IronWolf
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Overall I thought T&B was an excellent supplement; I only wish it came out sooner! Damn WOTC... Anyways, the editing quality in this book seems much better than in previous ones (like S&F) but there are a few minor errors and points of confusion which will need clarification. I will conduct a chapter by chapter review of what I though of it's strengths and weaknesses (bear in mind that I have only owned this book for about 4 days so I haven't had a chance to go through it with a fine tooth comb).
Chapter 1, entitled Arcane Lore, gives you a few short sections on how to play an effective spellcaster complete with recommended spell and feat selections and desireable magical items. Following this is a discussion on the benefits of Specialization, which talks about each school individually; what they are used for, what kind of wizard type should specialize in it and recommendations on choosing opposing schools. The next part of Ch. 1 is, IMO, the most interesting; the Familiars. It goes into more detail about the basic familiar abilities and gives stats for familiars for Small and Large magic users (the Large Familiar section isn't terribly useful to players, since most DM's I know dissallow most Large races as PC's). The Improved Familiars (gained via the Improved Familiar feat) are nice, and include Homunculi, Ice Mephits, Pseudodragons and Imps among others. These familiars have some cool abilities of their own, but don't impart any unusual abilities on their masters that I could find. The Organizations section of Chapter 1 describes 10 different wizardly societies that a PC could get involved in, the most detailed being the Arcane Order but also includes the Bleak Academy (necro-freaks apply here), Leage of Diviners (name says it all), the Spellswords (a Fighter/Mage association) and the Wayfarer's Union (think Western Union done D&D style). The last part of Chapter 1 is a description of a place called the Hollow, home of a pair of wizards who run a small wizard's school. Has kind of a "Day in the Life of" feel to it.
Chapter 2 - the Feats. There are a total of 24 feats in this book, an impressive number. Eight of these feats are originally from the FRCS book, but the rest are either original or drawn from other sources (I think the Chain Spell feat was originally in Relics & Rituals, but can't remember off the top of my head). The 16 originals are quite nice; the Energy Substitution and Energy Admixture feats make it possible to either change up or augment any spells main energy type. With the Eschew Materials feat, it is now possible to cast a spell without Verbal, Somatic or Material components and the Chain Spell feat is just plain nasty for augmenting those single-target spells you wish could hit multiple enemies. The Extra Spell feat is one of the few ways to expand a Sorcerors "Known Spells" limitation, and the Extra Slot feat is great for both Wizards and Sorcerors since it gives them more spells to cast each day. Overall I am highly pleased with the selection of new feats, since they actually might make a Wizard character think twice about giving up his bonus Metamagic Feats for a prestige class.
Chapter 3 - the Prestige Classes. Undoubdedly, this is the section most of you skip to immediately when you get your hands on a book like this. I'll do a quick review of each prestige class and give my opinion on it.
Acolyte of the Skin; Simply put, you magicaly (and painfully!) graft the skin of a Demon/Devil onto your character which gives you some cool powers. A strong pclass, mainly inteded for NPC's but a neutral PC should have little trouble. The seemingly strong powers gained at each level (the ability to shoot beams of fire from your eyes struck me as being really nifty) are offset by the limited gain in spellcasting power (+1 for every other pclass level).
The Good - A net gain of some sweet abilities & decent spellpower, plus you get converted into an outsider at 10th level.
The Bad - Taking this pclass will not endear you to the party Paladin
The Ugly - your character after achieving 10 levels in this baby. Yikes!
Alienist; Same concept as introduced in the 2e Player's Option: Spells & Magic book. You gain powers & secrets by communing with alien intelligences outside of the boundaries of reality (think Call of Cthulu & you're on the right track). The Alienist gains the full compliment of spellpower (+1 per pclass level) which I think is perfectly fine since, while they do gain some nifty abilities, there are some penalties associated with the pclass (a permanent loss of 2 points of Wisdom is probably the least harsh, IMO). On the other hand, they can summon creatures using the new Pseudonatural template (explained in the class) that gives them a large bump in intimidation factor (also, summoned creatures using this template are stronger than normal which is nice). A well-balanced pclass and great for those who want to add some Cthulu-flavor to the campaign.
The Good - Getting the Timeless Body ability ability along with a few HP boosts, plus the ability to summon creatures that look as though they came from Innsmouthe itself.
The Bad - Progressing too far in this pclass has a rather negative affect on ones sanity, which is easily exploited by DM's.
The Ugly - the Alternate Form of a summoned Pseudonatural Monster. Hello, Cthulu!
Arcane Trickster - Combines aspects of Thievery and Thaumaturgy in ways unattainable by a simple Wizard/Rogue. I know a lot of people criticize this pclass for being too powerful since it allows full spellcasting power (+1 per level), but IMO the abilities you gain from this class aren't spectacular enough to warrant limiting the spellcasters effective level. The two big points of this class are the ability to use Mage Hand to perform certain thieving skills and the Impromptu Sneak attack, both of which can only be used limited times per day. Since you must be a minimum 8th level character to be eligable for this pclass, I think it does a great job giving Wizard/Rogues a new angle.
The Good - Ranged Legerdemain ability is SWEET! Especially for those players who have DM's that overuse traps.
The Bad - they start the Sneak Attack bonus at +3d6, which is confusing since most will think it actually adds +3d6 to the +2d6 needed as a Requirement, but in reallity it is just continuing the natural progression.
The Ugly - a character that takes just enough levels to gain the Impromptu Sneak Attack ability 1/day, then sticks with Rogue for the rest.
Bladesinger - Ok. This is my biggest gripe about the book. According to the description, the Bladesinger is supposed to blend art, swordpaly and arcane magic into a harmonious whole. Where the Arcane Archer is the ultimate elven bowman, the Bladesinger is the ultimate elven swordsman. Yeah, riiiiight. I'm sorry, but after waiting months for this book in anticipation for the 3e Bladesinger, I am severly dissappointed. First of all, you are required to be able to cast 1st level arcane spells to get this class but they turn around & make a special spell progression chart & list for the Bladesinger. This, to me, is a stupid idea since I strongly believe that if spellcasting ability is required by a pclass, then the pclass abilities should give you some way to utilize it in a new/unusual way rather than giving you a totally separate spell list. Second, the Bladesinger gets only one special ability (essentially the same as Canny Defense, but slightly better) and 3 bonus feats selectable from a short list. Apparently, the ppl who designed this class thought that the Bladesinger should have to cast spells to get any cool abilities rather than transform his existing magical power into unique special abilities available only to Bladesingers. GAY! Third, the singluar ability you do get from this class ONLY works if you use a Longsword (this is also reflected in the Required Feats; WF Longsword). Yeah, I know the Longsword is the "favored elven weapon" but would it have really upset the ballance of the universe to say "any one-handed weapon" rather than simply "longsword?"
The Good - Not much. The Bladesong Style ability (the only one this class gets) is kinda cool & does compliment the class well, but read the above...
The Bad - Everything else. The fact that the writers copped out by giving them spells which any other Figher/Mage can have access to rather than unique abilities makes this class little more than a glorified Figher/Mage rather than a highly trained elven warrior.
The Ugly - the Feat Requirements (five total). A little stiff, and way too stiff for what you get in return.
Blood Magus - A really cool class, although some of the powers are a little blah. Just FYI, this pclass has absolutely nothing in common with the Blood Witch pclass out of Relics & Rituals except for the fact that both use blood to do Cool Stuff. This class is well balanced, since the powers you gain are significant but it features the +1 caster leve every other pclass level. Some of their abilities (Death Knell 1/day, Infusion, Thicker Than Water) are usefull but sort of uninspired. Others, however, are both unusual and somewhat frightening. They can effectively Scribe Scroll with their own skin and store spells in their bloodstream like Potions. The Bloodwalk ability is probably one of the coolest in the book (think "Tree Stride" only with living beings).
The Good - lots of nifty powers help the longevity of this pclass. Great for those players obsessed with blood-using/affecting abilities
The Bad - Some abilities of the Blood Magus are a double edged sword.
The Ugly - the damage dealt when a Blood Magus decides to leave an "exit wound" when using his Bloodwalk ability.
Candle Caster - Cool concept, but I found this class to be of lesser interest. The basic gist is that they can scribe spells onto candles like scrolls (and they must pay the associated costs) which can be cast when they desire by lighting the candle. The big deal w/ this class is that they get the ability to apply free Metamagic Feats to these Spellcandles as they go up in level (though they must still observe the increased spell slot), including Enlarge, Delay, Twin and ultimately Maximize at 10th level. Like I said, cool concept but I don't see too many players going with this pclass unless they've got a thing for candles. Fortunately, this class gives the full +1 spellcaster level each level which keeps the Candle Caster from being ignored by players.
The Good - Free Metamagic Feats.
The Bad - The free Metamagic Feats apply only when casting via Candles.
The Ugly - A fully stocked Candle Caster getting caught by a Red Dragon's breath weapon. Sucks for them.
Dragon Disciple - Available only to PC's with a level in Bard or Sorceror, this prestige class serves one primary function; Turn Your PC into a Half-Dragon in 10 Easy Steps! Woo-Hoo! I'm sorely tempted to place this pclass at the top of the power scale, but the fact is that any Sorceror or Bard who wants access to higher level spells should probalby leave this pclass alone at least until higher levels (though the requirements for the Dragon Disciple are pitifully easy to achieve). The big tradeoff for becoming a Half Dragon is 10 levels of zero spell-level gain. True, this pclass does give you a total of seven "bonus" spell-slots which can be applied to any level of spell you can already cast, but you will still be limited to your current maximum spell level.
The Good - Just look at the Half-Dragon template in the MM and drool. All this, plus your size increases by one level & if you become a large creature you get free wings.
The Bad - lack of higher level spell access makes this one less attractive to those who became a Sorc for the magic aspect.
The Ugly - a Sor 1/Ftr OR Pal 4/Dragon Disciple 10. Yes, it is possible. I think I'll call him "Sir SmackMyBitchUp."
Elemental Savant - Another one of those prestige classes that makes you wonder what the hell they were smoking when they thought this one up. At first glance, the Elemental Savant seems to be the 3e version of the Elementalist but with a major power boost. Well, it's all that and a bag of chips. The Savant gains an almost full compliment of Spellcaster power (+1 per pclass level except at 10th) and a slew of abilities regarding its Chosen element (Air, Earth, Water or Fire). In a nutshell, the Savant gets a bunch of cool abilities including darkvision, immunity to sleep & stunning, Resistance to her chosen element (which ultimately becomes Immunity at 10th level) and ultimately gets transformed into an elemental of the appropriate type. Cool idea, although I find it very difficult to get excited about this class since the idea of an "Elemental Wizard" is highly un-original.
The Good - Just about everything really.
The Bad - Ummmm.... Well, the fact that you take double damage against Energy types you are opposed to unless you make your Save. Even the one obvious disadvantage, say, of being a Fire Savant in a Fight against a Red Dragon (or other Fire type) is negated because you can use the required Energy Substitution feat to make a few of your spells Sonic or Electric energy.
The Ugly - Smiling smugly at the DM while an enemy wizard casts a Fireball at your Fire Savant and you decide to forego a Reflex save just for the intimidation factor, only to realize that it's really a Energy Substituted Coldball coupled with an Illusion. Ouch.
Fatespinner - This one grabbed my attention almost immediately. Some of the Fatespinner's abilities are fairly easy to guess (reroll any roll a certain number of times per day, being able to modify certain rolls, etc..) but it's the way that it's done that makes it neat. The Fatespinner can lower the Save DC of his own spells (by 2 points max) and save them so he can use his other cool abilities to modify his and even other characters rolls (this MAY include damage rolls, but it's unclear weather they can modify all damage rolls or only the damage done by one of their specific abilities). They also threw in a bonus metamagic feat, an instakill ability and the ability to set his Spell Save DC like a Psioin (roll 1d20 +spell level + modifier) rather than the standard 10 method. Admittedly, this ability seems only marginally usefull since many DM's allow Spellcasters the option to use either method. Also, this pclass becomes an Outsider type at 10th level. Hmmm... I'm sensing a pattern here... The Spellcaster level progression for this class is what I call Non-Formulaic (no set pattern to the +1 spell level per pclass level). Ultimately, they gain +6 spellcaster levels out of 10 pclass levels.
The Good - I dig the concept, and it was pulled off in such a way as to make it strong but not unbalancing.
The Bad - Under their Spin Destiny ability, it says that they can add spin points to boost skill checks, saving throws or attack rolls twice. It looks as if they were going to say "They can also modify..." and then forgot they had already mentioned the skill checks, saving throws and attack rolls. NEED CLARIFICATION!!!
The Ugly - Using the Fickle Finger of Fate ability against an enemy which gives him an even better die roll result.
Mage of the Arcane Order - This is the most Vanilla prestige class in the book (well, except for the Wayfarer Guide, maybe). It's basically one of those pclasses where most of your abilities come from being part of an organization, and are therefore only useful if your DM is willing to take them into account. The coolest ability this class gets is the ability to cast spells out of a general "Spellpool" which any Mage of the Arcane Order has access to. If you happen to have a free spell slot & need a spell of that level, you can make contact with the spellpool at any time to draw on the resources of the Order. According to the description, the pool will have any spell from the PHB available, plus any others the DM wants to incorperate. This encourages the PC to leave a few slots open just in case a situation comes up where you need a certain spell you wouldn't normally memorize.
The Good - the whole Spellpool concept (including the repayment method for using it, and the concept of a "spell barter system" amongst the Order). They also get the full Spellcaster Level Progression.
The Bad - A straight class Sorc can't meet the Requirements unless they take the Arcane Preparation feat. Also the fact that many of the benefits of this class are only usefull if the DM cooperates.
The Ugly - "Guild dues?" You gotta be kidding me...
Mindbender - Ok, to be honest, I was very underwhelmed by this pclass. I'm probably jaded since I'm a big fan of D&D Psionics, and this pclass seemed like a major rip of the Telepath Psion to me. The abilities they gain follow the typical path of a Telepathically inclined Psion. Their power level starts with being able to communicate telepathically, then progresses to the varous forms of Charm Person & Mind reading, to the ultimate 10th level ability, Thrall, which works just like the 9th level Telepath power of a Psion. This class would work well for anyone who wants to play someone with Telepathic-like abilities but can't be a Psion. Their spellcaster level progression is Non-Formulaic, 6 out of 10, just like the Fatespinner.
The Good - It's a decent class, well balanced.
The Bad - It seems like the Wizards & Sorcs are trying to butt-in on the purview of the Telepath Psions.
The Ugly - A Mindbender & a Telepath going head to head (or maybe mind to mind?).
Pale Master - It's Necrophilia, Part 1!!! Seriously, though, I dig this prestige class a lot (pun only marginally intended). Although it seems to be geared more towards NPC's (nongood alignment restriction) it gives us Neutral PC's another way to feed our Necro-Habit. IMO, the Pale Master comes the closest to the Necromancer of Diablo II. He gets powers like Animate Dead, and Summon Undead & Greater Undead as abilities, so instead of risking his own neck he can send out his expendable lackeys to do his dirty work for him; an aspect of the D2 Necro that I always found appealing. Being able to graft an undead arm to yourself which gives you some cool touch-attacks is another nifty feature. If you really don't like somebody, just offer to shake their hand... Oh! Did you just loose 1d6 Con permanently? Well, doesn't that suck... To balance the strength of their powers, Pale Masters Spellcaster Levels are +1 every other level, so there is a loss of the higher echelon of spells at 20th level.
The Good - the Bonearmor ability. Adds to AC and makes anybody think twice about insulting this pclass.
The Bad - despite the sheer coolness factor of this classand the fact that they are not described as being evil, many DM's probably won't allow it since dealing with the undead in any fashion other than obliterating them is generally looked upon as being evil & therefore unappropriate for a PC in a mostly good aligned party.
The Ugly - whatever goes on between your character and the undead when they are locked in a tomb for three or more days which is part of this pclasses Requirements. Makes me sick just thinkin' about it.
Spellsword - Or, as I call it, What the Bladesinger Should Have Been! This class operates on a basic premise; Fighter/Mages kicking ass with spell-empowered weapons while wearing armor. Tres Cool, No? The Spellswords only get three abilities (plus one bonus feat), but all three are very nice. Channel Spell lets them "cast" spells through their weapons as they attack, targeting their opponent with the channeled spell. They are also able to store spells in their weapons for later use in the same manner as brewing potions (and yes they must spend the xp and costs to do it). Their most sought after ability will be the fact that their Spell Failure chance when wearing armor is gradually decreased (they can ignore up to 30% at 9th level) which makes them extremely dangerous combatants. Many might see a Wizard or Sorc who can cast spells in armor w/out penalty as being way too powerful, but the balance is there. This class doesn't use the fighter BAB, for one, and their Spellcaster Level bonus is +1 every other level, which limits their access to high level spells.
The Good - D&D has needed a class like this for a LONG time, and it's finally here! A feasable fighter/mage that can hold their own in combat.
The Bad - their Channel Spell ability is severly limited (max 3rd level spells, only those that can affect targets rather than areas) and the exact number of times one can use this ability per day are not 100% clear (states only once per day, but then defies that statement later on as their Channel ability increases but doesn't explain it very well).
The Ugly - the fact that you can use these abilities with ranged weaons as well as melee ones.
True Necromancer - Ok, now this class is almost definitely overpowered, but I don't think it matters much since there's almost no way a DM would let a PC take this prestige class unless it was an evil campaign. The requirements for this baby are stiff (minimum Clr 5/Wiz 5) but the benefits are nasty. Able to create Undead & Greater Undead as a spell-like ability, radiating a constant desecrate effect, maximum Spellcaster Level increase (+1 per pclass level) combined with the fact that, if you cast a Necromancy or Death Domain spell, ALL of your levels stack. The Energy Drain touch ability at 10th level is just icing on the cake.
The Good - This pclass does a good job of showing you how nasty someone totally devoted to the Necromantic arts can be, but as I said before, I'm thinking that this bad boy will labeled as "NPC's Only" by most DM's.
The Bad - the fact that you must be a 10th level character before taking this pclass is a bit extreme, but considering the power boost you get, it may be warrented.
The Ugly - If your adventuring party ever has to deal with one of these guys as an enemy.
Wayfarer Guide - Whew! Last prestige class to review. Fortunately, there's not much to say. The Wayfarer Guide pclass has only 3 levels, and the basic function seems to increase the effeciency and effectiveness of your spellcasters Teleport spells. The abilities let you teleport more, with greater accuracy and gives you a bonus 5th level spell slot for an extra Teleport spell. Nothing really fancy, and in some ways I consider this pclass to be a waste of space. I don't see too many wizards or Sorcs giving up 1 level of spellcasting power (only 2 of the 3 levels gives a +1 to spellcaster level) just for the sake of a more effective teleport spell (especially with the new Mass Teleport spell introduced in this book).
The Good - the fact that they didn't try to make this into a full 10 level pclass.
The Bad - it seems to be a little too gimicky, and not terribly usefull ovall. I don't see this as being an overused pclass.
The Ugly - Rolling a 100 on the Teleport check while trying to get to an area that is considered "Seen Casually."
Chapter 4 - Tools of the Trade, is basically a list of new items (magical and mundane) that your aspiring wizard or sorc might look into purchasing in the future. Of the mundane stuff, it includes the prices for an Arcane Library, which is nice, and introduces new Special Items like Disappearing Ink, Healing Salve and Suregrip among others. Suprisingly, I found the magical items section to be a little on the drab side. The coolest items were the Metamagic Feat Rods, which let you apply the appropriate Metamagic Feat to your spells up to 3 times per day without the +X slots higher requirement. The rods come in 3 versions; Lesser (affects 0-3rd level spells), Normal (0-6th) and Greater (0-9th). Needless to say, I can already see Greater Maximization, Quickening and Chaining Rods becoming insanely popular amongst your players. Sadly, the Sorcerer must still use a Full Round action to cast a Metamagicked Spell, even with the Rods. Other magical items include a Belt of Many Pockets (nifty), the various School Staffs (eh. Boring), and information on building & constructing Golems (Cool!).
Chapter 5 - Magic. Ok, other than the Prestige Class section, this chapter is definitley my favorite. The chapter starts out by giving descriptions of "Weaponlike Spells" and finally explains the concept of applying Critical Hits to spells, and Sneak Attacks with spells. Following this is a list of things you can do with the Prestidigitation spell and a discussion on Casting Times and Sorcerers using Metamagic Feats. It breifly touches on New Spell creation, but that area is lacking (still no concrete rules/guidelines). And then, finally, we get to the spells themselves. Ahhhh. I was very pleased overall with the New Spells section, especially since they managed to convert many of my personal favorites to 3e. Absorbtion, Otilukes Dispelling Screen, Mordenkainen's Private Sanctum and Chain Contingency make a comeback, though Chain Cont. now suffers from the same 6th level spell cap that Contingency does (Gay). The Necromancy school got a major boost in spells (good ones, too), along with what I consider to be the Most Broken Spell In Existence Ever; Hide Life. Remember the spell Lifeproof from the Al-Quadim campaign book? It's back, with a new name! This spell basically makes you immune to death from damage and is effectively permenent. They introduced a few new spells, like Mass Fly & Telepport, a spell that can "heal" damage to constructs and enhance one's familiar. The big addition seems to be the numerous "Orb of [insert energy type here]" spells. I think the writers were trying to come up with a way to break up Chromatic Orb into several spells. The primary function of the orb spells is to deal damage, but each one also has a nifty little side effect if the target fails his saving throw. Tome & Blood also lists the new, officially errata'd version of the Polymorph Other & Self spells; the descriptions given in T&B officially supersede the ones in the PHB. Overall, the Spells section is a definite Winner.
Ok, time for my overall impression. Overall, I thought this book to be the best classbook done by WotC yet. It has only a few minor editing issues and a few clarifications of certain abilities are necessary, but this book is leages better than the Editing Nightmare that was Sword & Fist. There are two main issues that keep this book from being a perfect 5. The main issue is the fact that the Bladesinger prestige class is a terrible dissappointment, and I'm sure that many people who were anticipating this pclass will feel the same. The second issue is that this book seemed a little heavy on the Tome and too light on the Blood. The Sorcerer definitely got the short end on this book, since the only pclass that was really meant for the Sorc is the Dragon Disciple (and MAYBE the Blood Magus. Maybe); very cool but also of limited use to a pure Sorc. It would have been nice if they gave the Sorc some cool pclasses that really enhanced their flavor & uniqueness, rather than simply another kind of Wizard. Oh well.
Chapter 1, entitled Arcane Lore, gives you a few short sections on how to play an effective spellcaster complete with recommended spell and feat selections and desireable magical items. Following this is a discussion on the benefits of Specialization, which talks about each school individually; what they are used for, what kind of wizard type should specialize in it and recommendations on choosing opposing schools. The next part of Ch. 1 is, IMO, the most interesting; the Familiars. It goes into more detail about the basic familiar abilities and gives stats for familiars for Small and Large magic users (the Large Familiar section isn't terribly useful to players, since most DM's I know dissallow most Large races as PC's). The Improved Familiars (gained via the Improved Familiar feat) are nice, and include Homunculi, Ice Mephits, Pseudodragons and Imps among others. These familiars have some cool abilities of their own, but don't impart any unusual abilities on their masters that I could find. The Organizations section of Chapter 1 describes 10 different wizardly societies that a PC could get involved in, the most detailed being the Arcane Order but also includes the Bleak Academy (necro-freaks apply here), Leage of Diviners (name says it all), the Spellswords (a Fighter/Mage association) and the Wayfarer's Union (think Western Union done D&D style). The last part of Chapter 1 is a description of a place called the Hollow, home of a pair of wizards who run a small wizard's school. Has kind of a "Day in the Life of" feel to it.
Chapter 2 - the Feats. There are a total of 24 feats in this book, an impressive number. Eight of these feats are originally from the FRCS book, but the rest are either original or drawn from other sources (I think the Chain Spell feat was originally in Relics & Rituals, but can't remember off the top of my head). The 16 originals are quite nice; the Energy Substitution and Energy Admixture feats make it possible to either change up or augment any spells main energy type. With the Eschew Materials feat, it is now possible to cast a spell without Verbal, Somatic or Material components and the Chain Spell feat is just plain nasty for augmenting those single-target spells you wish could hit multiple enemies. The Extra Spell feat is one of the few ways to expand a Sorcerors "Known Spells" limitation, and the Extra Slot feat is great for both Wizards and Sorcerors since it gives them more spells to cast each day. Overall I am highly pleased with the selection of new feats, since they actually might make a Wizard character think twice about giving up his bonus Metamagic Feats for a prestige class.
Chapter 3 - the Prestige Classes. Undoubdedly, this is the section most of you skip to immediately when you get your hands on a book like this. I'll do a quick review of each prestige class and give my opinion on it.
Acolyte of the Skin; Simply put, you magicaly (and painfully!) graft the skin of a Demon/Devil onto your character which gives you some cool powers. A strong pclass, mainly inteded for NPC's but a neutral PC should have little trouble. The seemingly strong powers gained at each level (the ability to shoot beams of fire from your eyes struck me as being really nifty) are offset by the limited gain in spellcasting power (+1 for every other pclass level).
The Good - A net gain of some sweet abilities & decent spellpower, plus you get converted into an outsider at 10th level.
The Bad - Taking this pclass will not endear you to the party Paladin
The Ugly - your character after achieving 10 levels in this baby. Yikes!
Alienist; Same concept as introduced in the 2e Player's Option: Spells & Magic book. You gain powers & secrets by communing with alien intelligences outside of the boundaries of reality (think Call of Cthulu & you're on the right track). The Alienist gains the full compliment of spellpower (+1 per pclass level) which I think is perfectly fine since, while they do gain some nifty abilities, there are some penalties associated with the pclass (a permanent loss of 2 points of Wisdom is probably the least harsh, IMO). On the other hand, they can summon creatures using the new Pseudonatural template (explained in the class) that gives them a large bump in intimidation factor (also, summoned creatures using this template are stronger than normal which is nice). A well-balanced pclass and great for those who want to add some Cthulu-flavor to the campaign.
The Good - Getting the Timeless Body ability ability along with a few HP boosts, plus the ability to summon creatures that look as though they came from Innsmouthe itself.
The Bad - Progressing too far in this pclass has a rather negative affect on ones sanity, which is easily exploited by DM's.
The Ugly - the Alternate Form of a summoned Pseudonatural Monster. Hello, Cthulu!
Arcane Trickster - Combines aspects of Thievery and Thaumaturgy in ways unattainable by a simple Wizard/Rogue. I know a lot of people criticize this pclass for being too powerful since it allows full spellcasting power (+1 per level), but IMO the abilities you gain from this class aren't spectacular enough to warrant limiting the spellcasters effective level. The two big points of this class are the ability to use Mage Hand to perform certain thieving skills and the Impromptu Sneak attack, both of which can only be used limited times per day. Since you must be a minimum 8th level character to be eligable for this pclass, I think it does a great job giving Wizard/Rogues a new angle.
The Good - Ranged Legerdemain ability is SWEET! Especially for those players who have DM's that overuse traps.
The Bad - they start the Sneak Attack bonus at +3d6, which is confusing since most will think it actually adds +3d6 to the +2d6 needed as a Requirement, but in reallity it is just continuing the natural progression.
The Ugly - a character that takes just enough levels to gain the Impromptu Sneak Attack ability 1/day, then sticks with Rogue for the rest.
Bladesinger - Ok. This is my biggest gripe about the book. According to the description, the Bladesinger is supposed to blend art, swordpaly and arcane magic into a harmonious whole. Where the Arcane Archer is the ultimate elven bowman, the Bladesinger is the ultimate elven swordsman. Yeah, riiiiight. I'm sorry, but after waiting months for this book in anticipation for the 3e Bladesinger, I am severly dissappointed. First of all, you are required to be able to cast 1st level arcane spells to get this class but they turn around & make a special spell progression chart & list for the Bladesinger. This, to me, is a stupid idea since I strongly believe that if spellcasting ability is required by a pclass, then the pclass abilities should give you some way to utilize it in a new/unusual way rather than giving you a totally separate spell list. Second, the Bladesinger gets only one special ability (essentially the same as Canny Defense, but slightly better) and 3 bonus feats selectable from a short list. Apparently, the ppl who designed this class thought that the Bladesinger should have to cast spells to get any cool abilities rather than transform his existing magical power into unique special abilities available only to Bladesingers. GAY! Third, the singluar ability you do get from this class ONLY works if you use a Longsword (this is also reflected in the Required Feats; WF Longsword). Yeah, I know the Longsword is the "favored elven weapon" but would it have really upset the ballance of the universe to say "any one-handed weapon" rather than simply "longsword?"
The Good - Not much. The Bladesong Style ability (the only one this class gets) is kinda cool & does compliment the class well, but read the above...
The Bad - Everything else. The fact that the writers copped out by giving them spells which any other Figher/Mage can have access to rather than unique abilities makes this class little more than a glorified Figher/Mage rather than a highly trained elven warrior.
The Ugly - the Feat Requirements (five total). A little stiff, and way too stiff for what you get in return.
Blood Magus - A really cool class, although some of the powers are a little blah. Just FYI, this pclass has absolutely nothing in common with the Blood Witch pclass out of Relics & Rituals except for the fact that both use blood to do Cool Stuff. This class is well balanced, since the powers you gain are significant but it features the +1 caster leve every other pclass level. Some of their abilities (Death Knell 1/day, Infusion, Thicker Than Water) are usefull but sort of uninspired. Others, however, are both unusual and somewhat frightening. They can effectively Scribe Scroll with their own skin and store spells in their bloodstream like Potions. The Bloodwalk ability is probably one of the coolest in the book (think "Tree Stride" only with living beings).
The Good - lots of nifty powers help the longevity of this pclass. Great for those players obsessed with blood-using/affecting abilities
The Bad - Some abilities of the Blood Magus are a double edged sword.
The Ugly - the damage dealt when a Blood Magus decides to leave an "exit wound" when using his Bloodwalk ability.
Candle Caster - Cool concept, but I found this class to be of lesser interest. The basic gist is that they can scribe spells onto candles like scrolls (and they must pay the associated costs) which can be cast when they desire by lighting the candle. The big deal w/ this class is that they get the ability to apply free Metamagic Feats to these Spellcandles as they go up in level (though they must still observe the increased spell slot), including Enlarge, Delay, Twin and ultimately Maximize at 10th level. Like I said, cool concept but I don't see too many players going with this pclass unless they've got a thing for candles. Fortunately, this class gives the full +1 spellcaster level each level which keeps the Candle Caster from being ignored by players.
The Good - Free Metamagic Feats.
The Bad - The free Metamagic Feats apply only when casting via Candles.
The Ugly - A fully stocked Candle Caster getting caught by a Red Dragon's breath weapon. Sucks for them.
Dragon Disciple - Available only to PC's with a level in Bard or Sorceror, this prestige class serves one primary function; Turn Your PC into a Half-Dragon in 10 Easy Steps! Woo-Hoo! I'm sorely tempted to place this pclass at the top of the power scale, but the fact is that any Sorceror or Bard who wants access to higher level spells should probalby leave this pclass alone at least until higher levels (though the requirements for the Dragon Disciple are pitifully easy to achieve). The big tradeoff for becoming a Half Dragon is 10 levels of zero spell-level gain. True, this pclass does give you a total of seven "bonus" spell-slots which can be applied to any level of spell you can already cast, but you will still be limited to your current maximum spell level.
The Good - Just look at the Half-Dragon template in the MM and drool. All this, plus your size increases by one level & if you become a large creature you get free wings.
The Bad - lack of higher level spell access makes this one less attractive to those who became a Sorc for the magic aspect.
The Ugly - a Sor 1/Ftr OR Pal 4/Dragon Disciple 10. Yes, it is possible. I think I'll call him "Sir SmackMyBitchUp."
Elemental Savant - Another one of those prestige classes that makes you wonder what the hell they were smoking when they thought this one up. At first glance, the Elemental Savant seems to be the 3e version of the Elementalist but with a major power boost. Well, it's all that and a bag of chips. The Savant gains an almost full compliment of Spellcaster power (+1 per pclass level except at 10th) and a slew of abilities regarding its Chosen element (Air, Earth, Water or Fire). In a nutshell, the Savant gets a bunch of cool abilities including darkvision, immunity to sleep & stunning, Resistance to her chosen element (which ultimately becomes Immunity at 10th level) and ultimately gets transformed into an elemental of the appropriate type. Cool idea, although I find it very difficult to get excited about this class since the idea of an "Elemental Wizard" is highly un-original.
The Good - Just about everything really.
The Bad - Ummmm.... Well, the fact that you take double damage against Energy types you are opposed to unless you make your Save. Even the one obvious disadvantage, say, of being a Fire Savant in a Fight against a Red Dragon (or other Fire type) is negated because you can use the required Energy Substitution feat to make a few of your spells Sonic or Electric energy.
The Ugly - Smiling smugly at the DM while an enemy wizard casts a Fireball at your Fire Savant and you decide to forego a Reflex save just for the intimidation factor, only to realize that it's really a Energy Substituted Coldball coupled with an Illusion. Ouch.
Fatespinner - This one grabbed my attention almost immediately. Some of the Fatespinner's abilities are fairly easy to guess (reroll any roll a certain number of times per day, being able to modify certain rolls, etc..) but it's the way that it's done that makes it neat. The Fatespinner can lower the Save DC of his own spells (by 2 points max) and save them so he can use his other cool abilities to modify his and even other characters rolls (this MAY include damage rolls, but it's unclear weather they can modify all damage rolls or only the damage done by one of their specific abilities). They also threw in a bonus metamagic feat, an instakill ability and the ability to set his Spell Save DC like a Psioin (roll 1d20 +spell level + modifier) rather than the standard 10 method. Admittedly, this ability seems only marginally usefull since many DM's allow Spellcasters the option to use either method. Also, this pclass becomes an Outsider type at 10th level. Hmmm... I'm sensing a pattern here... The Spellcaster level progression for this class is what I call Non-Formulaic (no set pattern to the +1 spell level per pclass level). Ultimately, they gain +6 spellcaster levels out of 10 pclass levels.
The Good - I dig the concept, and it was pulled off in such a way as to make it strong but not unbalancing.
The Bad - Under their Spin Destiny ability, it says that they can add spin points to boost skill checks, saving throws or attack rolls twice. It looks as if they were going to say "They can also modify..." and then forgot they had already mentioned the skill checks, saving throws and attack rolls. NEED CLARIFICATION!!!
The Ugly - Using the Fickle Finger of Fate ability against an enemy which gives him an even better die roll result.
Mage of the Arcane Order - This is the most Vanilla prestige class in the book (well, except for the Wayfarer Guide, maybe). It's basically one of those pclasses where most of your abilities come from being part of an organization, and are therefore only useful if your DM is willing to take them into account. The coolest ability this class gets is the ability to cast spells out of a general "Spellpool" which any Mage of the Arcane Order has access to. If you happen to have a free spell slot & need a spell of that level, you can make contact with the spellpool at any time to draw on the resources of the Order. According to the description, the pool will have any spell from the PHB available, plus any others the DM wants to incorperate. This encourages the PC to leave a few slots open just in case a situation comes up where you need a certain spell you wouldn't normally memorize.
The Good - the whole Spellpool concept (including the repayment method for using it, and the concept of a "spell barter system" amongst the Order). They also get the full Spellcaster Level Progression.
The Bad - A straight class Sorc can't meet the Requirements unless they take the Arcane Preparation feat. Also the fact that many of the benefits of this class are only usefull if the DM cooperates.
The Ugly - "Guild dues?" You gotta be kidding me...
Mindbender - Ok, to be honest, I was very underwhelmed by this pclass. I'm probably jaded since I'm a big fan of D&D Psionics, and this pclass seemed like a major rip of the Telepath Psion to me. The abilities they gain follow the typical path of a Telepathically inclined Psion. Their power level starts with being able to communicate telepathically, then progresses to the varous forms of Charm Person & Mind reading, to the ultimate 10th level ability, Thrall, which works just like the 9th level Telepath power of a Psion. This class would work well for anyone who wants to play someone with Telepathic-like abilities but can't be a Psion. Their spellcaster level progression is Non-Formulaic, 6 out of 10, just like the Fatespinner.
The Good - It's a decent class, well balanced.
The Bad - It seems like the Wizards & Sorcs are trying to butt-in on the purview of the Telepath Psions.
The Ugly - A Mindbender & a Telepath going head to head (or maybe mind to mind?).
Pale Master - It's Necrophilia, Part 1!!! Seriously, though, I dig this prestige class a lot (pun only marginally intended). Although it seems to be geared more towards NPC's (nongood alignment restriction) it gives us Neutral PC's another way to feed our Necro-Habit. IMO, the Pale Master comes the closest to the Necromancer of Diablo II. He gets powers like Animate Dead, and Summon Undead & Greater Undead as abilities, so instead of risking his own neck he can send out his expendable lackeys to do his dirty work for him; an aspect of the D2 Necro that I always found appealing. Being able to graft an undead arm to yourself which gives you some cool touch-attacks is another nifty feature. If you really don't like somebody, just offer to shake their hand... Oh! Did you just loose 1d6 Con permanently? Well, doesn't that suck... To balance the strength of their powers, Pale Masters Spellcaster Levels are +1 every other level, so there is a loss of the higher echelon of spells at 20th level.
The Good - the Bonearmor ability. Adds to AC and makes anybody think twice about insulting this pclass.
The Bad - despite the sheer coolness factor of this classand the fact that they are not described as being evil, many DM's probably won't allow it since dealing with the undead in any fashion other than obliterating them is generally looked upon as being evil & therefore unappropriate for a PC in a mostly good aligned party.
The Ugly - whatever goes on between your character and the undead when they are locked in a tomb for three or more days which is part of this pclasses Requirements. Makes me sick just thinkin' about it.
Spellsword - Or, as I call it, What the Bladesinger Should Have Been! This class operates on a basic premise; Fighter/Mages kicking ass with spell-empowered weapons while wearing armor. Tres Cool, No? The Spellswords only get three abilities (plus one bonus feat), but all three are very nice. Channel Spell lets them "cast" spells through their weapons as they attack, targeting their opponent with the channeled spell. They are also able to store spells in their weapons for later use in the same manner as brewing potions (and yes they must spend the xp and costs to do it). Their most sought after ability will be the fact that their Spell Failure chance when wearing armor is gradually decreased (they can ignore up to 30% at 9th level) which makes them extremely dangerous combatants. Many might see a Wizard or Sorc who can cast spells in armor w/out penalty as being way too powerful, but the balance is there. This class doesn't use the fighter BAB, for one, and their Spellcaster Level bonus is +1 every other level, which limits their access to high level spells.
The Good - D&D has needed a class like this for a LONG time, and it's finally here! A feasable fighter/mage that can hold their own in combat.
The Bad - their Channel Spell ability is severly limited (max 3rd level spells, only those that can affect targets rather than areas) and the exact number of times one can use this ability per day are not 100% clear (states only once per day, but then defies that statement later on as their Channel ability increases but doesn't explain it very well).
The Ugly - the fact that you can use these abilities with ranged weaons as well as melee ones.
True Necromancer - Ok, now this class is almost definitely overpowered, but I don't think it matters much since there's almost no way a DM would let a PC take this prestige class unless it was an evil campaign. The requirements for this baby are stiff (minimum Clr 5/Wiz 5) but the benefits are nasty. Able to create Undead & Greater Undead as a spell-like ability, radiating a constant desecrate effect, maximum Spellcaster Level increase (+1 per pclass level) combined with the fact that, if you cast a Necromancy or Death Domain spell, ALL of your levels stack. The Energy Drain touch ability at 10th level is just icing on the cake.
The Good - This pclass does a good job of showing you how nasty someone totally devoted to the Necromantic arts can be, but as I said before, I'm thinking that this bad boy will labeled as "NPC's Only" by most DM's.
The Bad - the fact that you must be a 10th level character before taking this pclass is a bit extreme, but considering the power boost you get, it may be warrented.
The Ugly - If your adventuring party ever has to deal with one of these guys as an enemy.
Wayfarer Guide - Whew! Last prestige class to review. Fortunately, there's not much to say. The Wayfarer Guide pclass has only 3 levels, and the basic function seems to increase the effeciency and effectiveness of your spellcasters Teleport spells. The abilities let you teleport more, with greater accuracy and gives you a bonus 5th level spell slot for an extra Teleport spell. Nothing really fancy, and in some ways I consider this pclass to be a waste of space. I don't see too many wizards or Sorcs giving up 1 level of spellcasting power (only 2 of the 3 levels gives a +1 to spellcaster level) just for the sake of a more effective teleport spell (especially with the new Mass Teleport spell introduced in this book).
The Good - the fact that they didn't try to make this into a full 10 level pclass.
The Bad - it seems to be a little too gimicky, and not terribly usefull ovall. I don't see this as being an overused pclass.
The Ugly - Rolling a 100 on the Teleport check while trying to get to an area that is considered "Seen Casually."
Chapter 4 - Tools of the Trade, is basically a list of new items (magical and mundane) that your aspiring wizard or sorc might look into purchasing in the future. Of the mundane stuff, it includes the prices for an Arcane Library, which is nice, and introduces new Special Items like Disappearing Ink, Healing Salve and Suregrip among others. Suprisingly, I found the magical items section to be a little on the drab side. The coolest items were the Metamagic Feat Rods, which let you apply the appropriate Metamagic Feat to your spells up to 3 times per day without the +X slots higher requirement. The rods come in 3 versions; Lesser (affects 0-3rd level spells), Normal (0-6th) and Greater (0-9th). Needless to say, I can already see Greater Maximization, Quickening and Chaining Rods becoming insanely popular amongst your players. Sadly, the Sorcerer must still use a Full Round action to cast a Metamagicked Spell, even with the Rods. Other magical items include a Belt of Many Pockets (nifty), the various School Staffs (eh. Boring), and information on building & constructing Golems (Cool!).
Chapter 5 - Magic. Ok, other than the Prestige Class section, this chapter is definitley my favorite. The chapter starts out by giving descriptions of "Weaponlike Spells" and finally explains the concept of applying Critical Hits to spells, and Sneak Attacks with spells. Following this is a list of things you can do with the Prestidigitation spell and a discussion on Casting Times and Sorcerers using Metamagic Feats. It breifly touches on New Spell creation, but that area is lacking (still no concrete rules/guidelines). And then, finally, we get to the spells themselves. Ahhhh. I was very pleased overall with the New Spells section, especially since they managed to convert many of my personal favorites to 3e. Absorbtion, Otilukes Dispelling Screen, Mordenkainen's Private Sanctum and Chain Contingency make a comeback, though Chain Cont. now suffers from the same 6th level spell cap that Contingency does (Gay). The Necromancy school got a major boost in spells (good ones, too), along with what I consider to be the Most Broken Spell In Existence Ever; Hide Life. Remember the spell Lifeproof from the Al-Quadim campaign book? It's back, with a new name! This spell basically makes you immune to death from damage and is effectively permenent. They introduced a few new spells, like Mass Fly & Telepport, a spell that can "heal" damage to constructs and enhance one's familiar. The big addition seems to be the numerous "Orb of [insert energy type here]" spells. I think the writers were trying to come up with a way to break up Chromatic Orb into several spells. The primary function of the orb spells is to deal damage, but each one also has a nifty little side effect if the target fails his saving throw. Tome & Blood also lists the new, officially errata'd version of the Polymorph Other & Self spells; the descriptions given in T&B officially supersede the ones in the PHB. Overall, the Spells section is a definite Winner.
Ok, time for my overall impression. Overall, I thought this book to be the best classbook done by WotC yet. It has only a few minor editing issues and a few clarifications of certain abilities are necessary, but this book is leages better than the Editing Nightmare that was Sword & Fist. There are two main issues that keep this book from being a perfect 5. The main issue is the fact that the Bladesinger prestige class is a terrible dissappointment, and I'm sure that many people who were anticipating this pclass will feel the same. The second issue is that this book seemed a little heavy on the Tome and too light on the Blood. The Sorcerer definitely got the short end on this book, since the only pclass that was really meant for the Sorc is the Dragon Disciple (and MAYBE the Blood Magus. Maybe); very cool but also of limited use to a pure Sorc. It would have been nice if they gave the Sorc some cool pclasses that really enhanced their flavor & uniqueness, rather than simply another kind of Wizard. Oh well.