The Quintessential Rogue

The second in Mongoose Publishing's acclaimed series of class books, The Quintessential Rogue provides a wealth of new options and rules anyone player who loves playing a more subtle character. In previous editions of the game, rogues occupied a narrow niche as thieves, burglars, or footpads. Now, with the advent of the d20 system, the rogue covers a huge array of spies, scouts, explorers, and other exciting new roles. The Quintessential Rogue examines this new definition of rogues in detail.
 

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The Quintessetial Rogue

The Quintessential Rogue is the second book in Mongoose Publishing's Collector Series. Each book of the collector series focus on one of the core d20 system character types. As the title should reveal, the focus of this book is the rogue class.

A First Look

The Quintessential Rogue (TQR) is a 128 page perfect-bound softcover book. It is priced at $19.95, as with all of Mongoose's currently published 128 supplements. This is very good for a product of this size.

The cover of the TQR is a mock leather look, somewhat similar to the old second edition "complete" classbooks. The cover has gold lettering on the front, back, and spine. The last point is an improvement over The Quintessential Fighter, which had no title on the spine for easy identification.

The interior is black-and-white. The book is replete with artwork, in some cases providing multiple illustrations on a single page. This probably cuts into the word count for the book, but probably not excessively so as the art isn't gratuitously sized. Mongoose continues the somewhat tasteless practice of having a least one gratuitous illustration of a bare-breasted woman in each product; in fact TQR ups the ante with multiple such illustrations in TQR

The artwork varies is quality. There is some very good art, primarily by Danilo Moretti, who did many of the illustrations in Mongoose's Seas of Blood and the associated ship sourcebooks. There are also some attractive pieces by artists Marcio Fiorito, Stephen Cook, and Rick Otey, whose talents are new to me. However, the pictures by Eric Lofgren don't seem to be up to the same standard as his art that he did for Fantasy Flight Games, and I have never liked the work of Reynaldo Batista, who did much of the artwork in Mongoose's Chaos Magic.

The typeface used in TQR is quite compact, and though there is space between paragraphs, there is not the same type of oversized headers that appeared in Mongoose's early books. The large amount of artwork probably defrays some of the advantages of the smaller typeface, but given the product's low price per page ration, I think that it delivers a good value base on quantity of content alone.

A Deeper Look

As with many Mongoose books, TQR is organized not into large chapters but smaller topical sections.

Character Concepts

Character concepts, first introduced in The Quintessential Fighter, are a means of customizing the character to fit a specific character type more neatly than the class does by itself. Each character concept defined here modifies the rogue by adding some ability or class skill, and taking some other ability or class skill away in compensation. This is somewhat akin to "kits" in the old 2e "complete" series of books that the Quintessential books visually imitate, but also fairly well fits the concept of "customized classes" as described in the D&D 3e PHB.

Examples of character concepts include such things as assassins (gains wider weapon training and alchemy as a class skill, but lose many rogue class skills and only get 6 skill points per level), the scout (gains the alertness feat and ride and wilderness lore as class skills, but loses several class skills), and the thug (better weapons and attack bonus, but a smaller skill list and half the skill points.)

As described in the designer notes, these variants where designed with a system that requires that prevented min/maxing of the concepts. Generally, this approach was productive and most of the concepts are playable variants. But they are not quite perfect, in my estimation. I felt that in some classes the compensation wasn't quite right. For example the scout gets a feat in exchange for losing some class skills; it doesn't seem to me that trading an advantage for the opportunity to get another advantage is quite equitable; the character's skill points will simply be spent somewhere else.

In addition, concepts like the spy get competence penalties to certain skills. I feel that 3e has done well to draw from a resource pool and avoid penalizing skills as a mode of compensation; once you have decided not to practice the skill, further penalizing seems meaningless to me. Doing so is the game mechanical equivalent of squeezing blood from a turnip.

The Prestige Rogue

What d20 system sourcebook would be complete these days without some prestige classes? Well, according to some people out there, they would rather not see any more prestige classes. But c'mon, face it: a great many d20 aficionados lap up new prestige classes like a cat lapping up a bowl of fresh milk.

TQR features just 7 prestige classes, somewhat lighter than I expected. They are:
- Agent of the Crown: This prestige class represents espionage agents who act on behalf of the leadership of a nation. The agent of the crown gets a sort of governmental subsidy, as well as class abilities that aid their efforts at interaction and disguise. This is a 5 level class.
- Commando: The commando is a rogue specialized in sniping. They only receive a base of 2 skill points per level, but have a good attack bonus advancement and class abilities that relate to optimizing the use of their sneak attack from a distance. Commando is a 5 level class.
- Crusading Footpad: The strangest class of the bunch, the crusading footpad is a rogue that is dedicated to fighting evil. The crusading footpad gains some paladin-like abilities, and a smite undead ability that works much like the sneak attack ability but operates only against undead. Crusading footpad is a 10 level class.
- Deep Tracker: The deep tracker is a guide specialized in the underground environment that exists in typical d20 fantasy campaigns. In addition to class abilities that help them navigate the underground setting, the receive an ability that helps them identify bits of information about creatures the dwell beneath the earth. Deep tracker is a 5 level class.
- Executioner: The executioner is a criminal with a specialty in injury, an enforcer for a guild or cartel. The executioner is a good fighter, and has a variant of the sneak attack that can be used in more circumstances. Executioner is a 5 level class.
- Shadowy Avenger: The shadowy avenger is a vengeful vigilante, reminiscent of everyone's favorite vigilante superhero. The shadowy avenger has class abilities that make him a good detective and alchemist and allow him better capture or defeat criminals. Shadowy avenger is a 10 level class.
- Tomb Raider: The tomb raider is essentially an archeologist. They receive skills in identifying ancient artifacts and overcoming traps.

Overall, the classes seemed well designed. The deep tracker struck me as a little weak, having only basic rogue attacks and saves, a modest set of class abilities, but only half of the skill allotment of a rogue. Some of the classes seemed like they could be fairly represented by a straight rogue, meaning at best they are really more specialized versions of the rogue. GMs may want to insert a more campaign specific background to some of these to better justify their existence.

Tricks of the Trade

The first part of this section is devoted to skills, primarily in the capacity of "new uses for old skills" type entries. Though Mearls has done this sort of things for other books (primarily for AEG), this section seems rather lavish in comparison. This serves the rogue, the skill user of classes, rather well.

In some cases, the use of the skill is apparent but clear guidelines have never been provided; for example, escape artist allows you to perform contortions to get into small spaces. In other cases, the new use was never really implied as part of the skill. For example, under these rules the author suggests that a concentration check can help you focus on your chance and thus reduce the time for taking 10 or taking 20 on a task. I thought this latter use was rather clever and sensible, but not unbalancing.

One curiosity is that this section (and the assassin character concept in section one) imply that alchemy is the appropriate skill for use in making poison, much like in FFG's Traps & Treachery book (albeit that book requires a feat as well.) However, the poison section states that it is the craft (poisons) skill just like the Song & Silence sourcebook does.

After the section on new uses for old skills is a short section describing some possible uses for a variety of common and not-so-common items. This ranges from using ink to blind enemies to using marbles to evade pursuit. Most of the new uses and their game mechanic implementations seems fair.

Rogue Feats

This section introduces a number of feats primarily targeted at rogue characters. In fact, many of the feats have a "rogue" designation, indicating that they can only be used by rogues. I'm not so sure I like the idea of a wide array of class specific feats, but it is easily enough remedied. For example, the feats that pertain to the sneak attack ability could have cited the sneak attack ability as a requirement.

The following is a sampling of some of the feats featured in the feats seaction:

- Arcane Sensitivity: This feat gives the rogue the ability to detect magic in an item she holds by means of a Use Magic Device check.
- Arcane Knowledge: This feat requires Arcane Sensitivity and allows the rogue to actually identify item properties with a use magic device roll.
- Craft Matrix: This allows the rogue to create an item that stores spell energy until disturbed for the purpose of making a traps.
- Clever Designer: This feat allows the character to boost the Search or Disable device DCs of a trap he makes.
- Speedy Trapper allows the character to assemble simple traps in a shorter time.
- Back Alley Brawler allows the character to do real damage with their unarmed attacks, and allows them to do a combines fient/sneak attack as a full action.
- Contacts allows you one of a variety of contacts that can provide you with different benefits depending on the contact type. I am not so sure I would be inclined to only allow a single contact for the price of a feat.
- Lightning Grab: You can use this feat to grab an item from a flat-footed opponent; this requires a pick pockets roll versus the targets reflex save.
- Poison Reaper: This feat allows the character to extract poison from a beast that uses venom. I'm not so sure I would require a feat to allow that myself.
- Splintering Strike: Allows you to use your sneak attack damage against a construct, and grants a +2d6 bonus to the sneak attack damage. Personally, I think that allowing the rogue to use their sneak attack damage against constructs is compensation enough.

There are a total of 25 new feats in all. I found the selection of feats to be fairly good except for a few minor quibbles, some of which I have noted above. I especially liked the feats that related to magic; they seemed like they would be just the thing for a rogue to adapt themselves to a fantasy world, much as Vlad Taltos is Stephen Brust's Dragaera books. Feats like Lightning Grab and Speedy Trapper looked like they would be useful in a campaign as well as interesting ways to help characterize rogue characters, which is what feats are all about, right?

Tools of the Trade

This section introduces some new magical and mundane items for use by rogues.

The new weapons section introduces weapons of special interest to rogues. The Hollow Pommel Dagger's function should be apparent: it is a dagger with a hidden compartment for carrying items. The Spring Loaded Dagger is a contraption that fits on the forearm (likely concealed) and allows the wearer to draw the weapon as a free action and perhaps surprise an opponent. Sniper's Crossbows are a crossbow with a spyglass fitted to it, giving it an extended maximum range for sneak attacks. Clawed Gauntlets are climbing implements which double as weapons.

New types of armor are available for the rogue as well. Some armor adds are gimmicks or variations; others are made of unusual materials. In the former category are items like the Footpad's Vest (a vest with theives' tools sewn into the seams) and armor Padding (worsens the armor check penalty by 2 except for the purposes of Move Silently, for which it adds 2.) In the latter category are items like Displacer Beast Leather (which grants a 10% miss chance and a +1 to hide) and Gorgon Leather (grants a +2 bonus to saves against petrification effects.)

The list of mundane equipment features 6 items. This is shorter than I expected; rogues love little gimmicks that make their life easier. Acid is described here; though there is an entry for Acid in the PHB, the entry here makes it more useful as a tool rather than a weapon, allowing it to destroy locks. Camouflage Makeup is a form of makeup that, when properly applied via a Disguise skill check, provides a bonus to hide rolls.

New magic items include weapon qualities, specific weapons, potions, and wondrous items.

New weapon qualities include Heartseeker (improves sneak attack damage), Ring Weapon (transforms into a ring form and back on command), Seeker (if the weapon misses the first time, it can make new attack rolls in the subsequent rounds), Stealth (radiates a field of silence), and Swarming (ammunition splits into three different weapons when thrown or fired.) My only quibble here is that all of these weapons have prices in terms of weapon bonus modifiers; as shown in Oriental Adventures, weapon qualities that do not directly enhance the combat ability of the weapon such as Stealth and Ring Weapon should have flat price modifiers instead of modifiers to the weapon bonus for determining price.

Specific weapons include the Staff of Springing (acts as a +1 staff and allows the user to ignore limits on jump skill checks) and Whisper Arrows (delivers a message to the first person to touch the arrow after it is fired.)

Potions include the Potion of Liquid Form and Potion of Treasure Finding.

The largest selection of magic items is in the wondrous items section. Items in this section include the Infinite Ladder (a ladder that grows on command), Thieves' Tools of Speed, Tools of the Master Thief. Finally are some wondrous items to make your rogue groan as well, a selection of magical locks that do things like eat thevies' tools and explode when picked.

Law and Order

The law and order section provides some rules for characterizing and handling law and law enforcement in an area. The first part of this section deals with the Town Guard of a given area. Town guards are characterized by the type of area that they work in (e.g., upper class district, foreign quarter, etc.), the EL of a typical patrol, the percentage of the guard that are spellcasters, a vigilance rating and response time required for the guard to intervene, and the general attitude of the guard.

The vigilance rating is a mechanic for use by the GM to determine if the guard responds to a certain event. DCs are provided for various events that might draw a guard's suspicion, such as combat, screams, and flashy magic. If any of these events occur, the GM makes a roll using the spot or listen skill of the typical partol, modified by the vigilance rating, to see if they respond.

To get you started (and for your convenience), statistics are provided for three different guard units, including the town guard statistics and stat blocks.

After the section on guards is a somewhat brief section for handling punishment. As with the system for guards, there is a system for characterizing the laws in certain areas, including how organized the legal system is, the level of corruption, and the severity of restrictions it imposes for a general category of crimes. Sample fines are provided for each of the three severity levels for petty, minor, major, and capital crimes.

Reputation

Reputation is a new characteristic that you can use to track a character's notoriety. Characters start with a reputation score equal to their level plus their charisma modifier. Certain actions will modify the character's reputation.

There are two uses for reputation. The first is to determine if particular NPC has heard of the character in question. This roll is made by rolling a d20 and adding the reputation score. For most checks, the DC for this roll is 25, but goes up if the character is visiting a remote area.

If the NPC has heard of you, you may use your reputation score in the place of your charisma score for the purposes of certain Charisma-based skill checks. Which skills you may use it on depends on the manner of your reputation. If you have a reputation for bravery, the reputation may apply to your Diplomacy and Perform rolls. If you have a reputation for cruelty, you may apply your reputation modifier to Bluff and Intimidate checks.

Poisons and their Manufacture

The section on poisons has two parts. The first part provides a miscellany of new poisons for use in your game.

The second part is a system for characters to create new poisons in the game. The system works by taking a base gp cost determined by the initial and secondary damage inflicted by the poison, and applying modifiers for factors such as which attributes are affected, the delivery method of the poison, the save type and DC, the spot DC to notice the poison, and other benefits thepoison may have such as being able to affect creatures normally immune to poison, being targeted at a specific race, or having spell-like side effects. The final GP cost is used to determine what sorts of ingredients the character will have to acquire as well as the Craft (Poisons) DC required to make the poison.

Traps and their Construction

The next section covers the creation of traps. One of the first things that the section tells you is that it is not intended to replicate the complex sorts of traps that litter so many dungeons. Rather, it is used to assemble simple traps that a PC (or NPC) is likely to be able to use during the course of a game.

The system works by selecting a trigger component, an effect component, and possibly one or more feature components. Each component modifies the DC of the Craft (Trapmaking) check to make the trap. If the craft roll succeeds, the Trap will work. The total rolled is divided by 5 and applied as a Trap Factor that determines characteristics of the trap such as search and disable DCs.

There are no costs for these traps, per se. Rather, each component has a material requirement. This allows characters to use available materials in the adventure to rig a trap.

In addition to the trap construction system, the chapter features a new type of item called a Spell Matrix. Spell Matrices can store magical energy from a spell, which is spontaneously released when the matrix is jostled. A spellcaster with the Craft Wondrous Item feat can create a spell matrix, but a character with the Use Magic Device skill and the Craft Matrix feat can use a matrix to store the effect from a wand or a scroll.

Laws of the Night

This section is brief, and covers notes on possible backgrounds for rogue characters. Ideas are provided for what the lives of rogues hailing from upper, middle, and lower classes. In addition, it discusses the possible relationship an individual rogue typically has with a thieves' guild.

Guilds and Other Organizations

This section is rather sizable, and provides both exposition and rules for operating thieves' guilds and other roguish organizations such as assassins guilds, explorer's societies, spy rings, and trading companies. Each organization is provided with a number of statistics: alignment, type, size, leadership, reach, resources, allies, loyalty, and visibility. These characteristics can be organized into a stat block, and they can be used to determine a number of factors about the operation of the guild.

The section also provides rules for a PC who wants to start such a guild on her own, as well as rules for the day-to-day operations of the guild as well as special operations the guild may engage in.

Hideouts

The last section, the Hideouts section provides rules for handling hideouts. In addition to simple rules for determining construction costs, the hideout rules determine the Secrecy and Security ratings of the hideout, which can be used in conjunction with the guild rules to determine the effects on a hideout of efforts to uncover or compromise it.

Other Stuff

As with other Mongoose books, the book has a section on designers notes, a rules summary, and a character sheet oriented towards rogues.

Conclusion

The Quintessential Rogue does what it sets out to do: provide useful resources for rogue characters. The book has fairly strong rules material regarding the rogue, both in terms of character creation resources and resources for running games involving the rogue.

Oddly enough, there seems to be only minimal overlap between this book and its two rivals: Wizards of the Coasts' Song & Silence and FFG's Traps & Treachery; the feats and prestige classes show little overlap and the trap system for TQF operates on a more realistic, basic level than the two older books. I wonder if this is an intentional design decision, as it makes the book that much more attractive if you already happen to have those other resources.

In this book, the sections entitled Feats, Tricks of the Trade, Reputation, Poisons and the Manufacture, and Traps and their Construction seemed to be the strongest. The other sections where still useful, but didn't quite have the same level of inspiration and/or utility. Overall, the book has very good utility and delivers it at a reasonable price.

-Alan D. Kohler
 

"Doing so is the game mechanical equivalent of squeezing blood from a turnip."

What's wrong with squeesing blood from a turnip?

In my current game, my vegiterian Toreador's entire character concept is centered around that very idea!
 

The Quintessential Rogue
The is not a playtest review. I am going to rate this on a scale of 1 to 10. 10 being the best I have ever seen.

The Quintessential Rogue (TQR) is 128 page softcover book priced at $19.95 by Mongoose Publishing. More for your buck than the guide books by WoTC. The cover is plain and uninspiring. I rather see a nice colored art piece on the front. The interior is black and white. The art is mostly good but nothing great or anything standing out. I do not like the art by Reynaldo Bastista. His work belongs in an x-rated comic book. The editing and typeface is good. 5 out of 10.

Character Concepts
The character concepts allow you to customize your character, making changes to the basic rogue class. They are the following: Assassin, Beggar, Barbarian, Dilettante, Diplomat, Explorer, Gambler, Inspector, Outlaw, Pathfinder, Pirate, Scout, Smuggler, Spy, Thug, Treasure Hunter, Dwarf Outcast, Elf Avenger, Gnome Tinker, Half-Orc Brawler, and Halfling Businessman. I wouldn't allow these into my game unless everybody is using a character concept. Unfortunately, all that is out is for the rogue and fighter. You gain advantages for mostly losing to choose certain skills. It is in my opinion that this isn't balanced against people who don't want to use the concepts. The bonuses the Assassin get are proficient with all simple and martial weapons, shields, and light armor. He also gains Alchemy as a class skill. And his sneak attack deals an additional 1d6 damage against humanoids. The penalties are fewer class skills than the rogue. Appraise, Diplomacy, Disable Device, Forgery, Intuit Direction, Perform, Search, Sense Motive, and Use Magic Device all become cross-class skills. And also he starts with (6 + Int modifier) x 4 skill points and gains 6 + Int modifier at later levels. You could easily not choose those skills as a straight rogue. The skills and feats are what makes 3e. Until they have a book for all the classes, you will not see the character concepts in my game.
But they do give you good ideas for role-playing and how you might want to develop your character. 3 out of 10.

The Prestige Rogue
These prestige classes are mostly to specialize a rogue if you chose a Character Concept. They are:
Agent of the Crown - Spy, Diplomat. This is a 5 level class.
Commando - Sniper. 5 level class.
Crusading Footpad - Paladin of rogues. 10 level class.
Deep Tracker - Scout, Treasure Hunter, Pathfinder. 5 level class.
Executioner - Thug, Brawler. 5 level class.
Shadowy Avenger - Vigilante, Inspector. 10 level class.
Tomb Raider - Explorer, Treasure Hunter. 5 level class.
None of them reached out and grabbed me. I will allow these in my game if my players so choose. Just like the Character Concepts, they do give you good ideas for role-playing and how you might want to develop your character. 5 out of 10.

Tricks of the Trade
The first section of this chapter is about expanded uses for rogue class skills. They include all the class skills except Innuendo, Open Lock, Read Lips, and Use Magic Device. They also include expanded uses for Alchemy, Concentration, Handle Animal, Heal, Knowledge (Antiques, Crime Lore, Law, Streetwise, and Traps), Spellcraft, and Wilderness Lore. Most of the new uses I liked alot.
We have already used the new use for the Perform skill. It is called Distract. Your eye-catching performance draws onlookers to you, leaving them susceptible to criminal activities made by those working with you. When using your Perform skill, the members of your audience must make a Sense Motive check opposed by your Perform skill. Those that fail suffer a -2 competence penalty to all Spot and Listen checks, as their attention is riveted to your display. 8 out of 10.
The second section of this chapter is about new uses for weapons and other equipment. They include Acid, Masterwork Artisan's Tools, Bedroll or Blanket, Bow or Crossbow, Ink, Inkpen, Jug, Flour, Marbles, Net, Sling, and Whips. Nothing here that a creative player wouldn't do himself. 4 out of 10.

Rogue Feats
They have listed 28 feats. Most feats have "Rogue" as the type of feat. Meaning the same as Special, like Extra Turning for Clerics and Paladins. They could of done this differently by listing certain things like sneak attack ability in the prerequisites. The feats are:
Agonising Strike (Rogue) - Stun instead of sneak attack damage.
Arcane Expert (General) - +2 to Knowledge (arcana) and Use Magic Device.
Arcane Knowledge (General) - Identify magic items using your Use Magic Device.
Arcane Sensitivity (General) - Detect magic items with Use Magic Device.
Back Alley Brawler (Rogue) - Unarmed attack deals normal damage instead of subdual. Also can, as a full attack action, Bluff with your weapon and deliver a single unarmed attack dealing double normal damage. When grappling, deal double normal damage. I think this should be a General feat instead of a Special one for just Rogues.
Blinding Strike (Rogue) - Full attack action to blind your foe. Also should be a General feat.
Clever Designer (Rogue) - +2 to Search or Disable Device DC to a trap you make.
Contacts (Rogue) - Allows you one contact that can provide benefits. This shouldn't be a feat. This is totally role-playing.
Contemptible Target (General) - Enemies ignore you in combat, thinking you pose no threat.
Craft Matrix (Rogue) - Use Magic Device instead of Craft Wondrous Item. More details later in review. Bards should be allowed to use this feat also.
Devious Alchemy (Rogue) - When making poisons, you deduct 10% from final price. Should be a General feat.
Expert Climber (General) - +2 Balance and Climb. Also +2 to Use rope if using to climb.
Eye for Quality (General) - +2 Appraise and Forgery
Guildmaster (Rogue) - Gain twice the followers granted by the Leadership feat. Could be used as a General feat as DM's permission in my opinion.
Fiendish Designer (Rogue) - +2 points of damage per die with a simple trap.
Hair Trigger Reflexes (General) - You get the best initiative once per day.
Lightning Grab (Rogue) - Pick Pocket a flat-footed opponent. This one I believe is a Special feat.
Low Key (General) - +2 Disguise and Hide
Painful Strike (Rogue) - Foe recieves -2 circumstance penalties. Should be General feat.
Poison Craftsman (General) - +4 to Craft (poisons). Also never poison yourself when working to produce a venom, no matter what the result of your skill check. I don't like the never poison yourself part. Maybe a +4 to your save would be better I think. Especially if you use the variant for handling poison from Monte Cook's website.
Poison Reaper (General) - Extract one dose of poison from a dead animal, beast, or vermin that uses venom.
Riposte (General) - Once per combat, single attack right after opponent made a melee attack against you.
Speedy Trapper (Rogue) - One-half the time building a simple trap.
Splintering Strike (Rogue) - +2d6 Sneak attack damage against Constructs. Too powerful in my opinion. I think it should just be able to only grant the abiltiy to sneak attack without the bonus damage. Or have the Sunder feat to do so.
Torturer (General) - Name says it all. Use Intimidate skill against captive. I like it.
Trapmaster (Rogue) - +2 Craft (trapmaking) and Disable Devise
Wounding Strike (Rogue) - Also deal 1d2 Temp damage with sneak attack.
Wall Fighter (Rogue) - Keep Dex for AC, attackers get no +2 to hit. Should be a General feat.
Overall I like these feats. Much better than the ones in Song and Silence. 8 out of 10.

Tools of the Trade
New mudane and magical items for rogues.
Weapons - Padded Club, Assassin's Dagger, Hollow Pommel Dagger, Knuckleduster, Sap Pommel Dagger, Spring-Loaded Dagger, Clawed Gauntlets, Blowgun, Sniper's Crossbow, and Lariat. Mudane it is. 5 out of 10.
Armor - Footpad's Vest, Leather (Displacer Beast, Digester, Gargoyle, Gorgon, Hell Hound, Rust Monster, Troglodyte), Armored Robe, Quick-Change Plate, and you can add Padding to any armor. I like the uses for the monsters hide. 6 out of 10.
Mudane Equipment - Acid, Camouflage Makeup, Flash Powder, Lock Glass, Long Stemmed Lock Picks, Shock Freeze. 5 out of 10.
Magical Weapon Qualities - Heartskewer, Ring Weapon, Seeker, Stealth, and Swarming. Nice. 6 out of 10.
Specific Magical Weapons - Nightblade, Staff of Springing, Whisper Arrow. 6 out of 10.
Potions - Ink Black, Liquid Form, Treasure Finding. 6 out of 10.
Wonderous Items - Gliding Stick, Infinite Ladder, Thieves' Tools of Speed, Tools of the Master Thief. 6 out of 10.
Magical Locks - Alarm, Devourer, Shifter, Silent Alarm, Snapper, Trojan Horse. Devious for the DM. 8 out of 10.
Total rating for chapter: 6 out of 10.

Law and Order
This chapter serves as what you can expect from the strong hand of the town guard and their cohorts. Gives you a few charts on how the guard will react to certain actions in what part of town you are in. They give it a name called Vigilance. Also give you Example Guard Patrols with the following characteristics: Name, Area, Encounter Level, Magic Level, Vigilance, Response, and Attitude. A section on breaking the law and a chart on Punishments.
5 out of 10.

Reputation
Any character class can use this chapter. It is a characteristic that you can use to track a character's notoriety. It is a cute little mechanic if you don't want to role-play. It is the character level + Charisma modifier. You can use your Reputation score in place of Charisma for Charisma-based skills. 5 out of 10.

Poisons and Their Manufacture.
This chapter is the reason I bought TQR. It covers a variety of new poisons and rules for using the Craft (poisons) skill.
Each poison has the following descriptors: Name, Type, Detect DC, Save DC, Initial Damage (Onset) / Secondary Damage (Secondary Onset), Price, and Craft (poisons) DC. I like the part that you have a chance to Spot (Detect DC).
New Poisons - Allevar, Black Lung, Blackroot, Caro Venom, Deathsleep, Demonic Essence, Dolleck Eggs, Fogwit, Green Oil, Lotus Extract, Mindbreaker, Red Mist, Sombal, Spell Sapper, Tarzag's Venom, Telsath's Powder, Tremble Oil, Truth Water, Varran's Oil, Vithil Seeds, White Fire. They say right before they list these sample poisons, that they tend to be somewhat cheaper than any equivalent concocted under the Poison Creation section later in this chapter. I found this strange considering the power of some of these poisons and the DC they gave to Craft them. Demonic Essence is crafted from the flesh, blood and bodily fluids of captive demons. It is only 400 gp and Craft DC of 20. I wish they would of followed their own Creation rules for these. Cool poisons though. 7 out of 10.
Creating a poison requires the following steps: Determine Poison Effects, Delivery Method, Save Type and DC, Spot DC, Add Benefits, Final Gold Piece Cost, Ingredients, and the Craft (poisons) Check. Final Gold Piece Cost: the newly invented poison is equal to its base cost determined in Step 1(Poison Effects), modified by any and all options taken throughout the following steps. This section is awesome.
9 out of 10.

Traps and Their Construction
This chapter covers the making of simple, quick and dirty traps. The rules presented cover a limited scope of traps, those built in a few hours with scant resources. All traps consist of the following components: A Trigger, An Effect, Features, Search DC, Disable DC, Attack Roll, Reflex Save DC, Damage, Construction Time, and Number of Uses. They list 18 simple snares. Finally something for the PC instead of the DM.
Also in the chapter is a section on Spell Matrices. Here is how to add magic to your traps. I don't know why they didn't have the new use for Use Magic Device also in the Tricks of the Trade chapter also. Just would of been nice. You can use either Craft Wondrous Item or Craft Matrix to create these items. Matrices are hard to handle. I like that these are dangerous since they make traps made by PCs more potent.
8 out of 10.

Laws of the Night
This chapter covers backgound regarding his social class: Upper, Middle, or Lower. Also has info about a rogue and the relationship with Thieves' Guilds. It has references to the next chapter. Bland. This is where TQF starts to lull. 2 out of 10.

Guilds and Other Organisations
The following traits define them: Alignment, Type (Assassins' Guild, Explorers' Society, Spy Ring, Thieves' Guild, Trading Company), Size, Leadership, Reach, Income, Resources, Allies, Loyalty, Activity, and Visibility. I like the Tables they have for Loyalty, Activitity, and Visibility. But the checks and modifiers start to get crazy after this point. Too much math for my tastes.
The creating and running an organisation section is the worst part in TQF. The effort is there but in its own words: These organisation rules require a fair amount of bookkeeping, action resolutions and other work.
2 out of 10.

Hideouts
Gives you guidelines how to design your hideout. How Secrecy and Security can help in the design. Five steps involved: Location, Hideout's Nature, Map, Features, Determine Total Cost, Secrecy, and Security. Not bad but I wish there were some generic maps. 4 out of 10.

The Rest
We get the Introduction, Flavor Text (helps from being bored reading rules all the time), Designer's Notes, Rules Summary, Index (woo hoo), 4 page Character Sheet, and OGL / D20 Licences.

The Good
Tricks of the Trade, Feats, Poisons, and Traps.

The Bad
Character Concepts and Guilds

Conclusion
The Quintessential Rogue is better than Song and Silence. I can't compare it to Traps and Treachery because I don't own that book. I like that TQR covers items mostly not shown in the other books. Final grade is a 5.5. Which is saying much for a D20 product which isn't a WoTC hardcover book. Buy TQR if you want more on skill use, poisons, and traps. Otherwise borrow a friends. On a 1 to 5 scale I give it a 3. If EnWorld would allow I would of put 3.5.

~ Jaws
 

Please send any comments or ways to improve my writing of reviews to jjaws9@aol.com or joehurler@aol.com
Thanks,

Jaws
 

Written by Jack "the Knife" -- Guest Reviewer, d20 Magazine Rack

This review is for The Quintessential Rogue by Mongoose Publishing.

Last September, I was eagerly awaiting the release of Wizards of the Coasts’ new Rogue product, Song and Silence. When it finally hit the shelves, I snatched up a copy without even cracking it open until I was in the parking lot. It was then that I realized that Song and Silence was no Sword and Fist. The supplement was meager, with little material to help advance a character’s personality, and the new equipment listings were little more than mediocre. Finally, the book was overrun with example thieves’ guilds, which were of absolutely no use to me. Where was the excitement?

This March, I found myself in a comic book shop unfamiliar to me, and was surprised to find a large assortment of third-party publishers of the d20 system. It was there that I found the book I was really looking for; chock full of cut-throats, cut-purses, acrobats, and assassins. Included were a variety of new weapons, items, feats, and even new uses for old skills. Further, there were entire chapters devoted to poisons and traps, and even a short chapter on the “Law.” I found the The Quintessential Rogue to be the definitive book for the d20 Rogue.

The book opens with boasts of creating a Rogue unlike any other ever played, right from first level, and then jumps into the first chapter, “Character Concepts.” Now lets not kid ourselves, “character concepts” are nothing more than what were called “kits” in second edition, but I never did understand why they were discontinued with the third edition and am very happy to see them making a comeback. My favorites include the “Explorer” (a Rogue who seeks knowledge and artifacts as well a fame and fortune), the “Barbarian” (a trickster from a strength-ruled tribal society who’s antics would often find him in hot water if not for his various abilities he can use against enemies), and the “Inspector” (who uses his Rogue skills to combat criminals). The next chapter, “The Prestige Rogue,” also helps add to the persona of the character.

The third chapter deals with sneaky Rogue tricks. It opens with new uses for old skills including using alchemy to craft poisons, craft to mend or reinforce objects or even create a makeshift tool in times of need, spellcraft to figure out a magical trap, and forgery to counterfeit. The last three pages of the chapter explain how to use adventuring gear in unusual ways. Topics include using a confectionery staple to combat invisibility, breaking a window with a blanket, and how to use a normal ink pen as a deadly melee weapon. This chapter is not to be missed.

Chapter four, “Rogue Feats,” is exactly what a person would expect, and includes many new feats for trap making and poison-brewing (including harvesting the various components to make them). This section is obviously very useful if the Rogue is into these things (mine is a Poisonist). There is even a feat that allows the PC to be over-looked when people start pointing fingers. The next chapter, “Tools of the Trade,” is not overly impressive, but the section on harvesting animal hides for armor is inspired. Studded rust monster hide anyone? Also of interest is the infinite ladder, which extends up to 200 feet, and upon command, shrinks to fit in the palm of your hand.

The next chapter, titled “Law and Order,” focuses on the nemesis of the average Rogue – the fuzz. After an in-depth look at the town guard, the publishing team gives us a page and a half of sample guards, and then goes on to examine organized crime, corruption in the legal system, and the severity of punishments certain crimes dictate.

Chapter 7 is a dandy, describing a new system for determining whether a complete stranger has heard of a PC or not, and what stories or characteristics they know of him. A PC’s reputation score, augmented with modifiers for different things he is known for having done, allows more power to be put behind his finer social skills, such as Intimidate. There are also additional negative modifiers taking into account the distance from where the PC earned his reputation, and obstacles the information has trouble traveling across, such as mountains, deserts, and oceans. The chapter ends with a look at different types of reputations, from brave and honorable to villainous and cowardly.

Chapter eight, “Poisons and Their Manufacture,” is pretty straight forward, explaining how poisons are listed in the book before jumping into four fully-packed pages of deadly poisons, then finishing off with a tutorial on poison creation from the PC’s perspective. Next comes “Traps and Their Construction” which explains how traps work and the components that they all possess. We are then presented with an in-depth look at different trap types and how to build them. The chapter ends with a short section on using spell matrices in magical traps.

Following the chapter on traps is “Laws of the Night.” This section, in particular, is what I found missing in Song and Silence. While this chapter is only a few pages long, it provides many good suggestions for designing a persona and background for any PC. Included is information ranging from deciding on a what part of society a Rogue comes from, to potential participation in a “thieves’ guild.” Where this chapter really shines is when its information is used together with material from the first few chapters. Combining some background information, a few new feats, and a new Character Concept can open totally new doors for Rogue PCs.

“Guilds and Other Organizations” is an insightful look at the secret organizations of so many Rogues. Do not get me wrong, I still think guilds are a bore, but this is by far the best thing I have ever read on the subject. The author is very clear that the organizations in this chapter are not just thieves’ guilds; they are spy rings, explorers’ societies, and assassin guilds. These organizations are broken down to their core components of alignment, type, size, leadership, etc. Time is also taken for loyalty, measuring how willing a character would be fight for, die for, or rot in jail for their fellowship. The second half of this chapter is all about building (and rebuilding) one of these guilds. It features a monthly checklist for the guild leaders, further explanation of the loyalty rules, a guild income table, and examples of guild agendas. There are also a couple of paragraphs on mercenaries at the end of the chapter that are definitely worth reading as well.

Finally, the last chapter, “Hideouts,” is a down and dirty check list for making a personalized fortified retreat, taking a player all the way from figuring out where to build, to designing the traps that keep it secret. There is also a new set of rules regarding the secrecy of a hideout, complete with modifiers for how often it is used. Also of interest is the security score, determining how well intruders are kept away. This book wraps up with some notes from the author, a few pages to reprint all the tables in one place, and a custom character sheet utilizing all the new scores and systems presented in this supplement.

All in all, I am very impressed with this rulebook. The only disappointment that stands out in my mind is that the art does match the quality of the text throughout most of the book. The entire book is very insightful and littered with little ways to make Rogue more real. Bravo!

To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.
 

The Quintessential Rogue is the second in Mongoose Publishing's Collector's Series line of class support accessory books. Bound in a style reminiscent of 2e AD&D's "Complete" books, each of the collector's series tomes promises to be a collection of material that'll make playing the class in question easier, more varied, and more fun. Expansion of options is rarely a bad thing when done well, but is The Quintessential Rogue as diverse and useful as the class it explores?

From the start, I was impressed with the author's writing style, which was much smoother than the experience I had with Mongoose's Slayer's Guide to Sahuagin. The book is relatively attractive too, with predominantly decent art, though I quite dislike some of the drawings of women done by Renaldo Batista (because they tend to be exaggerated and look alike). The cover is bland, and the emulation of the "Complete" covers is a dubious marketing ploy. Exactly how to jacket a book of such diverse material is a problem, though.

That material starts with character concepts, which are a great feature of this product, and an underutilized possibility in the market today. Stemming from the admonition in Chapter 6 of the Players Handbook, the concepts modify the core rogue class slightly to fit a certain vocation, such as scout, spy, or pirate. I can't make any generalizations about the modifications Mearls suggests in each concept, simply because they run the gamut from decent to very poor in design. Missing from this section is a list of skills on which each concept character might focus, though a DM could take some of the bonuses and penalties as suggestions of such, instead of using the worst of the lot as is.

Generalizations remain hard to come by when looking at the prestige classes in The Quintessential Rogue. They're varied, and some of them have very nice abilities, while remaining balanced and fun to use. The commando has some excellent sniper and wilderness talents that set the class apart from both rangers and rogues, while the crusading footpad might prove to be a lich's worst nightmare. Two of the classes are clearly derivative of literary or cultural icons, but that doesn't ruin them at all. Conversely, other classes have requirements that are too easy, like the deep tracker, for which any ranger could qualify easily at 3rd level. Some, like the executioner, have hard requirements and limited skills (including the lack of either skill required for the class in the class skill list), but are still too powerful for my taste. Others may find a character that can deliver an extra 3d6 with every attack fine for their worlds. I don't.

New skill uses suggested by The Quintessential Rogue are another mixed bag. Many of these ideas are quite creative, like using Balance against foes (in a way I won't spoil), or using Bluff with spellcasting. Others already have rules in the PHB, on which The Quintessential Rogue deigns to expand with some panache. (Squeezing into tight places just became a more exact science.) That style disappears with other applications, like a terribly arbitrary damage rule for rappelling, or giving characters with Alchemy what amounts to free Knowledge (nature) skill.

No few feats are clunky in their mechanics as well, either too powerful, or conversely providing little benefit. Poison Reaper allows a character to collect venom from slain creatures, which should probably be relegated to a skill check, but has goofy and arbitrary dose results. The daily limitations placed on many of the feats that modify sneak or other attacks make them seem equally contrived and unreal. A character with Blinding Strike can only use it against a given foe once per battle, even if the foe has a chance to recover from the first such strike. Arcane Sensitivity allows a character to sense if an item is enchanted (not detect magic in general), but it's usable only once per day. Sometimes one gets too much for the price of a feat instead of too little, like Splintering Strike, which not only allows a character to make sneak attacks against constructs, but also allows more damage than a normal sneak attack.

There are more examples of such questionable things, but other feats work well. Feats like Expert Climber and Eye for Quality fill nice niches in the would-be rogue's repertoire by modifying valuable skills. Hair Trigger Reflexes and Lightning Grab are very roguish indeed, and add spice to a character. Thus, The Quintessential Rogue eludes any general statement again, much like the wily character type it explores.

That character (and others) can now choose from a variety items found in the book, but some aren't recommended. The padded club is just plain silly, and at least the scoped "sniper's crossbow" didn't mention gnomes in its description. Leather armor constructed from the hides of some magical beasts has special abilities (and exorbitant cost), but begs the question, "Does the skin really retain the creature's abilities?" In some instances this question must be answered in the negative, such as rust monster leather that corrodes anything which strikes the armor. Now a properly enchanted suit of such hide might be a better idea.

Better ideas are found in the same sections. Quick-Change Plate does mention gnomes, but it's pretty sweet (whatever you do, do not pull this pin). Other magic items hide weapons in plain sight or hit a foe with multiple attacks from one attack roll. I'll be using some of these ideas in my campaign, even if I don't have ubiquitous, diminutive inventors in that world.

Unlike stereotypical gnomes, the poisons found in The Quintessential Rogue are very interesting and diverse, and each is given with its method of delivery, difficulty of detection, saving throw DC, damage, cost, and Craft (poisons) DC. While I found the warfare uses suggested for some to be far-fetched considering their cost per dose, the detection DC is a great idea. Now if your character's drink is poisoned, he might notice before it's too late. The Craft DC is particularly welcome, considering the book also contains detailed poison creation rules.

Those rules are clear, simple, and concise, and they work well. The only item I missed while reading them was a sample creation or two. Since there are so many new poisons in the book, it's not unreasonable for one or two of them to have been deconstructed as illustrations. I also had issue with the final step of creation possibly resulting in the crafting character being poisoned by a poison he has failed to create. The rules here also don't really comply, or fit into, the rules for using Craft as delineated in the Player's Handbook. Still, they're quite useful--even more so than those found in Song and Silence by Wizard's of the Coast. Having both is a real boon.

Less useful are the trap construction rules. These rules are, as stated in the book (but not on the back cover), quick and dirty, resulting in simple traps. Further, the mechanics produce traps that are easy to find and disable, even with spectacular successes with a Craft (traps) skill check. They also don't deal with the trap's final Challenge Rating, which is essential to adventure design. Unlike the poison mechanics, the trap rules in Song and Silence book by far outshine these in inherent usefulness and in creating traps that are viable in play.

The Quintessential Rogue ironically includes a totally new method for creating magical traps with the Use Magic Device skill. While I like such innovation and bravery, these rules aren't anything I'd use. First of all, the devices that hold the magical energy themselves must be created by a spellcaster--one with feats that would allow such a character to help build the trap in question without the need for such a mechanism. The gadget is terribly expensive, and when it's charged (via very difficult skill checks), it is dangerous to handle. Despite all this effort, traps created using these contrivances are easy to disarm, relegating them to the position of a dull addition to a lackluster set of trap rules.

Not so dull was the reputation system. While such a thing is a good idea, the execution here falters a bit compared with the system in the first-edition of [/i]Star Wars[/i] d20. The potential bonuses from reputation can be unwieldy, considering that reputation acts as and ability score, modifying certain skills when a character is recognized. Suggested ranges (in miles) at which reputation might be effective are only useful in a campaign with easy travel and spread of information. Further, having such a bonus affect skills like Perform and Profession is highly questionable, even though the system in d20 Modern does the former to a lesser degree. The chart that denotes the situations that affect a character's reputation (and associated modifiers to the score) only has one negative modifier: -1 per three months not spent adventuring. This is illogical, since very famous persons don't suffer from fame fall-off as quickly as their lesser, and many famous persons don't "adventure" at all. Darth Vader can sit on that Star Destroyer for years, and he's still going to be infamous the galaxy over. The lack of any other penalties to reputation (such as one for acting contrary to your current repute) makes it harder to adjudicate, so this system doesn't shine like it could.

The Quintessential Rogue truly shines in the area of campaign material, such as law, law enforcement, however. The overview of legal systems, how they're related to alignment, and how to DM legal entanglements (including corruption) is a real gem. Equally splendid is material on those who enforce the law. Instructions for creating police (my word) in cities and towns are clear and very useful. My favorite aspect of the section was the Vigilance score, which is used to determine whether or not the guard actually responds to a disturbance. Excellent.

The rules Mearls has offered for creating organizations are as exceptional (depending on the level of detail one wants). Rules for loyalty, activity, interactions, and income are all here, and they're simple enough to be easy to use, yet complex enough to sharply define groups such as spy rings, guilds, and trade cartels. Further, the resulting system actually creates a meta-game within the game, in which players can engage in strategic allocation of resources, manpower, and time to make profit and expand their empire. This system isn't just useful for D&D either; it's easily transferable to many other d20 products that lack such a feature. I can see players and GMs using these rules for a smuggler's ring in Star Wars, a drug cartel in d20 Modern, or a terrible cabal with a far-reaching power base in Call of Cthulhu. Those are all "bad" organizations, but the rules aren't limited like my examples. One could easily make an upstanding merchant house for Fading Suns or define the alliances of the Twisted Earth in Darwin's World, each complete with good alignment and agenda, thus avoiding the low-end of the spectrum

The low points I found in the organization system itself were few. One is a reference on a chart that suggests the loyalty of the group is seriously and adversely affected by increased wealth in an organization. The other is the Guildmaster feat requirement for a character to use the rules at all. That feat requires a character be 10th-level, which inherently results in every character that becomes the head of a guild being 12th-level, unless he or she kept a feat in reserve somehow. (The core rules don't say you must choose a feat when it's acquired due to advancement, nor do they say you lose that feat if you don't choose immediately.) Arguably, though, running a guild should require some skills that allow the character in question to perform duties required for organizing a group, and the rules should incorporate such skills into the checks made for advancing the guild. These are minor problems though, and easily alterable should one desire to.

What isn't alterable is the fact that one cannot use these rules to produce organizations for publication since they aren't OGC. This actually harms the publisher, because the rules are good enough that others might use them in a way that doesn't remove the value of their appearance in this product. At least permission to do that could have been granted. The closed nature is actually unclear though, since the Open Game Content in this book is not clearly delineated at all. The only thing that does offset it is a declaration at the front of the book about anything that's derivative of the SRD. Thanks Mongoose, that's very elucidating. What is clear is the intent to make outside use of this content very difficult.

Clearly, The Quintessential Rogue isn't quintessential, unless you want really great rules for making complex campaigns centered on law and organizations. It is a handy part of any player's or DM's arsenal, and its utility beyond the scope of D&D is a definite plus--too bad Mongoose didn't market it as such, or at least clearly add it's innovative rules to OGC canon (new standard anyone?). If this release can be taken as an indicator, the Collector's Series looks promising. I'm glad I laid my greedy little paws on this part of it. $20 is more than reasonable for this bag of baubles.

(3.75, B-)

This review was originally written for Gaming Frontiers on 11/18/02.
 

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