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From Novice to Master (revised)
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<blockquote data-quote="cimbrog" data-source="post: 2011095" data-attributes="member: 1303"><p><em>From Novice to Master</em> 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 <u>Relics and Rituals</u> 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.</p><p></p><p>I generally don't consider artwork to be very important in PDF products as my computer is very slow. <em>From Novice to Master</em> 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.</p><p></p><p>Here is a rundown of the core classes:</p><p><strong>Bounty Hunter</strong></p><p>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.</p><p><strong>Cavalier</strong></p><p>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.</p><p><strong>Crusader</strong></p><p>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.</p><p><strong>Crypt Tracker</strong></p><p>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.</p><p><strong>Duelist</strong></p><p>Yet another old favorite, this is in many ways a core version of the prestige class presented in <u>Sword and Fist</u>. 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.</p><p><strong>Gladiator</strong></p><p>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.</p><p><strong>Harlequin</strong></p><p>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.</p><p><strong>Healer</strong></p><p>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.</p><p><strong>Trap Master</strong></p><p>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.</p><p></p><p>A brief rundown of the prestige classes:</p><p><strong>Aegis Sentinel</strong></p><p>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.</p><p><strong>Dragon Slayer</strong></p><p>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.</p><p><strong>Lord of Time</strong></p><p>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.</p><p><strong>Malkan Knight</strong></p><p>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.</p><p><strong>Rune Forger</strong></p><p>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.</p><p><strong>Somniomancer</strong></p><p>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.</p><p></p><p>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 <em>Slingshot of Speedy Recovery</em> 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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="cimbrog, post: 2011095, member: 1303"] [i]From Novice to Master[/i] 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 [u]Relics and Rituals[/u] 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. [i]From Novice to Master[/i] 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: [b]Bounty Hunter[/b] 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. [b]Cavalier[/b] 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. [b]Crusader[/b] 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. [b]Crypt Tracker[/b] 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. [b]Duelist[/b] Yet another old favorite, this is in many ways a core version of the prestige class presented in [u]Sword and Fist[/u]. 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. [b]Gladiator[/b] 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. [b]Harlequin[/b] 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. [b]Healer[/b] 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. [b]Trap Master[/b] 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: [b]Aegis Sentinel[/b] 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. [b]Dragon Slayer[/b] 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. [b]Lord of Time[/b] 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. [b]Malkan Knight[/b] 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. [b]Rune Forger[/b] 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. [b]Somniomancer[/b] 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 [i]Slingshot of Speedy Recovery[/i] 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. [/QUOTE]
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