Swords of Our Fathers

Magic swords in d20 System games are usually temporary tools. A player character gets a magic sword, uses it for a few levels, then sells it off when a better one comes along. But wouldn't you like your character to have truly powerful weapons like King Arthur's Excalibur, like Sting, and Glamdring from The Lord of the Rings, or like Stormbringer and Mournblade from Michael Moorcock's Elric novels?

Swords of Our Fathers gives player characters a reason to hang on to their magic weapons. The legendary swords found in this book are powerful enough to be useful at high levels-but they dole out their powers bit by bit, so that the GM needn't worry about putting a too powerful a weapon into the hands of a low-level character. The weapons increase in power as the wielders advance in level.

The magic blades in Swords of Our Fathers offer minor powers to any wielder, but grant their better abilities to those wielders who take one of four new prestige classes: the sword scion classes. The wielder unlocks new abilities of the weapon by advancing in the weapon's associated prestige class. In short, the prestige classes reward the player for keeping a weapon.

Swords of Our Fathers shows you how to make it so that there's no such thing as a "generic +1 sword" and ensure that every magic weapon in your campaign has the possibility to be the weapon of a lifetime for the right character.

Written by JD Wiker, designer of products such as the Star Wars Roleplaying Game Core Rulebook, the Dark Side Sourcebook, and the Dark*Matter Arms & Equipment Guide. Art by Clarence Harrison. Edited by Penny Williams. Layout and design by Marc Schmalz. Cover Design by Jefferson Dunlap.
 

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I've downloaded and read the first PDF sourcebook by JD Wiker's new publishing house, The Game Mechanics, and I've got to say I really, reallly like it. For anyone that plays D&D, and even for some that run other fantasy games, this sourcebook is a really unique take on the concept of magical swords. I'm going to implement this idea into my campaign immediately, and it should help curb the "gimme gimme" attitude of some of my players.

The concept behind Swords of Our Fathers is that magical swords are too often treated like they are in video games -- just another, stronger weapon to trade for. For this sourcebook, however, JD has taken a very "Lord of the Rings" approach in that swords should be unique, special artifacts like Glamdring or Sting, something to be kept forever and never treated as just another weapon. He does this by having these legendary swords grow in power the longer a wielder uses them; four prestige classes cause these blades to grow in strength, representing time and training done with the blades. Never fear that you're taking a prestige class just for one weapon's ability; each of the four helps continue you down the path of your original class, if not quite as swiftly, but spellcasters increase in caster level and warrior types get bonus feats. The great thing is that it balances the sword's abilities with continuing to progress in your chosen field, meaning that you don't sacrifice your character's class features for the weapon. It's a nice balance, and one that I think will work well when implemented in the game.

The weapons themselves are really, really cool. My favorites so far are Hearthbrand and Draakhoorn, just for the unique roleplaying opportunities they present. The great thing is that each sword has different powers, so that no two legendary swords are alike, and even the same weapon acts differently in the hands of different wielders. Forget your fighters pawing after the next +2 sword; now they're going to hang on to this weapon the entire game. Not only are the powers unique and useful, but the flavor of the weapons will turn Joe Fighter into a highly stylized and vivid character thanks to an identifying weapon. Moreover, the book does not limit itself to swords, but also includes ideas for axes and other bladed weapons, making it that much more versatile. I like this concept so much that I'm considering eliminating all magic weapons in the campaign except for legendary weapons that use the scion prestige classes. It makes a magic weapon special as opposed to treasure.

The art and layout of the book is great, and reminds me a lot of the AD&D 2nd Edition sourcebooks. However, this is where I do have my only real complaints with the book. One, the PDF file doesn't have bookmarks, so you can't just jump to the section you wants. Secondly, the borders and formatting go right to the edge of the page, meaning that when you print out the page you're going to get some cropping that might not look that great. It's nitpicky, but though the book looks great on the screen, printing can be a problem. You won't miss any text, but borders may mess up.

Overall, for $5 this book has already been well worth the money if only for the ideas I've harvested from it. Now the biggest problem is going to be finding a way of taking away "mundane" +2 swords and giving them a legendary blade....
 

You say, "...JD has taken a very "Lord of the Rings" approach in that swords should be unique, special artifacts like Glamdring or Sting...."

This is hardly true if the swords *require* a prestige class to increase in power. Do you think Gandalf had the scion prestige class to use Glamdring (an elvish sword from the first age of Middle Earth)? What about Bilbo to use Sting (the same) or Frodo, when he had it?

Can you elaborate on that? Is the scion class the only way to increase the swords' powers?

If so, it seems strange. Can you explain why this works? What does a character give up to take the scion classes? What does he gain?

These reasons and questions are why I haven't purchased this book. If you could answer them, I'd be obliged.
 

You say, "...JD has taken a very "Lord of the Rings" approach in that swords should be unique, special artifacts like Glamdring or Sting...."

This is hardly true if the swords *require* a prestige class to increase in power. Do you think Gandalf had the scion prestige class to use Glamdring (an elvish sword from the first age of Middle Earth)? What about Bilbo to use Sting (the same) or Frodo, when he had it?

Can you elaborate on that? Is the scion class the only way to increase the swords' powers?

If so, it seems strange. Can you explain why this works? What does a character give up to take the scion classes? What does he gain?

These reasons and questions are why I haven't purchased this book. If you could answer them, I'd be obliged.
 

Certainly. When I reference Sting and Glamdring, I only mean that they are unique and valuable swords rather than something to simply be discarded. Additionally, they do not exhibit any growth of powers, so the analogy doesn't apply to the scion PrC.

Now, the scion PrC's can be misleading to some. Each of the scion PrC's provides several abilities from the base classes; spellcasters continue to gain spells at their previous progression rates, while rogues can continue to improve their sneak attack, etc. The scion PrC's are designed to cater to the sword's unique story and design while at the same time not crippling a character in his chosen profession. Sure, the character won't be as strong in his former class as if he had continued on without taking the PrC, but in exchange the character gains a number of special powers and bonuses related to the weapon's history. The weapon grows in its bonuses (from a +1 sword to a +2 sword, and so on) and confers a number of other powers as well.

So, if you're a rogue that takes the swiftblade scion PrC, you won't be quite as good at rogue-like abilities as if you'd stayed in the base class, but it is not a TOTAL departure either. More like an alternate progression centered around the weapon.
 

Okay, now I understand. That works for me. I think I'll check these products out.

Many thanks for taking the time to tell me this. It's very valuable information! I appreciate it and your review.

(Sorry for the double-post ... I don't know how that happened.)
 

By Chris Sims, Staff Editor and Reviewer d20 Magazine Rack

Sizing Up the Target
Swords of Our Fathers is a 41-page PDF written by JD Wiker of d20 Star Wars fame, who's now a principle figure in The Game Mechanics. Through Swords, Wiker endeavors to bring truly legendary weapons into the hands of characters by presenting a way for items to increase in power with their owners. It can be downloaded for $5 from RPGNow. (This review is from a copy of the work that the author purchased.)

First Blood
The PDF is very attractive and all of its pages are full of relevant prose (with few typos), except the obligatory OGL page. It has great illustrations and the layout is on par with that of industry leaders. While others may find this a flaw, the PDF has no "covers", front or back, thus saving bandwidth and disk space. Unfortunately, some of the electronic features of the PDF format are not utilized (like bookmarks), hindering navigation. Other features of PDF manufacture are exploited, for good or ill, like the lack of option to copy and paste from the PDF.

The legendary weapons found in Swords of Our Fathers all have considerable power that can only be accessed through one of four prestige classes. You see, each weapon displays its full potential only to one who devotes class levels to developing a tie to the weapon. Higher levels offer the character access to better and better features of the weapon. These classes are all called "blade scions": the battleblade scion, faithblade scion, spellblade scion, and swiftblade scion.

The prestige classes are all serviceable, mostly as watered-down versions of one core class or another augmented by "class features" provided by a particular blade. The battleblade is aimed squarely at fighters, and other fighter-like classes may lose too much for the powers of any of the legendary weapons to be enough compensation. The spellblade, primarily for wizards and sorcerers (and the occasional bard), is to any sorcerers and most wizards' advantage due to a higher Hit Die, and no loss of spell progression. Likewise, the faithblade appears to be advantageous to clerics, but not so much for druids (loss of many druid abilities) and middling for paladins (less hit points, less abilities, better skill set, better saves). Strangely, the faithblade shows a minor weakness of this prestige class approach in allowing all of its practitioners access to Knowledge (religion), Knowledge (arcana), Knowledge (nature), and Wilderness Lore as class skills—it's trying too hard to be a "catch-all".

Stranger still is the swiftblade scion, with its potential access to rogue, bard, and monk class abilities (so long as the aspirant already had such abilities). Bards lose a lot of musical ability and spell progression by taking the class (though the class's bonus abilities can replace small amounts of either). Monks lose many class features as well. Rogues potentially lose the least in abilities, and every swiftblade scion gets 8 skill points per level. Further, the swiftblade always gets Weapon Finesse (though the character must meet the requirements of the feat to use it), indicating that swiftblade legendary items must all fall into a category that makes such a class feature useful. (The primary swiftblades in Swords of Our Fathers are rapiers, which makes a monk a questionable member of this class.)

Not that a DM should be handing out legendary weapons right and left, but the rules say characters cannot unlock the power of a second legendary weapon if that weapon requires the same scion prestige class as one already possessed. Why not? To do so is to sacrifice the upper levels of power in both weapons (barring epic levels). Further, a pair of swords in Swords of Our Fathers contradicts this rule. On the other hand, so long as a second legendary weapon requires a different scion class (say swiftblade instead of battleblade), it's okay to unlock its power by ascending in levels of the other class.

Critical Hits
Did I point out how nice this PDF looks? To me, that's a critical hit. Praise goes to Stan! (Creative Director), Mark Schmalz (graphic design), and Clarence Harrison (illustrator).

The weapons (they're not all swords) in Swords of Our Fathers are fantastic. From inspired names to great powers and abilities, JD Wiker did a really good job of crafting each blade and its associated prose. The history (complete with DCs for Knowledge and Bardic Lore checks—real thoughtfulness there) of every item is rich, yet it's still adaptable to a wide array of campaigns. All of these weapons have a place as something special in a game, without necessarily outshining the heroes. (That potential is there, though.)

Each weapon also comes with a relevant adventure hook. These hooks add to the flavor of the weapon's life and history and put some perspective on placement of an item in a campaign. Coupled with the background stories, which can easily give dozens of ideas to a clever DM, these are valuable additions to the book.

Praiseworthy also is the sheer ambition of trying to solve the disparity between magic items that appear in legend and literature and the way D&D handles these same accouterments. Not only has JD Wiker made a noble attempt at putting some wonder back in enchanted equipment, but he has also nobly tried to avoid one of 3E D&D's poorest game balance mechanics—experience points for power.

Critical Misses
Swords of Our Fathers gets dodgy when it comes to a few issues. First of all, there's no information on how any mortal character might go about creating such an item, even though mortals forged many of the weapons in ages past. Of course, D&D seems to have avoided addressing this particular problem for its whole history, so this is hardly unexpected.

Equally predictable and in a case of "cop out", Swords deals with the obvious problem of loss or breakage of a legendary item to which a character has devoted a prestige class by dodging the first issue and making the idea of the second ludicrous. (I admit, such things should be rare and serve the story, but that's no reason not to include reasonable mechanics.)

The "rules" for the loss can be summed up as a scion "should never" lose a legendary item (thus losing many of his or her class abilities). One notes, ironically, that aspects of some of the weapons in Swords can cause a particular artifact to be destroyed or lose its powers. So, which is it?

As for legendary item breakage, only another legendary item has any chance of harming such an artifact. Even in that case, the mechanics are written in such a way that only a fool would try to use his legendary item to break another, since the victim of such attack gets a free chance to return the favor—even if the initial attack destroyed the struck artifact. Best you just leave the other guy's weapon alone.

In these ways, a character can indeed lose all capabilities related to the weapon (sometimes permanently), keeping only the basic features of the scion prestige class to which he or she belongs (a diluted core class). Such a character is irrevocably weakened and no tools are given for any sort of reparations. This is the major flaw in the prestige class system of dealing with legendary weapon abilities.

These very issues were reasons I balked at purchasing Swords of Our Fathers to begin with. I wondered how the problems could be solved. Well, they weren't. In fact, the three-page article "Leveled Treasures" in Dragon #289 solves all of these concerns in a more satisfactory manner, despite the use of the XP-for-power mechanic (though the resultant items are less powerful).

Coup de Grace
Swords of Our Fathers tries very hard to bring legendary items to light as a viable alternative to the disposable magic item system of D&D. I wanted it to succeed, but it doesn't mostly because of the relationship created between items (and their potential loss, sic temporary nature) and the permanent affect of prestige class choices on a character. Only the mechanics are open content, but they're not very viable out of context, and there are a few minor errors (simple typos). The ideas are original, but the prestige class idea doesn't work that well and the rules to arbitrate item loss or breakage are absent or contrived—both lowering playability. In that field as well, the book seems to be for both the player and the DM, but in reality it's primarily an adjudicator and storyteller tool. The DM must choose whether to use any of these weapons or not, how to use them, and thus few will see use in any one game, thus limiting player utility. However, the price of this book is only $5.00, and it's worth that even if you don't use the prestige class system. So, you may want to pick up Swords of Our Fathers anyway.

Special Note: The Game Mechanics are good when it comes to answering the questions and concerns of their customers. They seem pretty friendly too, not to mention interested in making gaming better. I encourage anyone with questions to go to The Game Mechanics site (and forums via the "Torches & Pitchforks" link). (There are some great freebies there too, including Mother's Venom, another legendary blade.) Given the quality of the writing and presentation of Swords of Our Fathers, the way they treat customers, and their philosophy toward helping others, The Game Mechanics are a company to watch.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.
 

As many others have noted, the mentality of "get a magic weapon, use it, get a better one, discard the first" is far too pervasive. I have always liked the idea of improving your signature weapon as you go along, instead of discarding it - many of my characters have paid (often great amounts!) to do just that. And I have eagerly read the many articles or web thoughts on just that topic, but always been disappointed. Dragon Magazine's take on it - feed the weapon XP, and watch it grow - was particularly disappointing.

So it was with great excitement and anticipation that I bought Swords of Our Fathers.

I was not disappointed.

The central idea - connect advancement in a prestige class with advancement of the blade's power, representing your character's dedication to learning the art and magic of the blade, is extremely elegant. While it seems similar to Dragon's article, the difference is that instead of choosing to advance either the character *OR* the blade, you now may advance both – a critical difference.

The PRCs themselves are a bit generic, but that is kind of the point. (This is not to say they are underpowered – they are about average for PRCs focusing on their particular styles). The Battleblade Scion, for instance, looks pretty much like the fighter in terms of BAB and Save progression, with slightly fewer bonus feats. The Same applies to Spellblade Scions and Faithblade Scions – wizard and cleric BAB respectively, with spell progression but no other abilities. Swiftblade Scions, which are supposed to encompass mostly rogues, monks and bards, have a wider variety of special abilities, but those classes have the most special abilities to begin with.

The blades themselves counter this, of course. The PRCs are merely a framework for the interaction between the PC and the weapon's powers. Many of the blades have not only magical powers as seen in the DMG, but offer other special abilities and access to feats.

Most of the blades themselves are pretty cool. Some of them are a bit strange – the swiftblades (swords geared for rogues and other DEX-based characters) seemed especially odd to me. Not that they aren't well written, with a nice progression, or interesting – they are both of those things. But I can't exactly see Brise-Coeur fitting easily into a campaign.

I do think that the rules for identifying a legendary blade are a little kludged together – simple skill checks or bardic knowledge checks give the information. A better use of that space would have been to provide a set of adventure hooks the DM of the campaign could use to provide the information.

One main criticism I have of the product – that there are no guidelines for writing up your own weapons of legend – was negated by a posting on their website. JD wrote up a whole article on it, along with two extra demo blades – all for free.

TGM is a class act, and this is a great product. 5/5 stars!
 

One other thought - TGM has promised on their message boards to update these products to 3.5 (yeah) by providing a patch on RPGNow (yeah) which will probably not be MAC friendly (boo).
 

“Swords of our Fathers” is the first book in the series detailing weapons that grow in power as the PC does. I have seen this done before in a few places by sacrificing experience or gold but here this is accomplished by taking one of the Prestige Classes presented here. There are a total of fifteen new legendary weapons detailed here. Swords of our Fathers is composed of two chapters as follows.


Chapter One: The Basics details rules for using sword scions (PRCs) and legendary weapons (minor artifacts whose powers can only be accessed by taking the one of the PRCs presented here) in your campaign. Losing your weapon, gaining additional legendary weapons and muticlassing are also covered. There are four prestige classes known as sword scions and each one has its own uniqueness. There is the
battleblade scion which is combat oriented (granting bonus feats), the spellblade scion which is oriented toward arcane casters, the faithblade scion which is oriented toward divine casters (both allowing the continuation of spell progression), and the swiftblade scion which is orientated toward the roguish types (granting bonus abilities and skills). The strange thing about these PRCs is that there are no prerequisites presented as a base for entering the PRC. Each weapon has its own prerequisites listed for gaining entrance into the PRC.


Chapter Two: Legendary Weapons is the main part of the PDF. The first thing you come across is a section about identifying the weapons, which spells work and what information they reveal. Next are the weapons which are broken down by the PRC needed to awaken their powers, battleblade, swiftblade, etc. Each weapon is fully detailed, with a history broken down into knowledge checks so the players might have the idea that the weapon is special. Next are the prerequisites for you to enter the PRC for that weapon, followed by any restrictions placed on the use of the weapon or its wielder. Following that are the game stats of that weapon, attributes, how much the weapon might be worth and what powers the weapon has or can have.
The thing about the weapons are that they act as a normal magical weapon for anyone who wields them (granting a bonus of up to +3, possibly feats or special abilities), the only time that the true power shows through is when a person takes levels in the PRC. Also included for each weapon are an adventure hook and a picture.


Overall this is an excellent book, if you are looking for a way that your PCs can have weapons that are powerful but want the PCs to work for that power. I like the idea of weapons growing in power as a PC
does, it gives the sense of fantasy and wonder about just what a weapon can do or might become capable of and forces the PCs to make a choice (whether to keep the weapon because it might become powerful or to keep the +3 sword he/she just found). As I said before I have seen this idea done a few different ways but I think this way is the best. Although giving up a little for taking the PRC, I think the PRCs presented here give the PC a better choice than using the experience point or gold methods. The PRCs presented here give the player the ability to advance his/her weapon without losing too much of their previous class. Another thing that I liked is the histories of the weapons interconnected with each other and the second PDF in the series Staves of Ascendance.
 

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