From Novice to Master (revised)

JoeGKushner

Adventurer
From Novice to Master, the Manual of Classes has been revised. The book introduces new core classes and prestige classes to your d20 game, as well as magical items, a kingdom, new monster, and background information on the “Origins of Arcana” for the world setting.

On the core class side, they add a harlequin and trap master in addition to some already covered core classes like the bounty hunter, duelist and gladiator. Each core class comes with standard information similar to the Player's Handbook with ideas on why they adventure, typical alignments, religion and backgrounds. Full stats from 1st to 20th level along with class details are provided Each class also comes with an excellent illustration in full color, one of the strong points of the book.

The bounty hunter, cavalier, crusader, duelist, gladiator, healer, and trap master, are all pretty simple to understand. Each one fits a well known concept. The healer uses healing hands to restore hit points and eventually can even resurrect in addition to spell casting. The duelist is similar to the archer from Three Arrows for the King where they excel with one weapon. The cavalier, the horse riding warrior. The crusader, the religious warrior with a bit more fight to him.

This isn't to say that they're all what you'd directly expect though. For instance, the crusader is the first class I've seen that gets 1d8+1 for hit points. In addition, she can cast spells, but does so without memorization at the loss of spontaneous healing. What's the point of the latter if you have the former ability though? The Crypt Tracker, a warrior dedicated to killing undead, gets a handful of spells, turning ability, the ability to smite the undead, but also favored undead enemies. A very specialized hunter.

The one class I haven't seen done too often is the Harlequin. Back in the days of first edition, I had a book called the Complete Adventurer by Bard Games with numerous alternative core classes and in some ways this book reminds me of it. This Harlequin is a chaotic master of theatrics with spell power similar to a bard. One of their abilities is theatrical fighting, using tricks to fool the opponents which gives the user a bonus to attack as well as the ability to ignore shields or ignore an opponents dexterity.

The prestige classes face similar problems to the core classes in that many have been done before. While the Aegis Sentinel is a neat name, it's in essence a bodyguard with some supernatural abilities. These range from Guardian Shield, which provides the Aegis' shield bonus to another creature, to Damage Reduction, where the Aegis shrugs off damage. Others like the Dragonslayer and Runeforger don't even have the name to set them apart from other forgers and slayers.

One PrC looks like its ready to challenge the Epic Level handbook in terms of power. The Lord of Time, a spellcaster who has to have 18 ranks of Concentration and Knowledge Time, making it a potential epic class. In exchange for loss of spell casting abilities, they gain numerous abilities relating to time. This ranges from the ability to cast haste or slow three times per day as a free action to Time Stop.

Another variant, the Malkan Knight is a city guard that requires feats to forge magic items. These construction abilities go into making their Kivonne, wands that form invisible force swords. The Malkan gain greater abilities with their Kivonne as they go up in levels.

Last on the slightly different mark, the Somniomancer is a spellcaster who uses the 'dream state to channel arcane energy.' The requirements are simple. A 16 intelligence and the ability to cast the spell dream. Unlike some PrCs with a spellcasting focus, they don't gain spellcasting ability every level but every other level. Thankfully they have abilities to make up for that like Sleeping Stare, a Supernatural ability to force a target to sleep or Arcane Sleep where they memorize spells during sleep with an extra kick.

One of the things I didn't like about the original Novice to Master was the price. This revised version expands and lowers the price at the same time, making the book more useful and more affordable.

Included in this expansion are magic items for both core and prestige classes. These items range from utility based like flying manacles for bounty hunters, to weapons meant to smite the undead like the sword of disruption for the Crypt Tracker. Each item is professionally illustrated.

The kingdom of Calante includes all important details in a statistical block like major resources, imports, foods, allies, and religions, as well as overviews of the history, geography, currency and laws of the land. One new monster is located in this kingdom, the Githzirrin, variants of the gith subrace, are introduced as creatures crafted by the flayers who were too powerful and utilize psionics. The book concludes with a thief robbing a spellcaster who comes across the Codex Arcana, a book on “How Man Came to Learn the Language of Magick.” Useful material for those looking at making a home brew or using this setting as their own.

The improvements to the book warrant a separate review and a separate grade. For those who enjoy prestige classes and want more core classes, the revised From Novice to Master is affordable and provides some toys for your new characters to enjoy as they advance in power.
 

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From Novice to Master: The Manual of Classes contains new adventuring classes that will easily fit into almost any fantasy campaign. Heathen Oracle’s Christopher Heath and V Shane are joined by a fantastic cast, including Sovereign Stone’s Mark Brooks, Wizards of the Coast’s Jeremy Jarvis and Joe Minns, plus John Huston and Mattias Snygg. From Novice to Master is a 80 page PDF of highly detailed adventuring classes,magic items specialised to the classes which meet or exceed industry standards. Includes printer friendly version & Calante Brochure. Based in the world of creator Chris Heath’s Azieran, these unique classes are brought to life, along with the free download of “The Callante Brochure” which exemplifies a typical aspect of the Azieran world for you to try out and adventure in. The Brochure includes a fully functional regional map of Callante and its inhabitants and detailed information of its trade and society. Only a small example of the immense world by Heathen Oracle.
 

From Novice to Master by Heathen Oracle is a PDF collection of classes, 9 of which are core and 6 are prestige. These classes are meant to be specific to Heathen Oracle's Azerian campaign much as the contents of Relics and Rituals were meant to be specific to the Scarred Lands - in other words it provides some flavor for the game world but is universal in application. How well these classes apply to your campaign will be for you to judge - hopefully the following review will provide enough information for you to judge.

I generally don't consider artwork to be very important in PDF products as my computer is very slow. From Novice to Master comes with a regular screen version and printer version that leaves out the blue background - otherwise the artwork is the same in each. And while I usually don't care about it, the pictures used to depict each of the classes are very good and I'm quite happy they're there in this case. Overall the presentation is in a readable two-column style and uses the same format for presenting the classes as found in the Player's Handbook.

Here is a rundown of the core classes:
Bounty Hunter
A popular class since a way back 1st ed. Dragon Magazine version, this take on the bounty hunter feels more like the kind you'd find in the Star Wars universe. The rogue/ranger aspects such as the sneak attack ability and urban tracking you would expect, but this bounty hunter is also barbarian tough with a d10 hit die, a special intimidation ability and eventually damage reduction. The only real issue I had with it is the rather clumsy way "cuffing" was tacked onto the sneak attack ability.
Cavalier
Another old favorite, this version is a master of horsemanship and chivalry - the latter grants some mental resistance abilities. There's some goofy stuff going on with the weapon and armor proficiencies with specific armor and weapons listed. Once again, a different feel than your usual cavalier but probably not all that useful unless mounted combat is a common occurrence.
Crusader
Begin spellcasting at first level and remove all but the smite and turning abilities from the paladin and you basically have the crusader. If you feel something is needed in the space between a cleric and a paladin, the crusader fills that spot. Otherwise your mileage may vary in usefulness.
Crypt Tracker
A specialist at hunting the undead. Much like a ranger with a very specialized focus and not very likely to be a team player - this class reminds me more of the old 1st ed. NPC classes which were just like regular classes but not meant for players. Also the only core class I've seen that gets a drawback after first level, in this case a resistance to healing. Ouch.
Duelist
Yet another old favorite, this is in many ways a core version of the prestige class presented in Sword and Fist. An appropriate set of abilities and a good feel - the only concern I would have is with the AC, as the duelist wears no armor and doesn't get an AC boost besides a canny defense until 11th level.
Gladiator
Whoa! I hope these guys are meant to stay in the pit because they have some serious power. With a good skill selection, good fighting related abilities and full combat proficiencies (+3 exotics) this is a powerful fighting class. And I hope that +2 BAB at first level is a misprint.
Harlequin
Feeling less like the old jester class and more like a bloody evil clown, the harlequin has some minor spellcasting ability and dirty trick style fighting abilities. She can also eventually Distort Time and Space. The class actually feels a little underpowered as all the abilities give bonuses to hit but no way to actually deal significant damage.
Healer
A very specialized cleric, this class definitely feels more like an NPC class than any of the others. Zero offensive capability in abilities or spell choices - technically a valid role to play but boring in practice.
Trap Master
This is supposed to be a rogue who has forsworn crime to dungeon delve, but all the rogue's offensive capability has been removed and replaced with a few more trap-removal based abilities. Some trap-setting skills would have been nice.

A brief rundown of the prestige classes:
Aegis Sentinel
A professional protector of sorts. Seems a little weak offensively considering their role (has bad BAB), but otherwise a good set of resistance and protection abilities with a nice feel.
Dragon Slayer
Just as the name says. I've a seen a few dragon slayer classes before and this one has more in the way of specific defenses against what a dragon can bring against you. Has a good feel to it.
Lord of Time
A 10 level class you can't take until level 15, the Lord of Time has an epic feel to his powers (even without a TARDIS). From scrying into the past to stopping time to slipping out of time, everything just seems to fit together. A perfect class for those meddling Elminster types.
Malkan Knight
These guys are Jedi, complete with a magical lightsaber (called a Kivonne). Still, if you can get past that, its not a bad class for an elite set of protectors. Most of the abilities revolve around the Kivonne, though - some urban ranger type skills may have helped get away from that Jedi feel.
Rune Forger
I like the temporary magic weapon system that this class has going - it reminds me of the old rune system from the old Northern Reaches gazetteer. A good route for arcane spell casters to get fighterly with.
Somniomancer
A very cool idea - a wizard who eventually becomes a permanent sleepwalker and molds reality around him according to his dreams. The execution seems a little off, though, as many of the abilities relate to combat - something that is usually not a concern for the typical high level wizard.

The first appendix contains magic items designed specifically for these classes. Once again, these are specific to Heathen Oracle's world but can be used in any setting. There are some pretty neat ideas in there, many of which can be used even if the specific classes aren't used (The Slingshot of Speedy Recovery seems a little goofy at first, but its a fun concept). The second appendix is a gazetteer entry for the Kingdom of Calante to give a more substantial taste of what the setting will be like. It includes a monster entry for githzirrin, a gith subrace. The final appendix is a piece of short fiction.

Overall I found this book to be full of flavor and good ideas. However, the execution seemed flawed in many instances (large examples include the cavalier class, small ones would be like the way harlequin spellcasting is handled). I didn't even mention many of the role-playing details provided for each of the classes, though even these had some issues (like the bounty hunter needing a mentor until 5th level). I probably won't get too much use from this book, but I don't regret its purchase at all. For $4.99, it was at least worth the read and exposure to the ideas.
 

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