Hi guys,
The eleventh Quintessential book takes another twist with the Quintessential Samurai, before we get back to the good old Paladins, Psions, Rangers and all the rest.
The Quintessential Samurai has a core class included, but is intended for use with any Samurai class, or even classes such as fighters, paladins and rangers. The writer, Sam Witt, wil be known to many of you as the author of Chaos Magic and Quintessential Dwarf, among many, many others, and it is clear he has done his Oriental research for this tome. The first half of the book follows the usual Quintessential format, with Character Concepts allowing starting characters to take such roles as a First Born, Ill-Fated, Nameless and Untouchable, among others. The Prestige Samurai expands character options even further for the discerning player, but you will not just find combat machines here, for Samurai's fill many roles in society - players can try the Delegate, for example, or Overseer. For those wishing something more action orientated, there are the likes of the Paragon and Slayer - and if everything goes truly wrong, the Ronin.
Samurai Feats, like the chapters before, keeps within both the historical and mythological view of the Samurai - you could be deemed worthy enough of being bestowed an Ancestral Katana or train in Daisho Fighting. A Grateful Leader may prove useful many times in an adventurer's life and Ki Activation can make a Smaurai truly a master of his own body. 26 new feats are provided, all geared towards fleshing your Samurai out and making him a foe to be reckoned with, whether on the battlefield or in the Royal Court.
Tricks of the Trade allows any Samurai to attempt many new and interesting options, not always directly related to battle or adventuring. Artistic Competitions can quickly become a matter of absolute honour, though I suspect many will be more drawn to the process of collecting trophies! Iaijutsu Duels allow a Samurai to potentially kill an enemy with just a single, perfect blow, while those who prefer speed of horse will find many new Eastern tricks to try with their mounts, including the Unspoken Command.
Tools of the Trade may be used on its own or in conjunction with any other Oriental setting's equipment list, for there are many weapons, armour and other items for the wealthy Samurai to choose from. Elves and Rangers may well be very interested in seeing what arrows a visitor from the East brings with him, and items like Signal Mirrors can benefit an entire party. However, many Samurai may be drawn to the magical armour qualities that are introduced, such as Kata Memory, Honourable and Sun Streamer.
The Master and Servant Chapter lays down a great deal of information about the relastionship between a Samurai and his lord, as well as the personal code all Samurai follow, and what it means to their honour, and social position. Sometimes a fine line has to be walked, and Shame - the End of a Samurai, covers fallen individuals nicely.
Combat is more than a means to an end for a Samurai, and Sword Schools introduces a wide range of fighting techniques a Samurai can train in to reach a level of pure perfection in battle, as well as including uses for Ki energy. Death's Lever, for example, allows a Samurai to throw all caution to the wind and deliver an unbelievably powerful attack, while Fluid Disarm draws an opponent in before being left helpless at the Samurai's mercy. I can see these getting used a lot in combat - after all, it is much better to say 'I try the Stream of Death!', rather than 'Well, let's hit him again!'
Amongst the Courtiers is one of my favourite chapters, as it demonstrates the flexibility of the d20 System beautifully. Basically, it acknowledges that the Samurai does not always fight with a Katana and that the social battlefield can be just as deadly for someone who relies on their personal honour. This chapter provides full and complete rules for waging social warfare on your enemies, disgracing them before they disgrace you. Such actions can take a lot of planning and be premeditated, or they may arise without warning, forcing a Samurai to be on his guard, turning aside witty jabs or avoiding logic traps set by an opponent. I won't go into the rules too deeply here, as they really are richly detailed, but I'll just say there is even a type of Attack of Opportunity in this kind of verbal fencing!
Mythic Blades covers both the forging and enchanting of the finest Katanas imaginable, and the Quintessential Samurai winds up with Shiro - Castles of the Daimyo, a fully detailed rules chapter that will allow rich, powerful and successful Samurai to create their own kingdoms and castles from which to rule, thus allowing the Quintessential Samurai to have a place in every such character's career, from 1st to 20th level.
The Quintessential Samurai has just come back from the printers, and should be available in local stores in around a fortnight's time.
The eleventh Quintessential book takes another twist with the Quintessential Samurai, before we get back to the good old Paladins, Psions, Rangers and all the rest.
The Quintessential Samurai has a core class included, but is intended for use with any Samurai class, or even classes such as fighters, paladins and rangers. The writer, Sam Witt, wil be known to many of you as the author of Chaos Magic and Quintessential Dwarf, among many, many others, and it is clear he has done his Oriental research for this tome. The first half of the book follows the usual Quintessential format, with Character Concepts allowing starting characters to take such roles as a First Born, Ill-Fated, Nameless and Untouchable, among others. The Prestige Samurai expands character options even further for the discerning player, but you will not just find combat machines here, for Samurai's fill many roles in society - players can try the Delegate, for example, or Overseer. For those wishing something more action orientated, there are the likes of the Paragon and Slayer - and if everything goes truly wrong, the Ronin.
Samurai Feats, like the chapters before, keeps within both the historical and mythological view of the Samurai - you could be deemed worthy enough of being bestowed an Ancestral Katana or train in Daisho Fighting. A Grateful Leader may prove useful many times in an adventurer's life and Ki Activation can make a Smaurai truly a master of his own body. 26 new feats are provided, all geared towards fleshing your Samurai out and making him a foe to be reckoned with, whether on the battlefield or in the Royal Court.
Tricks of the Trade allows any Samurai to attempt many new and interesting options, not always directly related to battle or adventuring. Artistic Competitions can quickly become a matter of absolute honour, though I suspect many will be more drawn to the process of collecting trophies! Iaijutsu Duels allow a Samurai to potentially kill an enemy with just a single, perfect blow, while those who prefer speed of horse will find many new Eastern tricks to try with their mounts, including the Unspoken Command.
Tools of the Trade may be used on its own or in conjunction with any other Oriental setting's equipment list, for there are many weapons, armour and other items for the wealthy Samurai to choose from. Elves and Rangers may well be very interested in seeing what arrows a visitor from the East brings with him, and items like Signal Mirrors can benefit an entire party. However, many Samurai may be drawn to the magical armour qualities that are introduced, such as Kata Memory, Honourable and Sun Streamer.
The Master and Servant Chapter lays down a great deal of information about the relastionship between a Samurai and his lord, as well as the personal code all Samurai follow, and what it means to their honour, and social position. Sometimes a fine line has to be walked, and Shame - the End of a Samurai, covers fallen individuals nicely.
Combat is more than a means to an end for a Samurai, and Sword Schools introduces a wide range of fighting techniques a Samurai can train in to reach a level of pure perfection in battle, as well as including uses for Ki energy. Death's Lever, for example, allows a Samurai to throw all caution to the wind and deliver an unbelievably powerful attack, while Fluid Disarm draws an opponent in before being left helpless at the Samurai's mercy. I can see these getting used a lot in combat - after all, it is much better to say 'I try the Stream of Death!', rather than 'Well, let's hit him again!'
Amongst the Courtiers is one of my favourite chapters, as it demonstrates the flexibility of the d20 System beautifully. Basically, it acknowledges that the Samurai does not always fight with a Katana and that the social battlefield can be just as deadly for someone who relies on their personal honour. This chapter provides full and complete rules for waging social warfare on your enemies, disgracing them before they disgrace you. Such actions can take a lot of planning and be premeditated, or they may arise without warning, forcing a Samurai to be on his guard, turning aside witty jabs or avoiding logic traps set by an opponent. I won't go into the rules too deeply here, as they really are richly detailed, but I'll just say there is even a type of Attack of Opportunity in this kind of verbal fencing!
Mythic Blades covers both the forging and enchanting of the finest Katanas imaginable, and the Quintessential Samurai winds up with Shiro - Castles of the Daimyo, a fully detailed rules chapter that will allow rich, powerful and successful Samurai to create their own kingdoms and castles from which to rule, thus allowing the Quintessential Samurai to have a place in every such character's career, from 1st to 20th level.
The Quintessential Samurai has just come back from the printers, and should be available in local stores in around a fortnight's time.