By Glenn Dean, Staff Reviewer d20 Magazine Rack
Sizing up the Target
Unearthed Adventurers, Volume I is a 90-page PDF from the team at Malladin’s Gate Press: Ben Redmond, Nigel McClelland, and Matthew Sims. A sourcebook introducing two new core classes and a host of new game mechanics, this product is available as a $7.50 download.
First Blood
Unearthed Adventurers I is the first in a line of Malladin’s Gate Products that introduces new core classes. Don’t go looking for much art in this product – this is 91 pages of hard-core, no-holds-barred game mechanics. UA I boasts 2 new core classes, 28 prestige classes, 22 new feats (plus 30 previous OGC feats), 2 new skills, 20 combat styles, 20 new domains, 10 new spells (plus 5 previous OGC spells), 10 deity options, plus new weapons and a treatment of black powder firearms.
Right off the bat I found myself a little confused. The introduction says there are three new classes in Unearthed Adventurers, when in fact there are only two – the cultist and the swordsman. The divine knight must have been cut for space reasons – there just isn’t any more room in this page count for another class given the detailed treatment here.
The two new classes are given and extremely thorough treatment for five chapters each. The first chapter in each class “book” gives the basic treatment of the character class. A chapter that introduces new skills and feats related to the class follows, as well as another chapter dealing with special granted powers. The fourth chapter details prestige classes – both prestige classes designed specifically for the core class, and prestige classes designed for the eleven possible multi-class combinations with the standard core classes. The final chapter in each class book provides some GM specific information that will be useful in including each of the classes in a campaign.
The first new class, the cultist, is an interesting new take on a divine caster. The cultist serves some planar creature or power, and casts divine spell spontaneously as does a sorcerer. One the surface, the cultist appears to be quite weak, with only a d4 hit die, and very slow access to spells (even more so than the sorcerer). However, the real power of the cultist comes from the use of domains and virtues. The cultist has access to three domains appropriate to the power she serves, though domain spell access is staggered somewhat. Real flexibility comes from the cultist’s virtues, which help define not only the cultist’s outlook but also her abilities. Virtues have certain tenets that the cultist must follow, but in return grant certain abilities, many of which are reminiscent of core class abilities. One could create a cultist who values strength and power, for example, who has skill with melee weapons and armor, while another cultist might be a stealthy trickster with some arcane spell ability and the ability to sneak attack. The virtue mechanics provides tremendous flexibility in building interesting characters and organizations.
Along with the cultist come a host of new feats, domains, and spells. Most of the feats are skill or virtue related; the spells cover a wide range of uses. Most balance quite readily with existing mechanics – I only found the Ageing spell to be somewhat odd, as age effects have been generally eliminated from 3E. The prestige classes also provide a wide variety of options for either the specialist cultist or a multi-class. Frankly, the cultist has no reason not to take a prestige class once she has a few virtues under her belt – spellcasting prestige classes sacrifice virtually nothing for some rather nice gains. I particularly enjoyed the Holy Avenger and Reaper prestige classes, which are ranger-cultist and rogue-cultist prestige classes respectively. The GM section details a number of outsiders, dragons, elementals, and other planar powers that a cultist might serve in the campaign.
The second new class is the swordsman. The class is poorly named, as the swordsman is a highly trained specialist combatant who might study a range of fighting styles, not just swordplay – perhaps “Soldier” or “Armsman” is a better choice, though no one label would particularly do the swordsman justice, as he’s more of a fighting Renaissance man. On first glance the swordsman appears to be a poor second to the standard fighter – a few more skill points, a different primary save, but a d8 hit die, slower BAB progression, and no bonus feats.
That assessment would be wrong. The swordsman is in fact quite a powerful class within his specialty. The swordsman has access to a “Fighting Techniques” skill, which when the swordsman is set in his fighting stance with the appropriate weapon, gives him access to a number of virtual feats depending upon his skill level in that fighting technique. The fighting technique also grants the swordsman access to special attack and defense moves that are performed as skill checks (DC range of 20-40). The swordsman receives an attack bonus with his primary weapon as well, so with that weapon, in his stance, he has the same attack bonus, and a similar number of combat feats, as a fighter of the same level.
The skill-for-feat mechanic is a very unusual one. While it allows for a very specialized character, I’m not convinced that it is preferable to the strict use of feats – more on that later. The swordsman feat chapter includes an incredibly wide range of combat feats that can be used as general feats, or are designed for use with fighting styles. A couple of the general feats are slightly worrisome (like those that allow ranged weapon use immune from attacks of opportunity, or add the character’s Dexterity modifier to ranged weapon damage), but most are reasonable. The stance specific feats, on the other hand, can turn the swordsman into quite the damage machine, providing additional damage bonuses to the primary weapon that stack with feats like weapon specialization (to which certain fighting techniques provide access).
The Powers chapter describes the swordsman’s 20 fighting techniques. Unearthed Adventurers provides a range of combat styles to fit virtually any type of fighter – mounted combat, ranged combat, the two-weapon or double-weapon fighter, the mobility fighter, a variety of unarmed and oriental combat styles, and so on. Each technique has certain weapon and armor requirements, and the virtual feats are granted in a specific progression. Each technique provides a total of nine virtual feats based on skill rank. A swordsman can get three feats by second level by maxing out his specific fighting technique skill; thereafter the rate of virtual feat acquisition slows to every third level. Each fighting technique has five special maneuvers, most of which are quite exciting, theatric fighting moves, though the one that allows a 10’ move to be treated as a 5’ step gives me chills.
Prestige classes again run the gamut, incorporating fighting stance and technique requirements appropriate to the swordsman. A few have balance issues, but after the dramatic changes the cultist and swordsman provide I was rather underwhelmed by the swordsman prestige classes. The gunpowder weapon rules provided in the GM section, however, provide some nice flavor. Though I take issue with the short reload times presented (a move-equivalent for a pistol; full round action for a musket), the armor penetration rules and misfire procedures seem spot-on. I also particularly like the bayoneting and butt-stroking tactics for use by musketeers.
Critical Hits
Malladin’s Gate Press has succeeded in providing what many games have been looking for since the release of the d20 rules set – extremely flexible, configurable character classes. As different as core characters can be with their combinations of feats and skills, cultists and swordsmen have significantly more varied and interesting options. The virtue and skill-for-feat mechanics show potential to be adaptable for a classless system, which many gamers will find very exciting. GMs will appreciate the possibilities for interesting NPCs and organizations that these classes will provide.
The character coverage shows remarkable depth as well, with over 40 pages dedicated to each class, all of which are chock-full of crunchy game mechanics. If you like new mechanics, and want a thorough set of options for your character classes, you’ll love this product.
Critical Misses
As original as the ideas behind the cultist and swordsman are, and despite the incredible number of flavors these characters could come in, the classes still come across a bit dry. Perhaps it is the limited interior art, or the high density of mechanics, but I felt this product lacked some of the character that Malladin’s Gate provided in their Academy Handbook, with its unique setting that provided a backdrop for the game mechanics. I’d like to see them expand the GM’s section a bit in future Unearthed Adventurer products, and perhaps provide a couple of sample NPCs, or a cult organization, to demonstrate what sort of exciting things can be done with their ideas. There are a couple of editing gaffes, too, on the order of that mentioned earlier in the review – one of the virtues pages is somewhat scrambled, although the information is all present.
The major fault I find with Unearthed Adventurers, however, lies in the area of game balance. The cultist has some potentially unhealthy synergies, but these are by and large balanced by drawbacks built into the virtues. The swordsman, however, needs some drastic rebalancing. The skill-based special maneuvers for each fighting style are fine, but the feat-acquisition by skill point mechanic is not. These virtual feats bypass all other prerequisites except the skill point requirement. Swordsmen are not restricted to a single fighting technique, which means that one character can potentially be as good as a sword-specialized fighter while using a sword, and by switching to a bow, equally as good as the specialized archer. The swordsman gains access to these virtual feats at a faster rate than the fighter until 8th level, with his only major drawbacks being the lower hit die and stance restrictions (primary weapon, move-equivalent to enter stance, etc).
Consider, for example, a second level swordsman of average intelligence, who chooses to max out his skill ranks in three fighting techniques: Cuthalion, Rentagne, and Vinici. This character could use his longbow (gaining the virtual feats Point Blank Shot, Weapon Focus: Longbow, and Precise Shot), switch to the rapier (gaining Weapon Finesse: Rapier, Dodge, and Improved Disarm), and finally draw a Main Gauche in the off-hand (then accessing Weapon Finesse: Rapier, Two-Weapon Fighting, and Off-Hand Parry). The character is the equivalent of a specialized archer, mobility fighter, and two-weapon fighter at the expense of 2 hit points, a requirement to be in no armor, some mobility requirements, and the time it takes to switch stances. I would recommend that a GM consider restricting the number of fighting techniques a character takes, or make in-game training of them a challenging requirement, if this mechanic is to be used in the game.
Coup de Grace
Questionably balanced mechanics mar what is otherwise a very original and highly detailed work, that Malladin’s Gate has had the good grace to provide at 100% Open Content. Players will find the tremendous number of new and varied game mechanics a great value, while GMs can find some clever ways to further customize their game with very versatile characters, provided they keep an eye on their game balance. If you are a fan of crunchy game mechanics, even discounting those that this reviewer finds dubious, you will find that this product has one of the highest mechanic-to-dollar ratios on the market.
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