*Note: There are two reviews by staff members of the d20 Magazine Rack for this product. Both are being included to illustrate the differences in style and opinion. Any comments about this review should be left at the d20 Magazine Rack under the original review location if you wish the reviewers to respond.
By Glenn Dean, Staff Reviewer d20 Magazine Rack
Sizing up the Target
Heroes of High Favor: Elves is the third offering in Bad Axe Games’ Heroes of High Favor series that examines each race’s stereotypic archetype. Written by Benjamin Durbin, this 78 page, 6” by 9” softbound volume takes a mechanics-rich look at elves and their favored class: wizard. It retails for $9.95.
First Blood
Heroes of High Favor: Elves is unabashedly a player’s book. It even says that in the first sentence, with a wise caveat to get GM approval before use. That said, it is chock full of crunchy bits: feats, optional rules, and prestige classes. Bad Axe Games’ approach is to reinforce the archetype for each of the core races, and HOHF: Elves is no exception. The book’s material is designed for the stereotypical elf: woodsy, effete, aloof, good with a bow and sword, and deadly with arcane magic. The optional rules are for the use of arcane magic, and all of the prestige classes are built assuming a multi-classed wizard character.
HOHF: Elves introduces 26 new feats as well as new applications for Craft and Knowledge skills. The 12 general and 14 arcane feats primarily reinforce an elf character’s bond with nature and use of arcane magic. One or two are cause for concern: Moonrunner grants darkvision, for example, and Bow Mastery provides a +1 “to hit” with all bows that stacks with weapon focus – something to be avoided if you feel that archery feats are already slightly more advantageous than melee feats. On the whole, however, the feats balance well. Craft applications include fletching and armor-smithing, and among other things allow the creation of special arrows. These are good ideas, though I felt the costs were a bit low – 300gp and a DC 20 check to create armor with a 5% lower Arcane Spell Failure chance seems too good to pass up, for example.
The book also introduces three original sets of rules to deal with arcane magic – new specialist wizard rules, ley lines and nexuses, and spell design templates. The specialist wizard rules are the first I’ve seen that actually provide a sensible system for determining what prohibited schools a specialist wizard should choose. For the cost of a feat, the specialist wizard can choose additional prohibited schools to obtain a variety of additional abilities tied to their specialty school. These rules can add a great deal of flavor to wizard specialization.
Ley lines and power nexuses, too, can add quite a bit of arcane flavor to a higher magic campaign. By connecting to one of these sources, the wizard can enhance spellcasting effects – boosting effective caster levels or fueling metamagic effects, for example. The system is fairly well balanced, but retains some potential for abuse – GMs should carefully review this section to make sure it fits the flavor of their campaign.
The spell design templates, located in an appendix, are another clever mechanism for use in creating original spells. By referring to a spell baseline, a spell is created by adding features to the base spell, each feature increasing or decreasing the final spell level by a set amount. The system works quite well for most of the core spells I tried to match, with the exception of sleep – which calculated out to a 3rd level spell under this system. The system does have a breaking point, so it should be used as a guideline rather than as an a la carte menu – one can, for example, build a 3rd level spell that grants a permanent +2 ability score bonus.
The ten prestige classes form the meat of the book, one based on each multi-class combination with wizard. Some of these are quite clever – I particularly like the ranger-wizard Spell-shikar prestige class, most of whose abilities are based on favored enemy and favored terrain abilities, making that ranger class feature truly useful. Two of the classes depend on the use of the ley lines rules – the Ley-runner (wizard-barbarian) and the Wayshepard (wizard-druid), so these are useless without implementing the ley lines rules. Only one of the prestige classes seemed over-the-top from a balance perspective – the wizard-cleric Grand Theurgist, which grants +1 spellcasting level every level in addition to bonus feats, familiar abilities, turn undead bonuses, and special domain abilities. There is simple no reason for a wizard-cleric to NOT take this prestige class.
The book concludes with a short section on elven roleplay, with hints on fleshing out the elven archetype.
Critical Hits
Heroes of High Favor: Elves delivers exactly what its author intended: it’s a crunchy book filled with elven player-goodness. The feats, skills, and prestige classes fit the archetype well, and provide some interesting options. The different approaches to arcane magic are quite original, and could potentially add a great deal of arcane flavor to any campaign. If you have a lot of specialist wizards in your campaign, for example, the variant school specialization rules are probably worth the purchase price alone.
Critical Misses
There are some potentially unbalanced mechanics in the book, so any GM should consider carefully before adding the entire package to his campaign. Most of the new items balance out quite well – but the exceptions (like the Grand Theurgist and the spell design templates) should be used with caution. If you don’t buy into the elven stereotype, though, be advised that you won’t like this book.
Coup de Grace
Virtually the entire book is open content, the exception being the flavor text for each of the prestige classes. Rules are carefully followed, with the exception of a few potential – and admittedly subjective – balance issues. The new rules applications are more cleverly original than previous works in the series. Keep in mind, though, that this is a player-oriented work focusing on one race and essentially one class. If you’re and elf or wizard fan, though, this little gem is a great value for the money.
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By Brad Mix, Staff Reviewer d20 Magazine Rack
Sizing Up the Target
This review is for Heroes of High Favor: Elves, the third installment in the Heroes of High Favor series. This is written by Benjamin Durbin, published by Badaxe Games and retails for $9.95. Cover and interior illustrations are by Andrew Hale. Its 78 pages long but that is a little misleading because the book is about 2/3 normal size. It is 6 by 9 inches. A standard notebook page of paper is 8 ½ by 11 inches. Even though it is small it packs a lot of information into those pages. Not all of it good though.
First Blood
The author states that the view of the elves presented in this book is different than what is previously offered by other fantasy and role-playing games. I did not find that to be the case at all. Most everything presented is exactly what I think of when I think of elves. Elves live in the forest. Elves love magic, Elves are aloof and don’t get involved with the affairs of other races. Even some of the feats and skills help to strengthen this stereotypical view. Under skills there are: Craft-Bow Making, Seeking-which adds sights to a bow and reduces the penalties of range by one half, Increased Range-self explanatory, and Elven War Arrow- which adds 1 to the threat rating for arrow criticals. Under Feats we have the obligatory Bow Mastery, Favored Terrain- the elf gets to pick the terrain, but is not limited to forest, Feather Step, Tree Stepper, and Will of the Wilds-which grants a bonus to protect his homeland. This is not to say that all the skills and feats are bad, just not as new and original as claimed.
Chapter 2 starts off with new skills and feats. A couple of bright spots here. Life Sculptor allows for the creation of masterwork structures from living material of the characters homeland. Elemental Penetration. This feat allows any energy (fire, cold, sonic etc.) type spell to lower the targets resistance by 1 point per level of the caster. Something any mage can surely use. It’s not until the Arcane feats that the true potential of this chapter is reached. Some of these seem overpowered though. Like Gifted Healer- This allows the wizard to cast healing spells from the clerics spell list. The down side is that it is cast at three levels higher. Thus a first level cleric healing spell would need to occupy a forth level wizard spell slot. Lure of the Lich-. I didn’t realize that Elves were into lichdom! But with the only prerequisite of being a 1st level caster, why not? This feat allows the Elf to age to the next category on the age chart and gain the benefits as well as the negatives. With the unnatural aging come the benefits of increased Wisdom, Intelligence, and Charisma, with a decrease in Strength, Dexterity and Constitution. This feat can be taken multiple times but has no further effect once the venerable age is reached. Some of the well-balanced ones include: Gifted Medium-allows another person to see what the caster sees when using a divination spell. Forbidden Love-allows the caster to chose another creature type to affect with spells that only affect humanoids. So now Hold person could include Fey as a legal target. The spell does memorize as 1 level higher.
Chapter 3 is Lost Arcana. Specialist wizards starts off this chapter. By taking the Greater School Specialization feat, the character can forgo choosing more powerful opposition schools than is required. A diagram is listed and each school is given a numerical value. The higher the number the more opposition or higher value schools that need to be chosen. Additional schools can be chosen to gain other benefits as well. Including gaining spells from the masters spellbook, Saving throw bonus, Heightened Spell feat for free, Extra spell slot, +1 caster level, Spontaneous Casting, Metamagic Mastery. These too seem a little too powerful for only having to give up a school or two. The chapter then goes into ley lines and power nexuses. See Critical Misses for more information about this.
Elven roleplaying is detailed a bit in chapter 5. It offers a few suggestions on how to play elves. Different templates ore offered. The Child of Nature seeks to advance their relationship with nature. The Epicure tends to go out of their way to find something new and exciting. The Scholar has an in-depth knowledge of previous history because he was alive when it happened. The Elitist believes that the other races should learn from the Elves greatness.
Critical Hits
Appendix A offers great advice on spell creation. It uses a good mix of templates, tables and when to use Knowledge Arcana versus Spellcraft. It is the final part of the book, spans 12 pages, and is too detailed to go into here. But suffice it to say that it is well balanced and would be useful to anyone who wants to start making new spells that are balanced.
The prestige classes offered in chapter 4 are all options available to the multiclass wizard. A multiclass Wizard-Barbarian is the first on the list. It gives details on what skills and feats to pick. Then when the time is right the character can become a Ley Runner. The prestige class builds on the previous skills of both classes and adds new abilities. Ley Runners are often used as messengers. The next interesting multiclass combination is the Wizard-Sorcerer. At first this seems like an unusual combination but the sheer number of spells that can be cast is staggering. This is further enhanced if the wizard chooses to specialize. Any party would be foolish not to pick up this character. This pure caster will be slinging spells long after a single class caster would be in the back of the party hiding. Once the character is high enough level then he may take the prestige class Outcast Specialist. Bonus spell is the only ability granted but adds to the sheer number of spells all ready known. 3 bonus feats are also granted at the appropriate level. Eight other prestige classes for other multiclass wizards are included.
Critical Misses
The very first words in paragraph one states that you will need to seek GM approval before using any of the options listed in the book. It might as well have said, “Trick your GM into letting you use this material before he or she figures out that some of it is over balanced.” Ley lines and power nexuses, as described in chapter 3, go a long way to overbalance the game and give a lot of undue power to mages. To its credit the book does warn of, “world changing implications for the GM.” These lines and nexuses allow the elven mage (book mentions that all casters are aware of ley lines but does not specify if other races can use them) to tap into these power sources to gain spell casting bonuses. A DC 20 check is made against the characters Knowledge Arcana skill to tap into a ley line. A failure only stuns the character for d4 rounds. Additional attempts can be made immediately after the character recovers. On a roll of “1” the character is still stunned the same d4 rounds but cannot try again for one day. Additionally the character cannot move from that spot or the connection is broken (but there is a way around that). You’ll have mages tapping into the ley lines as often as a frat boy taps into a keg of beer.
Here are some of the benefits for tapping in. Maintain Ley Line Anchor, an easy way around that not moving problem. Boost Caster Level- increases spell casting level by 1 for all level dependent effects. Although this does make the casting time 1 full round. If you are lucky enough to tap into a power nexus then this limitation is eliminated. A nexus is a focal point for all these ley lines. Usually a monument, alter, tree, or ring of stones. If you can tap into one of these, additional powers are granted. Fuel Metamagic-this allows a free action check to enhance any spell with any metamagic feat the character knows. Remote Casting- allows the spell caster to cast spells between nexuses as if he had line of sight. A spellcraft check is required though. Substitute Caster Level allows the caster to use the level of the nexus instead of his own level for spell effects that use caster level. Locate Power Nexus-allows the caster to locate other nexuses that he has previously tapped into. Shield Power Nexus- allows the caster to try to stop the Remote casting of another. Information on how to create a power nexus is provided. The simplest power nexus can be created for only 50XP but does require the character to be at least a 5th level caster. The most powerful nexus would require 20,000 XP. The only difference between the 2 nexuses is the range in which the abilities can be used. The more powerful the nexus the farther the range.
Coup de Grace
The book is presented very well and makes good use of the space provided. The black and white artwork helps fill in the white space. The author fails to deliver on some of the promises made. I didn’t feel that it lived up to the claim of “Elves is the definitive sourcebook for elven player characters of every kind.” The saving grace for this book is the spell creation appendix. This is really of use for any spellcaster who wants to delve into the research required to make a new spell. The book does a great job of disclosing what is open content. On the bottom of the page it either states open content or nothing. This is a great help for writers and others who make good use of the OGL. Some Elf specific spells would have been in order. This would have helped to create a more unique elven feel for the book.
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