerous PrCs that not only follow the way of the woods, but also work against it. Take The Initiate of the Ashen Path, a master of fire, gaining abilities to use Flame Burst with a resistance to fire with the burst growing larger as the character advances. In some ways, it reminds me of the burned treants from the Complete Guide to treants and these characters would make good comrades for those evil souls. For those who want a superior archer, the soul Archer provides numerous bonuses ranging from using Greater Magic Weapon on her bow, to Arrow Tags. These arrows tag an emey struck by them and grants a bonus to hit that foe with other attacks. The speardancer is provided as a free preview on Green Ronin's website so readers can get a quick fix now of how the class has it's multiple entry paths. I wanted to see more of these multiple path entries and see more rules for implementing this on previous classes as it's a tool that could augment the GM's PrCs without reinventing or creating more.

GM's get a break with Chapter Four, as it focuses on Creatures. It starts off with Children of the Wood, small creatures the size of halflings with light green skin and a delicate appearance. Now the interesting thing is that the authors provide you with a level progression if you don't want to use the creature with it's default challenge rating of six, giving you six levels for the Child of the Wood, as well as information on using them as characters. About the only odd thing is that this is the first monster that I've seen where it's Level Adjustment, +2, is less than it's CR, which is 6.

Other creatures include the Nugarik, an evil creature that looks part crocodile and part wolf and the dangerous treeskinner worm, another huge monster that looks like a massive centipede or segmented worm. Other creatures help round out the chapter like Vine Corrupted, an evil that inflicts animals, turning them into dangerous killers. Of course, the fact that the example template is a dire bear doesn't help adventurers either.

Those looking for new spells can flip to Chapter Five, Spells and Magic. There are spells for almost every core class, bard, cleric, druids, sorcerer, wizard, shaman, and witch. I was glad to see that the core classes introduced by Green Ronin were supported here as it saves a GM who has those books the time of deciding what's right or wrong and doesn't take up that much space. This doesn't count the new domains of Wood and Wild.

The new feature here is affinity based spells. These are spells that any spellcaster of the right level and race can cast. For example, Scent is a 2nd level elf spell. It's also on the Druid, Shaman, Ranger and Witch list, but if an elf wizard with a 2nd level slot open wanted to learn this without issue and cast it as an arcane spell. It's an interesting idea and reminds me of some of the old restricted spells from previous editions without being that.

The good news is that the spells have a wide range of levels from 1st level spells like Detect Sentience, to 9th level spells like Magical Investiture, Greater. This allows the GM to highly customize his wood elves and insure that the players get quite a different taste of this unique race.

Now you've got all you need for the character. All you've got to do now is equip him. That's where chapter six comes in. there are new exotic weapons ranging from Blade Bows and Double Spears, to Farbows and Greatbows. The illustrations here by Danforth are good, but not labeled but most are self evident. For example, the spear that looks like it has a sword at the end of it is probably an bladespear. The big section here is all of the new arrows. These range from screaming and nets to alchemical and double. All together, there are seventeen new arrows for players to try out.

In addition to weapons and armor, there are some new special substances ranging from alchemical to poison. Some of these like Askelaing Leaf, can be made into razor sharp weapons that do an extra point of damage while others like True Flame, are capable of burning almost anything. Now imagine if you use this on one of those alchemical arrows eh? Nice combination.

The chapter finishes off with new magic items. We get new magic armor properties like maximized healing, where any healing spell cast on the wearer is maximized, to feather falling arrows that cushion the wearer should he fall while holding one. The items here add variety and options to any forest based encounter, but I'm a little disappointed that there are no artifacts or even scion basted items that could take advantage of Artifacts of the Ancients. Where are those legendary longbows that the wood elves have used for eons?

The book closes out with typical NPCs, listed from 1st to 20th level, including class, hit dice, hit point, stats, armor class, touch, flat footed, and other important features. A two page index helps round out the book and provides further utility.

One aspect of this book that looks different is an upcoming product, the Village of Corwyl, a fleshed out wood elf village. It should be interesting to see how that book ties into the material here and if it's useful without it. Support for the Master Class and Races books has been minimum in terms of setting so far so this makes a new change in previous direction. Too bad it's a village and not say, a city though.

Formatting and layout are good. Only in a few instances, like on page 19, where the +2 racial bonuses isn't bolded, do little things slip by that most probably won't notice. The art is one of the book's strengths as Liz Danforth, Stephaine Law and Jennifer Meyer do a great job of brining the Wood Elfs to life.

Being a theme book, you should stay away if you don't like wood elves. Sure, there's a lot of great material here and a lot of new ideas and expansions on new ideas like martial arts, but it is heavily involved with wood elves.

Bow & Blade is perfect for those GM's who want to move away from High Elves and can help a GM easily stimulate anything from Warhammer's Wood Elves to reclusive Elemental Elves that emerge from seclusion to fight orc invasions. It includes everything a player's looking from, from races, feats, PrCs, spells and equipment, as well as providing useful tools for the game via new types of feats and new ideas like affinity based spells.
 

A very informative and well presented review. Thanks JoeGKushner. I was on the fence with this product and your review gave enough information for me to make a decision.
 

Glad to here it Sirius.

I am not a great fan of Wood Elves to be honest but this product, when couped with say, The Complete Guide to Treants, makes for one hell of a wilderness campaign.
 

This is not a playtest review.

Bow & Blade is a guidebook to wood elves from Green Ronin.

Bow & Blade is a 104-page mono softcover product costing $19.95. Layout is attractive - font is good, there is very little in the way of white space, though there is a single line gap between paragraphs. Margins are average. There is one ad at the back of the book, but it is for a complementary product, The Village of Corwyl, to be released in early 2004. The product will detail a wood elf village and seems to have a very interesting over-arcing plot as well as some fascinating crunchy items including new classes (shamanistic ancestral speaker and elite Terellian knight), 40 detailed NPCs, and more wood elf feats, PrCs, etc. Anyway, back to the product in hand. I'm a great fan of Jennifer Meyer and her art is featured heavily in this product - it is truly superb. The rest of the art ranges from poor to good. Art is mostly appropriate to the textual context but not always. The writing style is concise but engaging. I'm particularly glad Chris Thomasson co-wrote this with Jesse Decker - Chris admits that before he wrote the book that he thought "elves sucked" whilst Jesse seems to be a fan. Coming from this viewpoint should aid in bringing fresh ideas to the wood elf whilst retaining the better aspects of the archetype. Editing is fine with occasional minor errors.

Chapter One: The Way Of The Forest
The chapter begins by looking at the role of the wood elf in both general and elven society, before giving a thorough breakdown of the Wood Elf as a race with usual details on personality, religion, alignment, etc., along with racial stats and traits. Several new elf subraces are then offered. The first four are elemental elves - fire, metal, water, and wind. Each have a +3 Level Adjustment to balance some fairly powerful features, though a sidebar gives advice for reducing the powers to get rid of the LA. This is followed by an option to treat wood elves as elemental elves (based on the element of wood), along with an LA of +3. The last elf subrace is the Feral Elf, an offshoot of wood elves, are more primal in nature, with barbarian rage, the ability to shapeshift into a nugaran (like a cross between a wolf and a baboon), have druid/shaman as a favoured class and have an LA of +2. The chapter ends with a description of two wood elf deities - the Lord of the Forest (the wood elf's main deity), Prielghari (an elemental deity), and Worranak (chaotic, destructive nature), as well as a brief discussion of wood elf spirituality and worship.

Chapter Two: Skills And Feats
This chapter starts with some ideas for new uses for existing skills, including how to use the Disguise skill for camouflage, various tricks around the Handle Animal skill to aid the user in scouting, combat and spellcasting, and using Spellcraft to gain access to cross-class spells.

Two new feats are introduced - blood magic feats (where spellcasters sacrifice their own blood to power their spells) and soulbond feats (where one being bonds with another to give magical powers and emotional vulnerabilities). Access to Soulbond feats requires a ritual costing money and XP. Nearly 50 new feats follow, which include general feats such as cautious casting (gain AC bonus when casting defensively) and ghost blade (attack incorporeal foes) as well as feats related to blood magic, such as toxic blooded spell (damaging spells deal additional poison damage), and soulbonding, such as soulbond of spell potence (+2 on caster level checks to overcome spell resistance when within 10 ft. of your soulbonded partner). Other feats include inheriting the bloodline of an elemental elf, a few archery-related feats (such as improved rapid shot and the LotR-inspired Stick and Fire, which involves stabbing an enemy with an arrow before firing it) and some cool bardic feats such as spellsinging (which improves a nearby spellcaster's caster level using song, once the bard is at least 9th level). There is a table summarising the feats in a sidebar.

The chapter ends with a section on magical and martial arts styles, which grants a combat-style benefit if a series of related feats taken and skill ranks achieved. Examples include Flame Dance, which gives additional damage from fire spells, and Arrows of the Ghost Wood, which gives a sneak attack bonus to ranged shots against flat-footed opponents.

Chapter Three: Prestige Classes
Seven new prestige classes are offered:
* Initiate of the Ashen Path - 10 levels, must be at least 4th level before accessing, average BAB, good Fort and Will saves. Evil burnt spellcaster specialising in fire magic.
* Lifeweaver - 14 levels, must be at least 6th level before accessing, poor BAB, good will saves. Arcane/divine caster gains levels in both existing arcane and divine classes, along with spontaneous cures, amalgamation of class levels for caster level purposes, and the ability to sense life at distance.
* Metallurgic Savant - 10 levels, must be at least 7th level before accessing, good BAB and Fort saves. Class features focus on changing the nature of metal, particularly weapons.
* Soul Archer - 10 levels, must be at least 6th level, good BAB, Fort and Ref saves. Improves archery through bonding with his bow, which finally becomes a sentient weapon.
* Speardancer - 10 levels, three paths - spearbrute, spearghost and spearmind. Must be at least 4th level before accessing, average BAB, save progression varies with path. Gains spear-fighting techniques with advantages dependent on path.
* Wildheart Fanatic - 3 levels, must be at least 3rd level to qualify, gains double the rate of BAB, but suffers Cha and Con loss as well as poor saves. Main class feature is barbarian-style Rage, which stacks with standard barbarian's rage.
* Wildsinger - 10 levels, must be at least 7th-level before qualifying, average BAB, good Will save. Mixes bard and ranger flavour with songs that affect the wilderness and a bond with the forest.

Chapter Four: Creatures
This chapter includes a handful of creatures of the forest and a template. The creatures include the vicious crocodilian Nugarik, the ethereal Spirit Cat and the mindless Treeskinner Worm. The Children of the Wood are small fey that gain druidic-like spells and other means of affecting their forest homes and which can be played as PCs with the information given (LA +2). Vine-corrupted Creatures are a templated creature that gains tendril attacks, plant traits, and an evil alignment.

Chapter Five: Spells & Magic
The chapter begins with spells listed by class, and for fans of the GR's Master Class 'Shaman' and 'Witch', spells are classified appropriately for these classes as well. An additional classification allows elves of any class to gain certain spells that have become quintessentially elven. Two new domains are offered - Wood and Wild, as well as over 30 new spells. These range from 1st to 9th level and include such spells as detect sentience, halt plant, predatory stealth, primal scream, prison of stone, scent, troll arms, and woodland sanctuary, which acts a little like the hallow spell but benefits elves, fey, and animals.

Chapter Six: Equipment
The chapter offers dual grip weapons (requiring exotic weapon proficiency) allowing two different ways of wielding a weapon; the user must take a move action to shift grip and must have a BAB of at least +2 to use the dual grip. Weapons such as the blade bow (a hollow bow with a rapier hidden inside), greatbow (6 ft. high), long knife (thin knife that can also be thrown), bows for horse archers, and the spear-axe are all described. Several types of arrows are also described - boomerang, screaming, and bouncing arrows, as well as a number of alchemical arrows. Five new types of armour are also offered, including armour crafted from lacquered leaves, and specially treated wood. Several new substances are described, including faerie smoke, the poison spellbane (which inhibits spellcasting and spell-like abilities), and askealing leaf (sharp leaves that can be used to craft slashing weapons). The chapter finishes with a selection of new magic items, including such items as armour of maximized healing, chameleon weapons that can shift between two different types of weapon such as a longbow and a longsword, a suffocating arrow, ring of rappelling, an amulet of tree melding, a selection of charms (once-off items of jewellery such as the charm of surprising willpower, which grants a once-off Will bonus as a free action), and sylvan rope, made from the hair of fey.

Appendix: Typical NPCs
Gives full 20-level progression for three typical wood elf NPCs - lifeweaver, knife fighter (ranger/rogue multiclass), and a soul archer.

The book ends with a useful two-page index.

High Points:
The viewpoints of the authors did create the desired effect - new and traditional, and some nice twists to the traditional view as well. The good news for those who are not so keen on wood elves is that there is plenty of stuff in here that is useable in general for elves, and even for other races and classes (note the new spells for the shaman and witch for example). I found the equipment section particularly inspiring, which is usually my least favourite chapter in a book of this kind, and I appreciated that the prestige classes catered for a variety of classes for wood elf PCs. I also liked the soulbond feats, as the benefits were nicely balanced by the disadvantages and added roleplaying spice. Spells were also appropriate, imaginative, and varied, on the whole.

Low Points:
There were sections where I forgot this was a book about wood elves - interesting stuff, but a 5ft. step away from the matter at hand - this seemed particularly noticeable with the elves, deity, feats, PrC, and spells to do with the elements of fire, water, metal, and wind. This stuff did not seem to gel with the rest of the information on the wood elves to my mind. The blood magic feats were also another aspect where the flavour of the wood elf ran a little thin. Great ideas, just not in keeping with the flavour of the product in my opinion. One idea I was not keen on was the use of the Spellcraft skill to gain access to spells from other classes - I'm not a fan of rules that allow one set of class features to bleed over to another.

Conclusion:
Well-written, with some great art, and with a plethora of inspiring ideas useable well beyond the confines of the subject matter (sometimes too much so for my liking). The forthcoming Village of Corwyl sourcebook giving a detailed account of a wood elf village should be a valuable companion, and if it is as good quality as this product, will also be a worthwhile buy.
 

Occasionally a lucky reviewer will discover that a fulfilment house, people who work for and with a whole bunch of publishers, has sent a package of new supplements and games to review. You can tell when reviewers might have received the same package because they start to review the same bunch of books. I noticed this for the package of RPG supplements that I found Bow & Blade In. I also noticed that almost every reviewer reviewed Bow and Blade: A Guidebook to Wood Elves first. I’m reviewing it last (and late). Whereas I didn’t mean to review it late on purpose, I did intend to leave it to last. Why? Trepidation. I’m not the greatest splat book fan. Without being too mean the various "guides" d20 products in the marketplace to tend to have the whiff of splat about them. On the other hand, Hammer & Helm the dwarf guidebook companion to Bow & Blade, also written by Jesse Decker, is one of the best race supplements in the d20 marketplace.

I’ve a small problem with elves. All too often they’re just a bit naff. Writers sometimes try to portray elves as being everything once – cultured but primal, chaotic but orderly, compassionate but xenophobic – and the result is that they end up being none of these. Chris Thomasson, co-author for Bow and Blade, summed this up well. He admitted that he "thought elves sucked". Bow & Blade wins him around, of course.

Bow & Blade wins me around as well. Don’t put up with naff elves, let Bow & Blade save them. Ah, well, I’m happy to embrace the rather far out alternative option suggested for Wood Elves by the book. Let’s have Wood Elves actually related to the element of wood. This option comes after Bow & Blade’s new elf subraces. Fancy Fire Elves, Metal Elves, Water Elves or Wind Elves? You’ve got their full racial character stats here. Unfortunately we’re looking at a Level Adjustment of +3 for all of them. GMs will have to deal with the less than graceful game mechanic and explain why the Wood Elves are the significantly weaker cousin race.

Then there’s the Feral Elves. Feral Elves are those elves that have evolved (or devolved – always a catch #22 to grab my attention) to be much closer to the wilds. At 8th level feral elves are able to undergo a lycanthropic like transform and turn into the wolf-like nugaran form.

There’s a small section for a Wood Elf Religion. There’s not enough here to be significant, just enough to cover the basics if GMs go the route of fire, wind, water and metal elves. There’s a little more in the way of new skills and extended uses for old skills. Whereas some gamers appreciate the immediate impact of new skill mechanics I can never quite see the need to wait for a publisher to state the pretty obvious in black and white before using it in my game.

There are new feats. I have to wonder whether the third party feats for the d20 system is in the thousands yet. My initial reaction to a chapter titled "feats" is to go into skim mode but Bow & Blade moves quickly to catch your attention. There are Blood Magic feats, Soulbond Feats and the Soulgift Ceremony before any mention of a new feat. Elves can mingle their blood into their magic, it costs them, it hurts, it has nasty side effects, but with Bow & Blade they can do it. These are the Blood Magic feats. Elves can bound their souls with certain powerful creations; this is done with the Soulgift Ceremony and leads to the Soulbond feats. There are pros and cons to this and that’s not counting the risk of being tricked by an evil outsider. Reading through the Soulgift ceremony I found myself immediately plotting campaign world links with the feral elves – did a soulbound result in the first feral elf? It’s always a good sign when a supplement inspires campaign world ideas.

Bow & Blade shakes the monotony of the obligatory new prestige classes too. The classes include the Initiate of the Ashen Path, Lifeweaver, Metallurgic Savant, Soul Archer, Speardancer, Wildheart Fanatic and Wildsinger. In most cases I think those classes come up triumphs in the "interesting name" stakes at least. The surprisingly obvious but apparently lateral bit of thinking for prestige classes is to allow different possible batches of requirements. You can qualify as a Lifeweaver in two ways; by completing the Path of the Lifeglyph (meeting one set of requirements) or by completing the Path of the Lifeprayer (and meeting an alternative set of requirements). In the introduction we’re told that the book wants to evoke flavour through mechanics and that’s certainly managed here.

The chapter full of new creatures comes before the chapter of new magic spells. That’s normally the other way around. For someone who claims not to like splat books much I have a noted weakness for monster manual style chapters. I like being able to put together a coherent ecosystem. In other words, I like bestiaries that manage to inject flavour as well as hit points into a game. Once again Bow & Blade manage to do that here. The Vine-Corrupted is a template that can be applied to any animal, turning it into an evilly angry plant.

The new spells, a chapter later, follow the environmental theme as well. It’s very much the case that Bow & Blade is a guidebook to Wood Elves, not just Elves.

Specially prepared arrows do all sorts of wonderful things with the Bow & Blade rules. Some arrows elongate as they fly through the air so they can be used to trip people up. A more useful version of the same technique is an arrow that when fired manages to transform into a tough cable with one end stuck to the archer’s hand and the other to the object it hits. Spiderman like, I suppose. The same chapter has a bunch of similarly quirky magic items.

Bow & Blade finishes with typical Green Ronin professionalism. There are thorough appendices with all the charts for the new prestige classes and then a comprehensive index. It’s especially handy that there’s such a detailed index because Bow & Blade is likely to be a book GMs will refer too often.

Bow & Blade does an excellent job at marching a fine line. The book is as likely to appeal to one set of gamers as it is to a different set who look for entirely different things in a supplement.

Bow & Blade joins Hammer & Helm has one of the best books in the good Races of Renown series.

This Bow & Blade review was first published at GameWyrd.
 

All the recent reviews are coming across sans paragraph breaks. Is there a problem with the system, or is this just a strange and annoying coincidence?
 



Bow & Blade

Bow & Blade is a supplemental book dealing with elves (specifically wood elves) in d20 System fantasy games. Bow & Blade is part of the Green Ronin's Races of Renown series dealing with fantasy races. The book is written by Chris Thomasson and Jesse Decker. Decker wrote the well regarded Hammer & Helm dwarf supplement for Green Ronin. Both authors have had a hand in editing the official Dungeons & Dragons publications as well as contributing to official products from Wizards of the Coast.

For the benefit of those that care, this review comes with the benefit of some playtesting prior to the writing. Options from this book that have seen use in my game to date are a soul archer PC, a metal elf PC, a water elf cohort, and the use of attendant options from this book.

With the exception of the NPCs, the book follows 3.5 convetions. The NPCs use 3.5 rules but follow the pattern of NPCs in the 3.0 DMG.

A First Look

Format: 104 page perfect-bound softcover book; 19.95.

Art: The cover of the book is decorated by an oil painting of a pair of elves in the wilderness, one bearing a bow atop some stone edifice, and the other bearing a sword. The cover art is by Liz Danforth.

The interior is black and white with art by longtime RPG illustrator Liz Danforth as well as more recent veterans Jennifer Meyer and Stephanie Law, who contributed to Green Ronin books such as the Book of the Righteous. Overall, the artwork is very nice. Though Liz Danforth's art remind me nostalgically of older RPG works such as the Citybook series and some Traveller books, overall I find that Meyer's and Law's work are more detailed and stylistic.

Layout: Two column layout throughout. The book uses a conservative body text font size, but the paragraphs are double spaced and there is a large leader space between the lines. Font choices are good, and overall the book is easily read.

A Deeper Look

The book is organized into six chapters, an appendix, and an index.

The first chapter, Way of the Forest is mostly concerned with elven racial variants and religion. As with Hammer & Helm, there is some discussion on how to use the race and mix and match concepts, but the discussion of racial stereotypes is much briefer.

However, what it lack in fledgeling concepts in makes up for with complete racial statistics. In addition to a fully fleshed out PHB style description for Wood Elves, this chapter introduces new elves subraces.

One major concept in religion and subraces is that of a variant arrangement of the elements. Wind, fire, and water are three elements recognized by elven religion, but much as with Chinese mysticism, wood and metal are recognized as fundamental elements.

This concept is used as the basis for the elemental elf subraces. Each elemental elf subrace corresponds to one of the elements under this alternate arrangement: wind, fire, water, metal, and wood; for the last, there are racial statistics for wood elves as an elemental elf type that matches their powers. The elemental elves have considerable powers in terms of statistics modifiers, spell like abilities, and other abilities. All of the elemental elf races have an ECL modifier of +3 to pay for it.

In addition to the elemental elf, there is also an elven subrace known as the feral elves, elves that have evolved (or devolved) to a more wild state. They have minor spell resistance to arcane magic (having rejected it), rage, and tracking as racial abilities. Also, at 8th level, they gain the ability to shapechange into the form of a feral beast known as the nugaran. This temporarily provides the feral elf with a number of benefits such as boosted physical statistics, natural attacks, and bonuses to certain skills. I wasn't enamored at the idea of using the feral elves as a PC race, but I think they would make the interesting subject of an adventure as a cursed race that the players initially only know of as beasts.

Two major deities are introduced here, Prielghari and Worranak. Prielghari is known as the five in one and is the worshipped among the elemental elves. Prielghari can be revered as any of the five elements (though wood is viewed as a "summation" of the other four aspects), each with access to different domains. Worranak is the deity of the feral elves, and the chaotic embodient of nature's fury.

The second chapter covers skills and feats. There are no new skills or skill categories, but there are new uses, such as new tricks for training animals via Handle Animal.

A more controversial new use is spellblending, an application of the Spellcraft skill. Spellblending allows a spellcasters to "gain access" to a spell not on her list by spending time and making a spellcraft check (similar to researching a new spell). It's not to clear what "gain access" means in this context, but judging from the sample text, it seems to mean adding the spell to your spell list. This is pretty potent; I felt like using spellbleding for a one time use might have been a more balanced take. However, to spellblend spells of over 2nd level requires feats listed later in the book.

Among feats, there are the normal bevy of wood elf themed feats, and two new categories of feats: blood magic and soulbond.

The basis of Blood Magic is the feat of the same name, which allows the character to cast a limited number of spells per day as blooded spells. Such spells are more potent, having a bonus to save DC, spell penetration, and damage. However, the spell damages the character, and the higher level the spell, the higher damage. Additional feats allow the character to add metamagic feats to blooded spell for no additional cost beyond the blooded cost.

The basis of Soulbond feats is the Soulgift feats. Taking the soulgift feat requires that the character undergo a ceremony (that costs gp and xp) that binds the character's soul to a recipient. The soulgift feat allows the characters in the soulbond to sense one another's presence as long as they are on the same plane, gives bonuses when near the recipient of the soulgift, but the character receives a penalty against any magic from the recipient. Additional soulbond feats allow more bonuses when near the recipient of the soulgift; other feats present more game (and plot) possibilities with respect to soulgifts and soulbonds.

Other feats enhance other aspects commonly associated with wood elves. Sword wind and spear wind allow extra attacks with the listed type of weapon, a bit like a flurry of blows. Nimble feet is a dual bonus type stat that adds to the tumble skill and opposed trip rolls. Various elemental elf bloodline fears grant mundane wood elves some of the abilities of their more exotic relatives.

Similar to many Green Ronin books, Bow & Blade has magical and martial art styles similar to those presented in Oriental Adventures. The basic concept is that if you have the right combination of feats and skills, you get a mastery benefit with no further cost. For example, by mastering the Flame Dance, you learn to deal extra damage with fire spells, and in mastering Longarrow, you increase the range increment of a bow. As I mention in my old Oriental Adventures review, my primary concern is that with enough of these style masteries, it would become easy to master several overalapping styles.

There are seven new prestige classes in the book. Some of the prestige classes have different sets of entry requirements, called paths. In some cases, the character receives different benefits depending upon which entry path is taken (a bit like the dark dancer in Plot & Poison). The prestige classes are:
-Initiate of the Ashen Path: These are crazed pyromaniacs and masochists who like to be burned; not exactly what I expected from a book on wood elves. The gain resistance to fire, a rage like ability when burned, and fire related attack abilities. The higher level abilities of the class don't seem very potent for a 10 level class, and it probably could have safely afforded a fast attack bonus advancement.
-Lifeweaver: One of the central concepts presented earlier in the book is that the wood elves believe that divine and arcane magic were once one and should be again. This class is a representation of that. The Lifeweaver is a 14 level prestige class similar to the mystic theurge, but more targeted at druid/wizards instead of cleric/wizards. The spell level advancement slower than the mystic theurge but has other class abilities like spontaneous cure and lifesense. This makes the class both more balanced and more flavorful.
-Metallurgic Savant: Another class I wasn't exactly expecting, but understandable given the elemental elf angle presented earlier. The metallurgic savant can change the properties of metal, changing the material of the weapon for DR purposes, or making an object made of metal very brittle.
-Soul Archer: A bit more like what I was expecting to see, the soul archer bonds a bow to themselves magically through a ritual. With their bonded bow, the soul archer gains bonuses, and eventually learns class abilities useful with the bow, such as seeking arrows, arcane eye arrow, and so forth.
-Speardancer: The speardancer is, as the name implies, a warrior type class that is adept at fighting with the spear. Most class abilities are techniques that the character can use one per round with a variety of different benefits, such as changing the damage type of the spear or providing dodge bonuses, or threatening adjacent creatures with a longspear.
-Wildheart Fanatic: This brief three level class is a highly dedicated rager. The class loses charisma and constitution points in exchange for a very fast BAB progression. I personally don't find the class appealing, but at the same time I fear it is abusive because its fast attack bonus could be used to fast track entry requirements for certain prestige classes and feats.
-Wildsinger: The wildsinger is something of a druid/bard hybrid. The wildsinger learns wildsongs as it advances. Like bardic abilities, these are keyed to perform skill ranks, and provides benefits in a wilderness environment, like easing movement or turning plant creatures.

The fourth chapter provides new creatures that are allied with wood elves or live in the same sylvan forests. The children of the wood is a small fey creature allied to the wood elves; the creature entry is accompanied by a monster class in the same vein as savage species, making them more reasonable as PCs. Other creatures include the spirit cat and the vine corrupted template. Vine corrupted creatures become plants and are hostile, twisted entities of the forest.

New spells and domains populate the magic chapter. The new spells are listed for all of the core spellcasting classes. Also, the list of additional spells for druids is also applicable to shamans (from Green Ronin's Shaman's Handbook), and there is another list for witches (from Green Ronin's Witch's Handbook.

There is also a list of elf affinity spells. Similar to Hammer & Helm's clanheart magic (or for that matter, corrupt and exalted spells in publications by Wizards of the Coast), the spells are added to the spell list of all eligible characters of all spellcasting classes. Unlike clanheart magic, there is not feat required; a character need only be an elf.

The new domains are wood and wild.

A sampling of the spells include:
-Canopy Walk: This spell lets you be like the elves in anime movies! Canopy walk allows the character to tread in the canopy of trees as if it was common ground.
-Earth barrier: This spell summons a whirling barrier of earth and rocks that protect the character from damage like a high powered stoneskin, granting hardness instead of DR (I don't know why they didn't just phrase is as DR X/-, as hardness typically refers to objects.)
-Fareyes: This simple spell quarters distances penalties to spot checks.
-Hail of Arrows: This spell conjures a rain of magic arrorws, which can have cold iron, silver, good, or evil qualities.
-Magic investure: This spell augments the next spell that the recipient casts, adding to save DCs, caster level checks, or adding the effects of one or more of several metamagic feats.
-Spellbraid: When cast, the caster selects two spells the he can cast. The character can cast those spells with a single action until the spellbraid spell expires.

The equipment chapter provides a variety of mundane and magical equipment used among wood elves. As you might expect for an elf book, there are a number of special and alchemical bows and arrows. Other weapons include a variety of double-grip weapons, exotic weapons which can be used either as double or reach weapons. New special materials includge dream silver, which acts as if it were made of both cold iron and silver.

Arrows seem to head up the magic item parade as well, with such exotic arrows as arcane eye arrows and spellstriking arrows (which can actually be used to counter a spell.) Another major item type are charms, single use wondrous items that grant a variety of benefits.

The appendix, like other Races of Renown books, provides a number of stock NPCs. Each stock NPC type is ultimately multiclassed and has 20 levels of progression, and follows the pattern of the 3.0 DMG closer than the 3.5 DMG (which has less complete, more customizable NPCs).

Conclusion

A designer (I forget who) once said that elves fall into three major archetypes: children of the woods, an ancient and aloof arcane race, or long lived humans. I think many books regarding elves suffer from dividing their focus between those three archetypes. Bow & Blade's focus on the more sylvan style of elf gives it a stronger flavor than other elven supplements.

While I don't think that the book is quite as strong as Hammer & Helm and Plot & Poison, overall I was pleased with the effort, and the book is in keeping with the usual Green Ronin high quality standard. Bow & Blade has a nice blend of traditional elf goodness and new ideas that keep the concept fresh.

I have been using races, classes, feats, and spells from this book in my campaign, and so far they seem interesting, balanced, and useful. The only things I have reservations about is the wildheart fanatic and (to a lesser extent) the initiate of the ashen path. I find the elemental elf races, and the soul archer and lifeweavers classes great additions to the game.

Overall Grade: A-

-Alan D. Kohler
 

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