Librum Equitis Vol. II

HellHound

ENnies winner and NOT Scrappy Doo
Formerly an Ambient Inc Product
The Respected Class are back again, with another collection of prestige classes for your fantasy D20 campaign, all lovingly handcrafted from the best D20 components and playtested to a fine edge. From Yuan-Ti converts and spies, Bardic College diplomats, and the Blessed Paladin who embodies the warrior aspect of his deity, be it good or evil, to the Mad Tailor who crafts strange constructs from living things and the Tribal Berserker who gains the ability to wildshape and finally becomes a lycanthrope while raging. Prestige classes for every occasion, every class, and every villain.
 

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Amazingly good work.

I was initially surprised that there are less classes in this volume of Librum Equitis than in the first volume. But then the size of the work struck me. This volume is about twice as big as the previous work, with more detail given to each class, and FAR better texture. One of the major changes is there are less "generic" classes and more with interesting backstories and organizations behind them.

They also include ideas on how to adapt the prestige classes in the book for use in other campaign worlds.

The art is super-sweet too.

The classes are:

Bokor - Voodoo priests and wizards. Dark evil guys with a penchant for curses and voodoo dolls. Nice mechanics for making and using voodoo dolls. (includes a new poison)

Bone Archer - Necromancer / Archer crossover. In initial feel it's like an evil Arcane Archer, but way cooler.

Brotherhood of the Golden Blossom - This is sweet. Paladin Monks who battle outsiders and undead.

Children of the Snake - Ever had an obsession with the yuan-ti? These guys did... and they are slowly becoming yuan-ti themselves now. A nice alternative to the yuan-ti template in Monsters of Faerun - it makes the transmutation process from human to yuan-ti painful, long, and full of oportunities.

Circle of the Lute - A secret society of bards turned to spies in the service of the Bardic College.

EarthBound - Dwarven arcane casters who have found a connection to the earth and stone around them. This is a 12 level class and has some great new spells and abilities.

Elite Cavalry - "Generic" prestige class for any elite mounted troops. The sample given is for Goblin Worg Riders. Pretty cool.

Forge Singer - Dwarven or Orc bard / priests. Interesting mix, but probably doomed to being used for NPCs only. Includes a new "Iron Elemental" template.

Mad Tailor - The king of creepiness for this book. An arcane spellcaster who makes constructs out of living beings. Uber-creepy! Includes monster manual style entries for five different categories of "Mad Constructs". Still uber-creepy. Flavor text is creepy too. Top Dog in this book.

Order of Cordun - Evil paladins, counterparts of the Initiates of Cordun from LE1. They get armor made from a dead monster that they improve over time using a mechanic similar to that of the Samurai in Oriental Adventures.

Riders of the Duras - Mounted rangers and outriders. These guys should be easily "tweaked" to fit into any campaign. Looks like the border patrol in Karameikios just got upgraded in my game!

Sacred Paladin - FINALLY. A Paladin for every alignment!

Siege Mage - Mages of siege warfare and buildings. The mechanics seem a little odd to me, and the powers a bit disjointed.

The Society of Heavenly Movements - Wizards of the skies. Interesting mechanic combining what feel like clerical domains with arcane spellcasting. Great texture.

Timer - Uhmmm.... Psions in "the Matrix"? Really cool, but they feel really derivative.

Tribal Berserker - Remember the Berserker class WAY back in Best of the Dragon, Volume 2? It's back!

Troll Hunter - WICKED. This is the king of crunch, specialized in fighting regenerating creatures. Probably could have more stringent prerequisites. (Includes a new feat, Hardcore)

Venomous - Assassin class for people with poison attacks. Looks like a prime candidate for medusae and members of the Children of the Snake class.

Chapter 2 is a bunch of new spells (five pages) and some new domains (Forge domain from the Forge Singer class, Stone Domain and Weaponry Domain). Most of the new spells are for the EarthBound class - but many are also useable by Druids and Sorcerers.

Chapter 3 is some new psionic items and a new metapsionic feat (Chain power - make a psionic power into a chain-lightning derivative). What's nice is that these items are perfectly useable in a non-psionic campaign too. Nice to see people working with psionics but keeping it non-psionic friendly.

Overall, I was VERY impressed, and found the overall product to be superior to volume 1.

Now, with the addition of two more classes and 5 new clerical domains:

Mind Thief - a mix of rogue and psion / psychic warrior who gains the ability to sneak attack not just the body, but the midn and soul of a target.

Weapon Cult Paragon - very flavorful defender of underdog faiths and churces. A travelling war-priest and cult leader.

With this addition, this volume breaks the line from 4.5 up to a full 5. No regrets on buying this baby!
 

Just got my update in email this morning.

This book just got better, with 5 MORE clerical domains and two more prestige classes added to it, and a nicer cover too.
 

Librum Equitis Voume Two
Written by M Jason Parent
Published by Ambient
55 b & w pages
$5.95/$5

So you bought Librum Equitis Voume One and you’re sick little mind isnt’ satisfied? Well step right up, Mr. Parent has brought forth a horde, well, not quite a horde, but twenty, new PrCs. Like the previous volume, this one also makes use of existing OGC to augment the feel and unique traits of many of these new classes.

Librum is designed with a mock cover, title page with the legal goods, and another page with the table of contents. The book is broken up into three chapters, Prestige Classes, Spells, and Psionic Devices of the Duan’Khat. Yes, something outside of PrCs actually dares take up space here!

The layout is fairly simple two columns with illustrations and tables breaking up the tyranny of the text. Margins are good and there aren’t a lot of symbols or placeholders to devour your ink when printing. PrCs are separate and don’t run together. This is great for those who just want to print out a PrC or two, but because not every class ends on an even page, you may still wind up with a blank page when printing. In addition, this causes a bit of white space towards the end of some of the PrCs. Still, this is an electronic book and this is definitely a benefit. Another benefit is that there are numerous bookmarks for easy maneuvering about the file.

Chapter One, Prestige Classes, starts off with some advice on converting these PrCs to your own campaign. Change the names, adjust the skills, make it work. More important though, are the notes about unusual level progression PrCs. These are similar to the five level PrCs originally introduced in the FRCS, but include three, seven, and twelve level PrCs. The PrCs are laid out in alphabetical order starting with the name, usually a piece of fiction, background information, and stat block which includes hit dice, requirements, class skills, and class features. Some of the PrCs have their own spell lists as well which receive coverage at the end of the class description. Not all of the PrCs are illustrated, but the ones that are, like the Bone Archer, Mad Tailor, Sacred Paladin, and Tribal Berserker, are all top notch.

There are a few archetypes covered in this book. You’ve got the Bokor, a voodoo spellcaster whose spells upon a doll effects the victim. The more powerful the Bokor, the more variety of spells he can cast. Sure, it starts off small with some enchantments, but eventually the caster can use Necromantic and Evocation spells on said target.

Another old staple of fantasy, Elite Cavalry, get another PrC here. This is a small five level PrC and provides the character with bonuses and extra abilities for fighting on horseback. Some are minor abilities like Man of the Horse where the rider gets a bonus to his ride checks equal to class level while others, like Mounted Cleave, allow the Elite to make extra melee attacks while using the movement of his mount, a dangerous ability.

Those who’ve seen the cover for the product may recognize another old fantasy favorite, the Tribal Berserker. This berserker, a member of a lycanthrope cult, has a variant of the rage ability that continues to advance as the berserker does. Like old Viking berserkers were rumored to do, this one also has some shape changing power, able to assume the forms of werecreatures starting off with the lowly rat, but eventually gaining the mighty bear.

Still, you may want something different than the standard. You’re taken care of. The Bone Archer, a necromantic archer who uses bones to craft his arrows and gains a limited spell selection through ‘Fletchings’ is one route to go. Still a little too familiar? Like the Arcane Archer? How about the Mad Tailor? This PrC is simply put, sick. These twisted individuals mold flesh into new creations called Mad Constructs. If this isn’t a perfect example of a twisted PrC that’s perfect for the gothic world of Ravenloft, I give up.

Of course, not every class is so narrowly focused. The Order of Cordun is a group of worshippers who believe that Cordun is the true way! They use the Tirric, a specially breed monster whose insect hide is used as armor. This fighter style PrC is on the side of chaos and is meant for a divine spellcaster as it gains limited access to new spells. More importantly though, are all the ‘Unholy’ abilities they gain like Unholy Smith and Unholy Strikes. Players who’ve been getting a little too arrogant can easily be taken down a notch or two with Living Armor and the ability to fight ‘Unto Death’ where the worshipper can continue to fight on as long as his fortitude holds out.

Those who want to play a paladin style character but not be a full fledge lawful good paladin may want to explore the potential of the Sacred Paladin. This is a 12 level PrC that gains numerous diving abilities like Divine Grace, a bonus to saves based on Charisma, and the ability to channel divine energy like a priest. Of course, most will be interested in the ability to specialize in a weapon. Oh yeah, they also gain a limited selection of divine spells.

One of my favorites is the Siege Mage. I’ve always been fascinated by how castles are usually just depicted as being there and not having anything to fear from most spellcasters. Well no more. These mages have a little ability called Spell Striker which ignore the hardness of the building. Their Siegecraft ability allows the spells to be cast on constructions. This reminded me a little of the Oceanic Sentinels from Broadsides that defended ships instead of individuals.

Perhaps the most interesting class in terms of it’s potential, was the Society of Heavenly Movements. These astrologers gain spells according to what Heavenly Bodies they worship. Included are the twelve signs of the Zodiac. I would love to see Sword & Sorcery Studio, Fiery Dragon and others take the challenge of this PrC and develop unique spell lists based on individual campaigns.

One of the PrCs here seems like a translation or homage to a favorite Warhammer FRPG career. Have you ever read about Gortex? A dwarf who has his own series of novels in the Warhammer setting? Well if so and you’ve hungered for the chance to play a Trollslayer, too bad. You’ll have to settle for the Troll Hunter. While they lack the death wish that the Warhammer version is renown for, they do have a hearty endurance and are able to hack apart just about anything that they get their weapons into.

One of the things I didn’t like about the first book was the limited amount of psionic coverage. While this book isn’t overflowing with psionic based PrCs, there are a few here. You’ve got the Children of the Snake, a human or half-elf that’s initiated by the yuan-ti into their culture and gain reptilian based powers. This would include poison resistance, venom, and even spell resistance. That’s in addition to the extra power points they gain. One of the interesting choices made by the designer is that he assigns specific powers to the class. This is an excellent way to add some minor psionics to the campaign without overburdening.

The Mind Thief is another psionic based PrC. These characters remind me a little of the Soulknives in that they gain some sneak attack abilities, as well as other rouge abilities. Their psionic version of a sneak attack is the Mind Strike, an ability that inhibits a targets ability to cast spells or use spell like abilities.

Chapter Two, Spells & Magic, includes some new spells for bards, druids, and the arcane duo of sorcerer/wizards. There are domains for Clouds, Forge, Horses, Negative Energy, Positive Energy, Stone, Traps, and Weaponry. Not a big section, but one that augments the spellcasters found in this book.

Chapter Three, Psionic Devices of the Duan’Khat, introduces Meta Fragments and Dawn Spheres. The Fragments are stones imbued with energy that hold psionic feats. Once used, the stone is burned out. The Spheres are a bit more interesting to me. When I read about the Armed Sphere, a 1-inch diameter metallic sphere etched with runes that sprouts blades of steel, all I could think of was the movie Phantasm. “It’s just a dream man!” Other spheres, like the QuickSilver Sphere, offer minor bonuses or ability boosts like +2 speed bonus to initiative.

Were there any serious issues with the book? No game halting ones. One type has a reference to describing five, seven, and twelve level PrCs, and is missing the three level PrC. Speaking of which, there are no three level PrCs. A few of the others, but no three. The spellcasting notes for the Siege Mage are also missing, but since it’s the same spell progression as a few other PrCs, it’s not a big deal. There are also several PrCs with no fiction. Doesn’t effect the value or game play at all, but it does provide a nice sense of consistency when fiction is used for all of the PrCs.

My own Force Powers almost want to whisper to me that this book is in part to prepare for the module, Jungles of the Mind. And I say that because the Children of the Snake are Yuan-Ti, the Mind Thief is a psionic based PrC, the Venomous are Yuan-Ti based, and there’s a whole bunch of stuff on the Duan’Khat, a psionic society, which will be described more in, yes, that’s right, Jungles of the Mind. This isn’t a bad thing mind you, but it does feel like a teaser.

Are there any failings in this book? Not really failings so much as not taking advantage of some of the innovations out there. For example, the Black Guard is one of the few PrCs I’ve seen where he can trade levels of his old class for his new class. In addition, Spells & Magic by Bastion Press, offers some guidelines on how to change some of the PrCs into Core Classes. Theses are some very different ideas and not for everyone. I do feel that the new, different leveled PrCs here are a step in the right direction.

If you’re looking for a sound source of PrCs that strays a bit more from the standard archetypes than Librum Equitis One, then you’ve found the perfect book.
 

Ah what a difference! LE Vol II is a vast improvement from LE Vol I. There's flavour text, the classes are more original and better thought-out, and the inconsistencies of Vol I are gone. There's even a few illlustrations to go with the text this time, but they're nothing to shout about. There's fewer PrCs but they're detailed, and while those in Vol I took up about two pages (if you're lucky), the ones featured here go up to three or four pages in length.

There's also a bunch of spells, some new clerical domains and a trio of psionic devices. But it's the PrCs that people go for and there's a nice selection of ideas. The Mad Tailor who sews the parts of corpses together to animate them and the Bone Archer, a necromantic order of archers, are far more interesting than some of the PrCs in the splatbooks. But there are some quibbles; the Sacred Paladin just seems to be too much of a 'catch-all' for each alignment to have the equivalent of the Paladin, and the classes still seem more suited for NPCs than PCs.

LE Vol I and II could serve as the models of a Before and After advert. Vol II is far superior and if you're deciding which to spend your $5 on, I'd say go for the newer, slicker Vol II.
 

Beware! This review contains major spoilers.
This is not a playtest review.

Librum Equitis Vol 2 (LEV2) is Ambient Inc's second foray into the realm of prestige-class-only .pdf releases (though this volume contains other rules information related to the prestige classes). The first received a level of critical acclaim, whilst others, including myself, felt the product was weak. I was interested to see if the second volume had improved on the first's weaknesses. This review is for the revised and enhanced .pdf version released directly by Ambient.

LEV2 is priced at $5.95 and is a 984KB 58-page file. This is fairly average pricing these days for a .pdf file. The sparse mono artwork is average to good. Writing style is average, a little informal for my liking, though different styles distinguish the varied use of flavour text and rules information well. Different types of information are clearly defined and the layout is clear if not particularly imaginative. Editing seems good with only a few minor errors.

The file begins with a short discourse on the benefits of electronic publication and some hints as to new releases followed by an introduction explaining the use of prestige classes with 3, 7 and more than 10 levels in the accessory and giving some advice on using and abusing the accessory. I found the explanations of the varied use of levels a bit wishy-washy - "7-level classes are the middle ground between 5 and 10-level classes. More than a pass-time or a sub-class, these classes still do not completely redefine the character who takes it". I'm not averse to the concept of different levels in a prestige class, this just seems an unnecessary and weak explanation.

The first chapter is dedicated to the main thrust of the product - prestige classes. Unless noted, the prestige classes are 10 levels:
* Bokor - a kind of evil voodoo witch doctor. Loses a spellcasting level every third level. Gains the ability to cast remote spells via a voodoo doll, use poison and has a terrifying presence. Also introduces a new poison, zombie dust, and a note on zombies in regard to Bokor. NPC PrC.
* Bone Archer - crafts magical bone arrows with increasingly powerful necromantic effects as the PrC progresses. Has a sidebar covering rules on crafting bone arrows.
* Brotherhood of the Golden Blossom - a 5-level paladin-monk cross with improved monk abilities against undead and evil outsiders. Unlike the previous two PrC's, this seems to return to the faults of LEV1 with restricted class access, and bending basic rules like stacking effects, and undead being immune to critical hits.
* Children of the Snake - human or half-elf worshippers of a yuan-ti god. Gains limited psionic powers (which can be used as spell-like abilities in non-psionic campaigns), can produce venom, improves poison saves, gains sneak attack abilities, becomes inhumanly flexible, and gradually transforms into a yuan-ti whilst suffering Con damage in the process. An imaginative NPC class, though the requirements allow a 2nd-level human fighter access. Also a new psionic power, SnakeForm. NPC PrC.
* Circle of the Lute - a spy for the bardic college of Mac-Fuirmid introduced in LEV1. Gains spells somewhat like a wizard from limited spell list. Also gains extended Gather Information abilities, subliminal innuendo, bardic knowledge and spellcasting benefits from other spellcasting classes.
* Earthbound - a 12-level dwarf/stone-giant based PrC. Casts arcane spells from a limited spell list using Wisdom for bonus spells and DC modifier. Gains various abilities related to stone and eventually changes to an earth-type creature. Includes a new feat, Rock Brother, which grants the dwarven Stonecunning ability or a +3 bonus if already possessed.
* Elite Cavalry - a 5-level standard soldiering class, which allows entry from 3rd level onwards and gives benefits to combat whilst riding. Probably an NPC PrC.
* Forge Singer - normally dwarf-based PrC with benefits to aiding the manufacture of items. Loses a spellcasting level every 3rd level for various song-related abilities and access to the new Forge domain, listed here. There is also information on creating iron elementals, and a new monster, the Iron Elemental. Probably an NPC PrC.
* Mad Tailor - insane tailor sews together different creatures to make horrific constructs, also using magic. The results, Mad Constructs, are listed in five different power ranges. NPC PrC.
* Mind Thief - rogues with psionic powers. Abilities include ignoring the immunity of undead and constructs to sneak attacks, though this is explained logically as more of a psionic effect than a physical one. Class-based PrC.
* Order of Cordun - the fighting arm (excuse the pun) of the Initiates of Cordun from LEV1. Gains spellcasting levels every odd level and various infernal paladin-like abilities. Also use a chitinous armour (made from creatures called Tirrics, who are described here) which can be imbued with magical powers. NPC PrC
* Riders Of The Duras - a 7-level mounted ranger PrC, limited to elf, half-elf or human. Gains a more limited version of the Ranger's Favored Enemy ability and various abilities relating to mounted combat and tracking.
* Sacred Paladin - a 12-level alternative paladin PrC with domain access, energy channeling, weapon specialization, and limited spellcasting. Military extension of a church rather than independent.
* Siege Mage - gains abilities to enhance siege defence and building destruction. Loses a spellcasting level at 3rd ad 7th levels. Can imbue constructions with spells. Probably an NPC PrC.
* The Society Of Heavenly Movements - sages and mages with an astrological focus. Members lose a spellcasting level at 3rd ad 7th levels. Gains spontaneous metamagical feats and arcane 'domains' based on zodiacal signs.
* Timer - Use psionics to improve their physical prowess, especially in terms of speed. Think 'The Matrix'. Psionic-based PrC.
* Tribal Berserker - another class-based PrC, this one restricts access to barbarians and the PrC worships a lycanthropic totem in a bestial cult. Gains modified rage abilities and ability to shapeshift into various predators. Probably an NPC PrC.
* Troll Hunter - gains various combat abilities useful for dismembering creatures with regenerative powers such as trolls and d12 Hit Die. Contains the Hardcore feat, which adds Fort save totals +1 to hit points.
* Venomous - this evil PrC requires the ability to create poison spontaneously or via the spell of the same name. Enhances poison-using ability and contains a new weapon enhancement - the ability for weapons to deal poison, as per the spell. NPC PrC.
* Weapon Cult Paragon - leaders of cults focused on their deity's favoured weapon. Lose spellcasting levels at 3rd, 6th and 9th level. Gains smite, gains bonuses to Leadership score, and can make a limited number of automatic critical threat attacks per day. Probably NPC PrC.

Unlike LEV1, these PrC's are more developed, taking up three to four pages rather than the single page of LEV1. Further, LEV2 has two further chapters.

Chapter Two covers some spells and domains. Domains are Clouds, Forge, Horses, Negative Energy, Positive Energy, Stone, Traps and Weaponry. Spells are (levels in brackets): Befuddle (2/3), Blast of Earth (4), Claim from the Earth (2/3), Clay Step (1), Earth's Defender (3), Essence of Earth (5/7), Fox's Guile (2), Granite Arms (3), Guardian of Earth (4), Hands of Clay (1), Magnetic Covering (3/4), Minor Curse (2), Mountain's Fortitude (1), Murmur of the Earth (2/3), Oubliette (5), Stony Purge (1), Swim Through Earth (3), Tremor (2), and Wall Of Earth (2). As can be seen, most of these are low level. Most also relate to the PrC's in the product, though some can be used by standard classes.

Chapter Three, entitled 'Psionic Devices of the Duan Khat' is kind of a prelude to Ambient's forthcoming 'Jungles of the Mind', which will go into more depth on the fallen city-state whose inhabitants created the psionic devices in this chapter - Metashards (minor psionic crystals) and Dawnspheres (hovering metallic spheres that work as the equivalent of psionic ioun stones).

Conclusion:
Whilst I still have some reservations about the PrC's in this product, this is a significant improvement on LEV1. It contains more depth, the rules are more balanced, the PrC's are more unique (i.e. not multiclass clones or fantasy standards) and most have standard prerequisites which allow all classes to (eventually) meet them. There are two or three PrC's which fell into the same mistakes as I felt LEV1 made, but on the whole this is much improved.

I was disappointed with the quality of the writing, which I felt was not as atmospheric nor as well written (in terms of the flavour text in particular) as Mystic Eye's release of LEV1. Nor did it have the NPCs that were a nice feature of that release. A minor issue to note is that half of the PrC's are more suitable to NPCs and are unlikely to be appropriate for PCs. Note that the designation of NPC or probable NPC PrC's is my personal opinion, not a designation by the author.
 

Overview: Librum Equitis 2 is a book of prestige class’s. There are 20 in total as well as 19 new spells and 8 new domains and a small scattering of other rules material including a chapter on Psionic Devices. I did not take the Psionic devices into account in my review as I do not have the Psionic handbook and would be hard for me to judge its use. It being a fairly old PDF is also 3.0 which is either a benefit or a strike against it depending on your game and in any case should be fairly easy to convert.

Chapter 1 is the 20 new prestige classes. There is a fair mixture of different types with some which make good villains while others are great for heroes. Each prestige class starts with a little bit of prose, and then a fairly lengthy description of the class as it would appear in game. It then goes into the standard prestige class details.

Bokor: The Bokor is a spellcasting prestige class focusing on curse’s which are delivered through voodoo dolls. Its main abilities are the ability to craft these dolls and cast various spells through them. It also over the course of 10 levels gains 7 spellcasting levels. It looks balanced but is not a class well suited for players.

Bone Archer: The bone archer is an archer the shoots arrows made of bone and uses necromantic magic through these arrows. They gain the ability to shoot special fletchings that work like spells, and gain a variety of different ones they can cast as the gain levels. Strangely there are no alignment restrictions which are my biggest quibble. Also by 10th level the class will have the ability to shoot 4 arrows a day which act as enervation spells so I’m a little leery of its balance.

Brotherhood of the Golden Blossom: This is a prestige class for lawful good monks and is a member of an organization focusing on fighting enemies of good. It is 5 levels and gains a number of abilities and a number of powerful ones that I would not want in my game like ignoring all damage reduction.

Children of The snake: This is a prestige class for those that convert to yunti faith. The class gains various snake related powers but nothing that catch’s my eye. Can’t really comment on the balance as it use’s psionics.

Circle of the Lute: Another organization based prestige class; this one focus’s on a bardic college and is focus on diplomacy according to the flavor text. The class gains a through scatter social abilities and a new spell list that works like a wizards. It seems a little on the weak side.

Earthbound: This is a dwarfen mage focusing on earth based spells. The abilities it gains are more flavor, its real power is in its new spell list, which although its only 5 levels of spells has some very powerful 5th level spells. I didn’t like this prestige class as it gives a new spell list to its followers who probably already have there own list. It fits the flavor but is a pain to manage two different lists.

Elite Cavalry: It’s a mounted combat based prestige class, not to different from many of the other ones on the same concept. It's just a boring concept to me.
Forge Singer: This is a divine prestige class, which gains bardic abilities. It is dwarfen in flavor and focus’s on abilities that would be useful in a forge.

Mad Tailor: This would be a good villain prestige class and is also a little disgusting. It focus’s on making constructs from living flesh. It gains the ability to make increasing powerful constructs and gains abilities that slowly make the mad tailor go insane.

Mind Thief: The mind thief is a solidly Psionic class. Do to my lack of experience with Psionic’s I will not review this class.

Order of Cordun: This is another organization based class and it is a unholy religious order. This is the military branch of the organization. It gains various abilities like sacrificing spell slots for extra attacks, and gaining a suit of living armor.

Riders of Duras: This is another mounted prestige class but if focuses on guarding the borders, and gains abilities that are more then just better mounted combat. Its an interesting class I must admit.

Sacred Paladin: This is a holy warrior prestige class for any god. It looks balanced and certainly has a good niche. Defiantly one of the better ones.

Siege Mage: An interesting prestige class this one is a mage focusing on sieges. It’s better for a npc then a pc in most campaigns, but it has some interesting abilities. It may be a little underpowered.

The Society of Heavenly Movements: This class focusing on the stars and planets in the sky. It gains new spells based on there studies and the ability to once a day cast a metamagic spell without paying a higher cost. Interesting concept not sure about the execution.

Timer: A Psionic prestige class, which for reason’s I’ve already made clear I’m not going to review.

Tribal Berserker: A prestige class for barbarians which focus on a were-beast oriented tribe. It has a nice execution.

Troll Hunter: A prestige class focusing on fighting trolls. I don’t like this for the concept is to narrow and the abilities don’t match the concept.

Venomous: A assassin focusing on using poison. It’s a nice prestige class for a villain and makes poison more powerful.

Weapon Cult Paragon: A clerical prestige class focusing on using the deities favored weapon. Has some interesting abilities but looks overpowered.

In conclusion: There is a nice selection of prestige class’s here. Some balance issues but a lot of interesting concepts. Its worth picking up but look the classes over carefully before you let a player have one.

Final Rating 4/5
 

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