I just recieved 4 of the quint books for christmas. A lot of people on the boards gave me some useful advice about book buying, so I want to return the favor for others and let them know what I thought of these quint books so they have an idea if they would like to buy them. I'll include a brief summary of what the books include, and what I thought of each section, but no details, you'll have to buy the books for those
Note: Anything with an * applies to all the quint books I'm reviewing.
The first is the Quintessential Druid. I love the idea of the druid class, but like many I was looking for something to make the druid more.... druidic. And this book gave me EXACTLY what I was looking for.
The book opens with character concepts*. These are various background templates that can be applied to your character. It includes background, reasons for adventuring, and roleplaying tips. It also gives your character some advantages and drawbacks. The concepts are a good way to get your character onto the drawing board if your stuck, but imho the benefit/drawbacks need to be looked at very carefully. Many benefits are not balanced with their drawbacks, and some concepts are innately better than others. I recommend forgoing the benefit/drawbacks, and just use the backgrounds for....backgrounds.
Next are Prcs*. I'm not a big Prc fan, and not the best at understanding their balance, so I'm going to skip this section under pretense of underqualification.There are 9 new prcs.
Next are Tricks of the Trade. There's some excellent stuff in this section, including how to use foraging in nature to make it cheaper to craft both mundane and magic items, as well as harvesting magic creatures for magic components. This gives some excellent advantages for druids, and makes wilderness lore and knowledge nature very useful!! Finally, it gives some added discussion of the druid language.
Next are feats. 14 in all, and I was impressed by them. Many improve wild shape, and are similar to MOTW feats. Power wise, the feats are in line with others I've seen. Without going into specifics there is a feat to add elementals to your summoning spells, increase your animal compansions, and of course the wildshape feats.
Then Tools of the Trade: Some new items and armor, not much to say about that. Then there are attuned foci. These are interesting, they are natural concoctions that increase your spellcasting power. Interesting concept, but they don't give enough examples to make it work, unless you put in the time to make your own. Then there's a list of herbal recipes to help with a variety of things. There's a better list of these, and all are fairly useful for a druid.
The next section is Living Magic. This is one of the best sections in the book, detailing ways of growing gardens to make potions and scrolls. While the time to grow them is long, for adventures who have a lot of off time, or as npc gardens they are excellent concepts. Then there are investitures, which detail ways of imbueing people with spell-like abilities instead of relaying strictly on magic items. Its a great alternative for people tired of a player's worth being solely based on what he carries, although the process may need to be tweaked a bit to keep it in power with just making magic items. Then there are rules for creating LIVING ITEMS, basically you can infuse a creature at birth with magical abilities, that it will pass off to offspring. Its a great way to introduce new and varied items, as well as creating interesting new pets for druids. Finally, there are new magic items. Many are living items that bond directly to you, others are more standard but all are very exciting, although some are a bit high level and expensive.
The next part is a section on Druid Life and Culture. It includes some of the druid heiarchy as well as giving some options for a player to explain how he entered the druid order. This allows you to create a backdrop for your druid characters similar to a clerics temples, but all too unique to teh druid.
Another great section is the Otherworld. Basically, this is a parallel world that is almost exclusive to druids. What more could you ask for!! It explains the dimension, how to access it, what's in it, and how it differs from the material world. Enough material for several adventures in the otherworld.
Next is the section of Druid spells. There's a brief section on creating new spells, but not too intensive. However, the new spells are for the most part unique to the druid and cover spells from 1st to 9th. There are 35 new spells in all. Most notable are a variety of new summoning and calling spells unique to the druid. The only spells I am worried about are the new friendship spells, that function exactly like animal friendship except you can call beasts, magic beasts, vermin, elementals, the list gets better and better as you go up in levels and gain higher level spells. The potential for abuse is huge, so I would highly recommend curbing these spells with strict hd limits and other restrictions. But all in all, I'm happy with the new spells.
The next section is the Path of the Shapeshifter, which in my opinion the worst section in the book, simply because it is so obviously overpowered and abusive. For anyone whose ever played the shifter Prc from MOTW, you know how extremely powerful they get, and that's without spells. Now give the shifter druid spells of its level. Now give them the supernatural and spell like abilities of their forms and it doesn't take a rocket scientist to figure out the druid just became the most powerful class in the book, bar none. Honestly, I would skip this section, or take their ideas with two bags of salt and work like a madman on new restrictions to make it work. The one shining light in this part is the new swarm form, that lets you morph into a swarm of bees, flies, and other type creatures, which is a unique idea that I would give a try. The other really cool idea in this section is the idea of partial and combinational shapeshifting. Basically its a system to transform similar to lycanthropy, with only parts of you changing. But the system described in the book is still too overpowered for what it allows. However, with a bit of restrictive work, this part of the system is workable and I highly recomened it to really give druids a new flare.
But getting past that section there's plenty more goodness ahead. Next section is about sacred groves, which talks about there design, as well as the powers of a sacred grove and of its guardian. Its fantastic for those wanting to visit druid homelands.
Finally, my favorite section of the book. Circle magic describes ways for groups of druids to conduct rituals to create enormous magical powers, include the ability to destroy buildings with lightning, control the weather, and call about guardians of godly power. Circle magic allows a PC druid to on occasion be a part of something really grand when he's at home, and it allows for DMs to make Druids home's that much more special.
By getting this book, PC Druids gain new feats, background ideas, Prcs, spells, magic items, and uses for their skill. Most importantly, most of this stuff is druid only. A lot of the new stuff is interesting, and only for you
Dms gain the ability to make Druid homes not just some place in the woods, but magical gardens that rival castles. Also, the new powers of the Druid collective can turn a group of druids from a bunch of treehugers to a teeming power that can weild considerable power for its friends and against its enemies. And the new types of magic items give you a chance to refresh that sense of awe for those who are tired of teh same +1 swords and rings of protection.
Out of the four books I'm going to review, this is my absolute favorite. It is a wonderful book for druids, and for Dms who want more druid stuff. I highly recommend buying it.
In a little while, I will post my review of the Quint Cleric.

Note: Anything with an * applies to all the quint books I'm reviewing.
The first is the Quintessential Druid. I love the idea of the druid class, but like many I was looking for something to make the druid more.... druidic. And this book gave me EXACTLY what I was looking for.
The book opens with character concepts*. These are various background templates that can be applied to your character. It includes background, reasons for adventuring, and roleplaying tips. It also gives your character some advantages and drawbacks. The concepts are a good way to get your character onto the drawing board if your stuck, but imho the benefit/drawbacks need to be looked at very carefully. Many benefits are not balanced with their drawbacks, and some concepts are innately better than others. I recommend forgoing the benefit/drawbacks, and just use the backgrounds for....backgrounds.
Next are Prcs*. I'm not a big Prc fan, and not the best at understanding their balance, so I'm going to skip this section under pretense of underqualification.There are 9 new prcs.
Next are Tricks of the Trade. There's some excellent stuff in this section, including how to use foraging in nature to make it cheaper to craft both mundane and magic items, as well as harvesting magic creatures for magic components. This gives some excellent advantages for druids, and makes wilderness lore and knowledge nature very useful!! Finally, it gives some added discussion of the druid language.
Next are feats. 14 in all, and I was impressed by them. Many improve wild shape, and are similar to MOTW feats. Power wise, the feats are in line with others I've seen. Without going into specifics there is a feat to add elementals to your summoning spells, increase your animal compansions, and of course the wildshape feats.
Then Tools of the Trade: Some new items and armor, not much to say about that. Then there are attuned foci. These are interesting, they are natural concoctions that increase your spellcasting power. Interesting concept, but they don't give enough examples to make it work, unless you put in the time to make your own. Then there's a list of herbal recipes to help with a variety of things. There's a better list of these, and all are fairly useful for a druid.
The next section is Living Magic. This is one of the best sections in the book, detailing ways of growing gardens to make potions and scrolls. While the time to grow them is long, for adventures who have a lot of off time, or as npc gardens they are excellent concepts. Then there are investitures, which detail ways of imbueing people with spell-like abilities instead of relaying strictly on magic items. Its a great alternative for people tired of a player's worth being solely based on what he carries, although the process may need to be tweaked a bit to keep it in power with just making magic items. Then there are rules for creating LIVING ITEMS, basically you can infuse a creature at birth with magical abilities, that it will pass off to offspring. Its a great way to introduce new and varied items, as well as creating interesting new pets for druids. Finally, there are new magic items. Many are living items that bond directly to you, others are more standard but all are very exciting, although some are a bit high level and expensive.
The next part is a section on Druid Life and Culture. It includes some of the druid heiarchy as well as giving some options for a player to explain how he entered the druid order. This allows you to create a backdrop for your druid characters similar to a clerics temples, but all too unique to teh druid.
Another great section is the Otherworld. Basically, this is a parallel world that is almost exclusive to druids. What more could you ask for!! It explains the dimension, how to access it, what's in it, and how it differs from the material world. Enough material for several adventures in the otherworld.
Next is the section of Druid spells. There's a brief section on creating new spells, but not too intensive. However, the new spells are for the most part unique to the druid and cover spells from 1st to 9th. There are 35 new spells in all. Most notable are a variety of new summoning and calling spells unique to the druid. The only spells I am worried about are the new friendship spells, that function exactly like animal friendship except you can call beasts, magic beasts, vermin, elementals, the list gets better and better as you go up in levels and gain higher level spells. The potential for abuse is huge, so I would highly recommend curbing these spells with strict hd limits and other restrictions. But all in all, I'm happy with the new spells.
The next section is the Path of the Shapeshifter, which in my opinion the worst section in the book, simply because it is so obviously overpowered and abusive. For anyone whose ever played the shifter Prc from MOTW, you know how extremely powerful they get, and that's without spells. Now give the shifter druid spells of its level. Now give them the supernatural and spell like abilities of their forms and it doesn't take a rocket scientist to figure out the druid just became the most powerful class in the book, bar none. Honestly, I would skip this section, or take their ideas with two bags of salt and work like a madman on new restrictions to make it work. The one shining light in this part is the new swarm form, that lets you morph into a swarm of bees, flies, and other type creatures, which is a unique idea that I would give a try. The other really cool idea in this section is the idea of partial and combinational shapeshifting. Basically its a system to transform similar to lycanthropy, with only parts of you changing. But the system described in the book is still too overpowered for what it allows. However, with a bit of restrictive work, this part of the system is workable and I highly recomened it to really give druids a new flare.
But getting past that section there's plenty more goodness ahead. Next section is about sacred groves, which talks about there design, as well as the powers of a sacred grove and of its guardian. Its fantastic for those wanting to visit druid homelands.
Finally, my favorite section of the book. Circle magic describes ways for groups of druids to conduct rituals to create enormous magical powers, include the ability to destroy buildings with lightning, control the weather, and call about guardians of godly power. Circle magic allows a PC druid to on occasion be a part of something really grand when he's at home, and it allows for DMs to make Druids home's that much more special.
By getting this book, PC Druids gain new feats, background ideas, Prcs, spells, magic items, and uses for their skill. Most importantly, most of this stuff is druid only. A lot of the new stuff is interesting, and only for you

Dms gain the ability to make Druid homes not just some place in the woods, but magical gardens that rival castles. Also, the new powers of the Druid collective can turn a group of druids from a bunch of treehugers to a teeming power that can weild considerable power for its friends and against its enemies. And the new types of magic items give you a chance to refresh that sense of awe for those who are tired of teh same +1 swords and rings of protection.
Out of the four books I'm going to review, this is my absolute favorite. It is a wonderful book for druids, and for Dms who want more druid stuff. I highly recommend buying it.
In a little while, I will post my review of the Quint Cleric.