(Mongoose) Quintessential Fighter II - Out This Week!

Mongoose_Matt

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Hi guys,

Hitting the streets this week is the all new incarnation of the best selling 3rd party series of d20 books - The Quintessential Fighter II - Advanced Tactics, by Alejandro Melchor.

The Quintessential II series is not a replacement for the original books, nor are they necessary to fully enjoy the new series. Within the pages of the new deluxe cover design are more great options for your characters, a revised chapter format and some original ideas that will keep the Quintessential series as the premier source for character inspiration. Playtesting teams for this line have been greatly expanded and they have spent far longer on each title than with any other book in Mongoose's history. So, what does the new series hold in store?

The Quintessential Fighter II kicks off with Career Paths. If you want to build a unique fighter without resorting to prestige classes and/or character concepts, a Career Path will impose limits on your advancement options but, in return grant a series of advantages and disadvantages that will make your character truly stand out. For example, you might choose the Contemplative, a master of his own mind and body. As his career progresses, the contemplative may gain the ability to sense trouble at any time, though perhaps become a little too reliant on his intuition. Other choices are the Rock, Sabre, Strategist and Strongman. Alternatively, Career Paths may be based on training rather than innate personality, giving rise to the Barrier, Light Fighter, Master Archer, Mounted Combatant, Rain of Steel, Shielded, Tank and Unarmed Fighter.

The new Multiclassing chapter takes the idea of Career Paths further, giving players ideas on how to multiclass effectively while at the same time providing some optional rules that GMs may like to employ for specific combinations. For example, a Scout is a Fighter/Ranger. Variant rules that may be added to such a character include bonuses to class skills, reflecting his inherent capability in most combat situations, the ability to use cover effectively or being dogged when pursuing quarry. Similar ideas are provided for all multiclass options, together with hints and tips on how to make multiclassing effective and what pitfalls to be careful of.

The Legendary Fighter provides new prestige classes geared towards mid-, high and epic level fighters. These include the Dragon Knight, Eternal Champion, Master of Pain, Pureblade, Tornado, Unseeing Blade and Wrecker. As well as the usual character descriptions and class features, each also comes detailed with complete epic advancement.

Superior Tools is a new chapter that now does far more than simply provide some interesting equipment options for character classes. The focus is now on the very best that is available for each class. Fighter II, for example, provides the Whip-Sword, Fleshcleaver and Wallblade among its many mundane weapon options, while armour features such choice items as spun mithral, heavy plate and lockplate, for the fighter who demands the very best protection when adventuring. On top of this, there are rules for Prosthetic Weaponry and Superior Materials.

The Magical Fighter is designed for those warriors who recognise the value and benefit of magic. Friendly Spellcasting covers just what a fighter needs to ask the party spellcasters for in battle and how to use their enchantments most effectively. Magic Arms and Armour demonstrates just how to stack AC bonuses properly and for best effect, while also providing many new magical options for frontline fighters - there are new armour and weapon abilities, while specific magic items include the Shooting Longsword and Shield of the Legions. Finally, a section on Magical Training provides a small list of feats that even the staunchest fighter may do well to consider if he wishes to be the best all round warrior in the land.

Tricks of the Trade was a chapter we retained in this new series, as we felt there was still so much to cover for each class - this is, after all, the chapter where players get 'cool' things to do with their characters. Quintessential Fighter II gives expanded rules for unarmed combat (including specific moves for players to try on the next goblin), advanced combat feats (expanding on the feat trees of the PHB), and dirty fighting.

Special Techniques gives the fighter an equivalent of a wizard studying new spells - techniques allow a fighter to develop his own unique style, constructing a new way of fighting from a bewildering list of options. Whether you are a player looking for an edge or a GM looking to surprise his players with a new NPC, there is plenty of material here to make any character memorable during combat. The addition of mystical attacks to a technique can extend this even further.

Finally, each Quintessential II now has a Survival Tactics chapter, one dedicated to a discursive series of articles explaining how to get the very best out of any character. For the fighter, this includes feat and skill selection, roleplaying, tactics in combat (including some clever uses for the five foot step), reach weapons, withdrawing, reading the opposition, and fighting alongside other classes. If it is not in here, you do not want it!

The Quintessential Fighter II winds up with a complete index and an all new character sheet.

The Quintessential Fighter II - Advanced Tactics is priced at $21.95 and will be available from all good games stores and bookshops this week.
 

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