The Quintessential Fighter is the first in the collectors series of race and class complete handbooks for the d20 game!
The Quintessential Fighter
by Matthew Sprange
Cover art (?!) by Anne Stokes
$19.95 128-page d20 sourcebook for DM's and players alike
Background: For years TSR plagued us with the Complete Handbook series. I was one that fell into the trap, actually. The overall idea was sound, and added a lot to the game. However, each having a different author with no structured system meant balance issues were way out the window, and their usefulness varied highly. As a fact, if a player had the book, they were heads above a player who didn't who played the same type of character. We know the idea was sound because now that we have a solid foundation of rules and a core team of writers, WotC has come out with the six handbooks covering the major classes. When Mongoose first broke news of their Quintessential series, I wondered what they could cover that was innovative, new, and necessary to the game, little did I know this sourcebook turned out to be one of the best ever for the new d20 system.
Review: The Quintessential Fighter is a 128-page perfect bound sourcebook for the d20 system. The cover is of exceptional quality and sturdy, too, with the same texture as Forgotten Realms and Oriental Adventure covers. The layout of all Mongoose books should be familiar by now to many: the borders are fair, the text size and density is very good, art is always good but varied in appearance, and page and section layout is crisp and clear. Editing seems flawless. The table of contents is good, and in the back all the tables in the book are summarized and a full index is provided! There's even a special version of a D&D character sheet for fighters.
The first part is Character Concepts, and I have to use a word for comparison, so no one groan and die on me now...they remind me of Kits from second edition. But where kits were really, really lousy excuses to power up munchkins with a few roleplaying restraints added in, these suckers are well-balanced and give some awesome ideas. In fact their very existence is really owed to an idea in the Dungeon Master's Guide under molding classes. Each concept fully describes a background and roleplaying views of a type of fighter, and then does a swap or trade. They give you a rule-based bonus balanced with a rule-based penalty. The Concepts are Professional Soldier, Tribesman, Noble, Savage, Fop, Nomad, Gladiatorial Slave, Outlaw, Thug, Beast Master, Explorer, Last Survivor and Fighter Assassin. To give you a brief example of the pros and cons of selecting a Concept, here's the text from the Thug:
Bonuses: Thugs are brutal in their methods and know well how to over-awe those weaker than themselves to get exactly what they want. The thug gains a +4 competence bonus to all Intimidation checks.
Penalties: Despite any attempt to hide his origins, many will recognize the thug for what he truly is - mere hired muscle. The thug receives a permanent -4 circumstance penalty to all Diplomacy checks he is required to make.
In NO case do they grant or take away combat abilities or bonuses. They offer a little towards skills, starting cash, and occasionally swap out a class ability for a feat (like granting Weapon Focus: Rapier, but taking away Medium or Heavy Armor proficiency). These are all fair and easy to grasp.
The next section is called the Prestige Fighter, and it gives us ten 5-level prestige classes for fighter characters or any who meet the requirements: Berzerker, Brawler, Knight of the Griffin, Legend, Living Blade, Master Bowman, Noble Defender, Officer of War, Peasant Hero, and Swashbuckler. These are immediately recognizable stereotypes of heroic fighters but oddly have yet to be offered professionally. Five-level prestige classes help you mold your character while not redefining her career or abandoning gaining levels in your core class. If you need a grasp of balance, I know it's there. While a few may seem to push the envelope, look carefully and note the requirements. You will soon see, how I did, how well crafted these were to all levels of play.
Tricks of the Trade comes next and it details a number of subjects of special interest to fighters. It's also one of my favorite chapters. First we get a treatise on Armor and Weaponsmithing, including an overview of construction times and cost. Special rules for attempted weapon breaking are included, as well as the concept of Called Shots. I'm afraid to detail the Called Shots section because it uses the d20 system SO well in it's implementation, but it's so simple at the same time I'd be giving the system away! Essentially when you're done you'll find out how to apply penalties to targets hit with called shots to various body parts. Very well done. Full rules for dueling and jousting are provided, including special moves and standards of the game, including the jousting injury table. Under duels we get a ton of little tricks anyone can try in battle, which adds flavor to the game.
Next comes Fighter Feats, and they provide plenty. Of course if I told you how original and truly useful they are I know there's already folks who think we've seen it all. Not even close, my friends. Take a gander: Armor Penetration, Armor Specialization, Combat Caster Defense, Combat Rotation, Defensive Fighter, Distract, Donning Armor, Expert Grappler, Expert Marksman, Fearsome Display, Improved Armor Use, Improved Called Shot, Improved Dodge, Improved Weapon Focus, Increased Reload, Incredible Endurance, Lightning Initiative, Off-Hand Weapon Expert, Power Charge, Reckless Attack, Rest in Armor, Side by Side, Sure Aim, Team Flanking, Total Defense, Twin Shot and Two-Handed Power Strike. Some of these are Improved versions of other feats, obviously. Some show real mastery of the d20 rules, like Off-Hand Weapon Expert (allows you to use your full Strength bonus with off-hand weapons) and Combat rotation (which allows you and an adjacent ally to trade places with no Attacks of Opportunity).
Next up is Tools of the Trade, another of my favorites. Here we get dozens of new weapons for fighters not yet covered in the d20 rules. From the Ankus, to the Spider-throwing knife, to the War-rake to the Footbow, a host of exotic and mundane weapons are provided. In the style of the Player's Handbook, each weapon has accompanying text; its proper place in a chart of which type of category they fall under, and a picture. Next comes armor, which follows a similar format. We get introduced to dragonscale armor, bugbear hide and hydra hide armor as well as bronze plate, and that epiphany of true knights everywhere, the silk shirt! Next up is a list of useful and interesting equipment for purchase, including a number of new, unique arrow types and weapon add-ons.
In a chapter by itself because of their nature, Black Powder Weapons is next and details their use and (how to handle) abuse in the game. Rules for things we never knew, like its creation, storage, and how gunsmiths ply their trade along with a hearty dose of new black powder weapons.
Probably the largest portion of the book is taken up by Fighting Styles. Fighting Styles is a rules concept not unlike Prestige classes but they require no level gain or experience cost directly. Let me explain…no, too much, let me sum up. Fighting Styles are paths of weapon mastery that a fighter may take to truly personalize his way of fighting. The requirements are frequently brutal, needing a host of feats just to begin the training! We all know that a dandy studies fencing and a dwarf plows through things with his axe, but fighting styles take this further, and allow you to fully take advantage of your chosen fighting style. Each style has five levels of mastery. Each can be self-taught over a long length of time, or you may be schooled for less time but at a very high gold piece cost. The 14 styles are: Rain of Blades (2-weapon), Style of Cordun (knights and nobles) , Stoneholm (dwarven axeweilding), Blackfeather (longbow), Orask (goblinoid), Fegrin's Pair (bounty hunter and assassins), Ralix (commoners and peasants), Desert Scorpion (speed over strength), Horsepike (mounted pole-armed), Arrows of Wind (mounted archery), Bloodsteel (orcs with the double-axe), Eagleshaft Style (heavy crossbow), Mostern Style (gladiators), Pakheart (staff mastery),and Quisane Style (slavers and city guardsmen). Each of the five ranks of a style has a specific named ability that aids in combat. Most styles won't even be qualified for until 10th level and above, and many simply dictate the feats you must have taken at every opportunity to gain the powers listed, but it can really be worth it. This adds great depth and ambiance to fighters like never before.
Next up is advice and rules for staging full Tournaments, like jousting and archery contest points and rules of the games, single combat, and who gets awarded "Lord of the Games".
Mercenaries is a chapter detailing men for hire, including their cost, upkeep and recruiting rules. A number of typical mercenaries for hire are detailed with full stat blocks for easy construction of an army. An army? Yes, and you'll need one for…
The Open Mass Combat System, one of the true revolutions of the d20 game and another of my real favorites. A smaller version of this system appeared in Seas of Blood which my group playtested rigorously. This is the d20 system way to handle huge combats, entire armies clashing, with hundreds if not thousands of opponents per side. And it works! As opposed to just arbitrarily rolling a die or two and killing thousands, the system takes many aspects of the d20 system into account and applies it in abbreviated ways to detail units battling and at the same time allows the player character to combat entire units or enemy leaders because the system isn't a wargaming engine but a roleplaying aide! Sure there are stats, but the set up and application is quite easy to grasp. It's fully detailed in only 12 pages of text and covers magic, morale, recovering casualties, archers, cavalry, and war machines like ballistae, catapults, and trebuchets.
The last section is called Strongholds, and true to its name details all aspects of them in play. From clearing the land, to judging income and taxes, this covers it all. Full rules for individual placement of structure parts, their costs, building time, exact dimensions, equipping weaponry and the staff including their cost per month are all detailed as well as their direct game applications.
Last comes the designers notes to explain away some of the hard decisions but logical reasoning's behind some of the systems used inside as well as some darn fine commentary on fighters in D&D in general. As mentioned above they next duplicate all the necessary charts from the book in one place, and then provides an index and a special fighter character sheet.
Conclusion: Mongoose has truly gone into the stratosphere of d20 game design and offerings. While they have been steadily supplying us with quality and reliable work expanding the game without making any of the core rules obsolete, this book alone pushes them to the very front of 3rd party d20 design. The professionalism of the book, the use (not abuse or rewriting of the rules) and the writing style makes this an excellent book all around. It's a good thing it's only January or else this would be sourcebook of the year. In fact I'll just give it my highest recommendation for a d20 sourcebook.
-Jeff Ibach