I now have Quintessential Rogue!

-Ekimus- said:
i just checked this out at the store. its a HUGE dissapointment (for me). they have about 4 prestiges (IMHO Executioner is the only good one), and a bunch of character concepts which are near worthless. the new equipment is pretty crappy, there are about 9 weapons that all do 1d4 damage, cept Sniper X-Bow (one of a few things i like) which is a 120ft sneak attack bow, but exotic. the feats are good, specially one that doubles all followers u get, the guild thing was cool, but i dont think its worth my 20$.

just a review, and i didnt just scan over it, i checked it out quite a bit.

Check out the powergamer. Man I'm glad my brothers buying me this for my Birthday now...
 

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Re: Cool

Darklone said:


Cool. PrClass addicts don't like it. It's a good book then. I buy it!

I think he can't count too well. There are 7 PrC's IIRC. Many of them seemed like roles that a normal rogue could perform, IOW not a prestige class I would be likely to make. They might be good if you can add some campaign specific spin to them.

In general, I thought it was pretty good... nice and meaty. The character concepts were better done than TQF's IMO, with one or two exceptions. Most GMs who allow variations on classes should find these acceptable.

Best of all, so far as I can tell, the poison and trap creation system are OGC, unlike those OTHER systems out on the market.
 



Re: Re: Cool

Psion said:
Best of all, so far as I can tell, the poison and trap creation system are OGC, unlike those OTHER systems out on the market.
I thought the rules in Traps and Treachery were OGC...


Just got this book tonight. SO far all I can say is the artist on page 74 needs to study women's hips a bit...
and the artist on 102-103 needs to do some anatomy courses to learn about forheads, limb length, and some other porportions issues.

The content looks good so far but I've only had a few minutes with it as yet.
 

I glanced through it.

I still don't like the character concepts, it's the 2e class kits all over again. However, if you ignore the "benefit/disadvantage" parts, they are decent.


I saw one feat that I though was pretty overpowered, and a few that were questionable.

The "Splintering Blow" feat not only let's you do sneak attack damage to a construct, but increased your sneak attack by +2d6. It's only requirement is +3 BAB.

Constructs are already low on Hit Points for their HD, because of their lack of a Con score. Being able to sneak attack them in enough of a benefit for a feat, without increasing the sneak attack damage on top of it.

If I allowed it at all, I would drop the "+2d6" damage and add Power Attack and Sunder as prerequisite feats.

That's just what jumped out at me when I thumbed through it.
 

I got it yesterday, from first impressions it seems very good. I quite like teh Character Concepts, and didn't see any which were overpowered, the disadvantages seemed to offset the benefits. The feats I didn't really look at....

The rules on traps and poisons are downright cool.

The rules on guilds and reputation are cool.

Overall: Yet anougther quality book from Mongoose.
 


Caliban said:
The "Splintering Blow" feat not only let's you do sneak attack damage to a construct, but increased your sneak attack by +2d6. It's only requirement is +3 BAB.

Constructs are already low on Hit Points for their HD, because of their lack of a Con score. Being able to sneak attack them in enough of a benefit for a feat, without increasing the sneak attack damage on top of it.

If I allowed it at all, I would drop the "+2d6" damage and add Power Attack and Sunder as prerequisite feats.

That was my thought too -- as I said in my review.
 

Re: Re: Re: Re: Cool

Psion said:
The traps chapter of T&T says "closed unless wholly derived from the SRD."
Wow... I never noticed that before. So much of the rest of the stuff I've seen from them has been OGC that I just assumed that part of the chapter said the same thing and never bothered to actually read it...
 

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