Warriors

JoeGKushner

Adventurer
Warriors provides the GM with everything he needs to make the Warrior NPC core class stand out as a viable and useful profession whose skills and abilities can be quickly customized to form units of marines and light ground troops to masters of longbows and siege weapons.

The book starts off with a wide variety of easy to access Prestige Classes. When I say easy, I mean like 2nd level easy. The reasoning is that many of these are meant to fill specific niches in the warrior community, they're specialized to do certain things. This varies from being a Watchman or a Sheriff, to using the latest technology like the Mechanist Infantry or Combat Engineers. One of the most useful aspects of this section is the wide amount of background information that comes with each PrC. For example, under Executioner, we get a few examples like Severian from Gene Wolfe's Shadow of the Torturer. Other examples are the dueling schools of the gladiators or the different weapons used in various dueling traditions for this book's Dueling Master PrC.

The meat of the book though isn't the numerous PrCs, but rather, the Warrior Subtype. By spending a feat, the warrior can take on a different aspect that allows a much higher level of customization. One of the traditional army formations is lots of pikemen and that's one of the subtypes so the user spends the feat and gets an armor class bonus as if using a shield when fighting in formation. Not a great deal, but gives them a different feel than other warriors. How about the guard subtype who gets listen and spot as class skills? With GM approval and a good dose of common sense, these subtypes can be added to standard characters as well.

Are the rules prone to abuse? Well, they can be, but the authors have tried to cut that down. For instance, some of the subtypes allow you to swap out your innate feats like martial weapon proficiency. The good news is that you can't do such a swap unless you've got the whole range so a rogue can't swap out his few martial weapons for general feats.

The benefit of these subtypes folds back into the PrCs as you can have a subtype of a Woodsman who gets Forester as a class skill and can substituted Shield and Heavy Armor proficiency for weapon focus or skill focus, go into the forester PrC.

Because of all the subtypes and PrCs, there are whole new slews of skills that need some definition and the skill chapter provides a ton of new craft, knowledge, profession and specialized skills with lots of DC examples and a good definition of the skill. For example, while I know about customizing armor, I didn't know it was called Koftgari.

The feats are aimed squarely at augmenting the PrCs and subtypes here with goods for Aerial Beastmasters and using the specialized equipment, Mechanist Armor, to using Siege Weapons. A good but short section with a narrow focus on the fighting arts.

The equipment is similarly narrow with new arms and armor, new medical elixirs and siege engines, new technological advancements like balloons and blimps, as well as gunpowder and other goods. The section is small and we've seen some of these different types of weapons before, but it presents some new options like the Mechanist Armor, Dhenuka (hide or horn armor from rhinos), as well as rocket guns and war elephants.
Spells included here include a new type, Battle Rune. These spells required previously crafted paint and animal fat in addition to other elements and have a good duration, doing different little things like Hardbone, granting a +2 to Fortitude Saves or Surehand, granting a +2 to Dexterity. I'd probably let the half hour a level duration stay as most are less powerful than spells in 3.5 and require more up front work.

The numerous appendices provide different elements to augment the campaign. We've got a section on Magic Items, Monsters, Sample Characters, Chariot Warfare, Elephant Warfare, and Heraldry. Each one has some good stuff in it and I was surprised at the sheer amount of material the book was able to jam into it's contents.

The Magic Items really provide some different things that I'm sued to. How about the Skull Wagon, a battle wagon that looks like it came straight out of Warhammer with goblins being pulled by worgs or giant lizards? This chariot theme is repeated with Dwarven Firewagons and Elven Chariots, providing a game with the potential for a much bigger scale than common brawls.

More standard magic items are included like the fearsome Gauntlet of Blood that drinks the users blood but gains an enhancement bonus depending on the damage done or the Scythe of Beheading, a weapon specialized in killing through the coup de grace action.

The Heraldry isn't in depth or anything, but provides several samples as well as common devices for dwarves, elves, goblins, halflings and orcs, as well as ideas on what the different people in the family would use. For instance, a son or daughter would have a different symbol than the father, and brothers might have different placement of devices depending on their birth order.

The book needs a few things to rise above it's small press origins. The first is better art. While the art in here is better than the first book, Experts, it's quality varies too much from piece to piece. Keep up the effort, it's paying off. The second is that with the subtypes and perhaps the PrCs, too much information is repeated. What are the real difference between some of the subtypes outside of their weapons? Is there a massive difference between the archer with the longbow and the shortbow in game effects? Outside of the weapon, not really.

With the PrCs, since almost all of them had the same base attack progression and saving throws, perhaps a master table could've been placed up front? Lastly, on the 3.5 issue, perhaps the company should've just went 3.0 as many times the whole 3.5 efforts of third party publishers hasn't been where it needs to in terms of NPC's, skill points, feats and other items. At this early point in the game, being 3.0 probably wouldn't have hurt them and may have even helped.

With the amount of material they jam into these books, I'm hoping that we'll see the one on Adepts next.

Warriors does a lot for the GM in terms of making his NPCs more viable and interesting. It provides a lot of options that may surprise players and shake their assumptions about the campaign world up. It allows a GM who wants a little more of the machine into his campaign without going all the way. Warriors will provide the GM with ideas and the game mechanics to back 'em up.
 

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Skirmisher Publishing attended the July 24-27 Gen Con fantasy convention in Indianapolis, where it released the second book in the "NPCs" series that it innaugurated with its extremely popular Experts.

Warriors is a comprehensive D20 sourcebook for fantasy role-playing games that expands upon the description of the Warrior class in the 3rd Edition DMG. It is an invaluable resource both for dungeon masters who want to expand the variety and realism of combat encounters and and for players who want to enhance the military and combat capabilities of their characters.

Warriors is a comprehensive D20 sourcebook for fantasy role-playing games that expands upon the description of the Warrior class in the 3rd Edition DMG. It is an invaluable resource both for dungeon masters who want to expand the variety and realism of combat encounters and martial non-player characters and for players who want to enhance the military and combat capabilities of their characters.

Features include:

* Sixteen military prestige classes, including the Aerial Cavalryman, Charioteer, Combat Engineer, Executioner, Marine, Mechanist Infantry, Mountaineer, and Sheriff.

* More than 30 military subtypes, including archers, artillerists, beast handlers, cavalrymen, infantrymen, medics, pathfinders, peasant levies, provosts, and templars.

* Nine non-military subtypes, including bandits, barkeeps, thugs, and traders.

* Two dozen skills, including Craft (Airship-Making), Knowledge (Beast Lore), Operate Device, Profession (Bartender), and Signaling.

* Nearly a score of feats, including eight devoted to aerial warfare.

* New weapons, armor, and equipment, including weapon accessories, elephant gear, siege engines, balloons and blimps, and guidelines for incorporating high-technology weapons into a fantasy campaign.

* Sixteen new spells, including Battle Runes and spells specially designed for use by members of the Zealot prestige class.

* More than 80 new magic items and five new weapon special abilities.

* Three new combat-oriented monsters.

* Two dozen detailed, ready-to-use NPCs.

* Rules for incorporating chariots into combat.

* Rules for using large beasts like elephants in warfare.

* Guidelines on historical and non-human heraldry.
 

Warriors is one of those d20 references that's actually a reference.
Written by veterans who know their stuff, it's obvious that there's a
strong historical context winding its way through the information
provided throughout. And of course, that information is about
everybody's favorite NPC class, the warrior.

Okay, so warriors aren't everybody's favorite NPC class. In fact,
they're usually glossed over as crappy fighters. Their role has never
clearly been defined -- the DMG's explanation of the warrior class
leaves them open to interpretation. Warriors aims to change that.

The artwork in the book varies greatly, from obvious black and white
clipart to extremely cartoony (the executioner on p. 21 being the most
egregious example).

The book begins with an Introduction to warriors in general and a
reference to a new innovation, the subtype. The subtype idea is a
means of defining an NPC without making them overly powerful. They are
not like the old 2nd Edition kits (thank goodness!) but they do help
delineate the skills and feats of say, a longbowman vs. a shortbowman.
Warriors also claims to have reprinted previously published material
from the Experts book. However, there are numerous (and after the
first few times, annoying) references to go read the Experts book for
more information. Warriors also mentions that it's meant to be 3.5
compatible, but that the conversion might not be perfect (it isn't).
It rounds out the introduction with a description of medieval armies
that helps set the sometimes gritty tone of the book. Unlike the
Experts book, Warriors is largely open game content.

The prestige classes chapter details a wide variety, including Aerial
Cavalryman, Beast Rider, Charioteer, Combat Engineer, Dueling Master,
Executioner, Forester, Gladiator, Marine, Mechanist Infantry, Militia
Leader, Mountaineer, Nomadic Cavalryman, Sheriff, Watchman, and
Zealot. Warriors is strongest when it hews closely to the historical
archetypes of warriors and is weaker when it ranges into the fantasy
genre. Each prestige class is accompanied by an example of the class,
helpful to DMs and players alike who know what prestige class they
want but wouldn't recognize it by name. Below are a few examples:

Beast Driver: The Beast Driver prestige class is interesting
because it specializes in large, heavy mounts. Any prestige class
that gives its riders the ability to inflict a coup de grace on its
own mount is okay in my book. One of the appendices in the back
later extrapolates on the dangers of rampaging elephants and why
such an untimely demise for a mount was preferable.

Combat Engineer: The Combat Engineer can gain mastery of
stone, earth, or wood, which gives him a bonus to related skill
checks. He also gets bonuses with explosives.

Dueling Master: The Dueling Master seems out of place in
this book. By definition, someone who is an expert at killing
someone else is probably a Fighter. The abilities are what one
might expect -- and of course, this class resembles the original,
incredibly overpowered duelist from Dragon magazine an eon ago.

Executioner: The Executioner class gets appropriate
abilities dedicated to finishing victims off. He also receives an
herbal draught ability that seems out of place. It's likely the
herbal draught ability is due to the archetype of Dr. Jest, chief
inquisitor in Elric of Melnibone (listed as inspiration). Still, it
doesn't quite mesh with the rest of the class, which is dedicated
to killing people.

Forester: A ranger without the spells. An appropriate
prestige class for warriors.

Gladiator: This prestige class exhibits the traits that
makes the Warriors book so good - it details the different combat
styles, including Roman styles (laquearius, retiarius, samnite, and
thracian), Indian styles (banait, bankuli, lakrait, pahluwan, and
yak-hat'h) and even non-human styles. There's more detail and
respect given to the gladiator than has been published in entire
books dedicated to them. Bravo!

Mechanist Infantry: A combination of an grenadier and a
fantasy tinker, this prestige class doesn't do either very well.

Sheriff: An excellent urban ranger type, this is the rare
prestige class that makes it cool to adventure in a city. It has
everything from the Track feat to the ability to sense lies, to a
home territory.

Watchman: Like the Sentinel (also from Dragon magazine),
this class is similar to the Sentinel guild on RetroMUD. Well done with appropriate
people-specific abilities.

Zealot: The zealot is strangely out of place in this book.
It gets the chosen enemy ability of rangers, the damage reduction
ability of barbarians, spell-casting and the ability to use
clerical magic items. In short, it's a little too powerful for my
tastes and seems to be inappropriate for the relatively generic
nature of warriors.

The next chapter details warrior subtypes. Subtypes are sort of a poor
man's occupations from d20 Modern. In fact, they are quite similar, if
a bit more detailed, than occupations. I like the idea -- it helps
round out the warrior class and provide alternatives without requiring
the levels of a prestige class. Thus, there are longbow subtypes,
artillerist subtypes, etc. Each subtype gets a special benefit,
usually a class skill -- just like d20 Modern occupations. Unlike the
occupations, each subtype comes with suggested equipment and feats it
can substitute. The subtypes also include non-military versions, like
the bandit and barkeep. Incidentally, this book's subtypes is an
excellent complement to Mercenaries:
Born of Blood
.

The skill chapter goes into exquisite detail about everything from
Craft (artifice) to the rune-carving Craft (Koftgari). Warriors keeps
the new skills to a minimum, offering Operate Device, Signaling,
Smell, Taste, and Torture. Duh -- why didn't anyone else think of the
Smell and Taste skills when we have Listen and Spot? One of the best
chapters in the book.

The feats chapter details relatively bland feats, including a bunch of
aerial combat feats and some feats specific to prestige
classes/subtypes.

The equipment chapter is a study in contrasts: fantasy equipment is
mixed in with exotic weapons and armor from other cultures. Thus we
have the chakram, khandar, and pata mixed in with the assault
mechanist armor (in essence, power armor). This is one of those
situations where the book overextends itself a bit -- armor of this
type is best left to books like D20 Mecha (where is D20 Mecha,
anyway?). It also includes rules on making high technology weapons and
transportation, including balloons and dirigibles. It even explains
how gunpowder is made.

The spells chapter is primarily dominated by battle runes, which are
used by zealots. These battle runes are not remarkable -- they're just
a variant of material components. Some of the spells have a
middle-Eastern feel to them (like eye of Shiva and searing sands). The
spell, transformation of Jebus, seems like a juiced up version of
Tenser's transformation

The magic items chapter ranges all over the place, from (armor, claw,
boots, cloak, etc.) of the beast to more exotic items like the bow of
Rama, dwarven firewagon, table of Ezekiel and thunderbolt of
Hirtadhvaj. Someone did their homework.

The monsters appendix is unexceptional. It has three monsters in
total, the primary focus being the Narasinhai. They're a
anthropomorphic lion race. We've seen it before.

The third appendix details sample characters, useful for dropping NPCs
that use the Warriors rules right into the game. A sorely needed
attribute that takes a LOT of work to create -- I speak from personal
experience.

The last three appendices are excellent. They detail chariot warfare,
elephant warfare and heraldry. Each appendix is short but descriptive
and summarizes all the information you need to know in a succinct
fashion.

While the text and artwork may be at times uneven, Warriors achieves
its goal -- it fleshes out the warrior NPC class with enough ideas
that it can easily be applied to PCs. It works best when applied as a
straight historical interpretation of the D20 system and is less
effective when it veers off into fantasy elements that are obviously
favorites of the authors. Warriors is an excellent sourcebook that
provides breadth and depth to a long-ignored NPC class.
 

Warriors: A Comprehensive D20 Sourcebook for Fantasy Role-Playing Games
Skirmisher Publishing
ISBN 0-9722511-1-1
128 pages (5 pages title/copyright/TOC/OGL, 1 page ad)
$19.95

This is not a playtest review.

Disclaimer: I was lucky enough to get to provide feedback for this book, and my name is listed under Acknowledgements on page 4. I believe that I can still provide an unbiased review, so I'm going to review the book anyway. Feel free to take what I say with a grain of salt.

Warriors focuses on the warrior NPC class from the DMG. The cover is a vast improvement over Experts. The layout is good, although border art & page headings make for wide top and bottom margins. The interior art ranges from poor to very good. Something weird happened to the picture on page 45, because it's barely visible.

Introduction. (4 pages) This section gives a brief introduction to the subtype feat detailed in Chapter 2 as well as a brief overview of medieval armies and some design notes. It points out that there is some material reprinted from Experts, but that this book is 16 pages longer than that book for the same price so that owners of [U}Experts[/U] wont "feel shortchanged." That's a noble consideration. It also points out that they attempted to convert this book to 3.5 rules, but since this was scheduled to be published before the release of the 3.5 rules, the conversion may not be perfect (it's not). They are welcoming questions, however (contact information is on page 2). [4]

Chapter 1: Prestige Classes. (34 pages) As always, I don't pay much attention to prestige classes. The only thing that I'd like to point out is that many of these classes are really easy to qualify for (a 1st level warrior could qualify for many of them). To me, this makes them a little less, well, prestigious. Perhaps with a different name (something like "Warrior Specialist Class," only cooler sounding), would be more appropriate (following FFG's example "Legendary Classes"). [no grade]

Chapter 2: Warrior Subtypes. (15 pages) The heart of the book, and a really cool concept. Basically, a subtype is a feat that provides for warrior specialization through benefits and/or substitutions. For example, Light Cavalryman grants the same benefits as Mounted Combat and allows the Heavy Armor Proficiency to be traded for Skill Focus (Ride). Each subtype also has a section describing the equipment typically used by the subtype, as well as what sort of tactics or other feats/skills that subtype would employ. Subtypes can be applied to any class, so they are useful to more than just the warrior class. This section is fantastic. I wish I'd thought of it. (I wish they'd thought of it before writing Experts, too.) [5]

Chapter 3: Skills. (12 pages) Some of these are reprinted from Experts (the free 16 pages more than compensate for this), but there are some new Craft/Knowledge/Profession skills, as well as Operate Device (for technological devices) and Signaling. The various non-human races are given racial bonuses to many of these skill. While I wont use that part, overall this is a pretty good chapter. [4]

Chapter 4: Feats. (3 pages) Most of these are aerial combat feats primarily for the Aerial Cavalryman prestige class introduced in Chapter 1. The others are mostly combat-oriented, but none of them are designated as being Fighter bonus feats. Most seem well-balanced and useful, although I think that Great Faith is a bit too strong (essentially the FR Spellcasting Prodigy feat, except it is only for divine casters, it can be taken multiple times, and it stacks with itself). [4]

Chapter 5: Equipment. (11 pages) This section contains exotic weapons and armors, usually with some historical information. Some technological equipment is here, too, namely archaic rocket launchers, mechanist armor, hot-air balloons, and blimps, as well as miscellaneous things like non-magical potions and elephant barding. [3]

Chapter 6: Spells. (6 pages) Unfortunately, this section has a lot of problems. While cool in concept, many of the battle runes series of spells give unnamed bonuses (and for those using 3.5, these were obviously balanced against 3.0 spells). Many of the spells were very overpowered for their level (like sacred garment (Clr 2), for example, which is essentially 3.0 stoneskin--it grants DR 10/+(1 + 1 per 5 levels)--only with no limits to the amount of damage it can block on no costly material component. The two real gems in this chapter are slow burn (Clr/Drd/Rgr/Sor/Wiz 1), which basically makes a campfire last 24 hours, and arms of the hekatoncheires (Clr/Sor/Wiz 4), which causes the caster to grow extra arms. Other than those two, none of these spells will make it into my game unmodified, and many wont make it at all. [2]

Appendix 1: Magic Items (18 pages) Various and sundry magical items. I liked the armor of protection from ingestion, which doesn't keep there wearer from being swallowed, but does keep him alive while giving the swallower a bad case of indigestion. I'll note that pricing seems to follow 3.0 conventions (most notably for skill enhancers). [3]

Appendix 2: Monsters (4 pages) This section contains the dire mole, the Theran war elephant, and a feline humanoid race. Each has a 3.0 MM-style write-up and a good illustrations. [3]

Appendix 3: Sample Characters (8 pages) Lots of sample characters, ranging from CR 1 to CR 20. Various race and class combinations are used, and a brief description is given along with a stat block for each one. This isn't something I'm likely to use, but I'm sure some people will like to see the examples. [3]

Appendix 4-5: Chariot and Elephant Warfare (2 pages each) Historical notes and brief rules about, well, chariot and elephant warfare. The elephant section could be applied to nearly any huge mount. [3]

Appendix 6: Heraldry (2 pages) Brief historical notes and suggestions on how heraldry might be used in a fantasy setting. [3]

Appendix 7: OGL (1 page) They got section 15 right this time. Oh, and I should mention that most of this book is OGC, too. A good move.

Conclusion. I really think that the subtype idea was a great one. That's where this book really shines, and where most of the value of this book can be found. Nearly everything else in the book just supports those subtypes, and for the most part that support is well-done, too. That said, the spells could definitely use some reworking, and the 3.5 conversion was dodgy enough that they probably should have just released it as 3.0 (other publishers were releasing their last 3.0 books at the same time, so no big deal). All in all, this book rates a bit more than a 4, but quite not high enough to round to 5.

The bottom line: Warriors is a great resource for customizing the fighting classes. It's even better than Experts. I can't wait to see what Skirmisher puts out next.
 

"Warriors" by Skirmisher Publishing takes a deeper look into the military and combat capabilities for martial characters. There are 16 prestige classes, 31 military subtypes, and 9 non-military subtypes.

The introduction of subtypes is the innovation of this product. Each subtype can be taken as a feat and plugged into an existing character class. The subtypes give greater specialization to your class by allowing substitutions or special bonuses in addition to a key benefit.

For example, the beast rider subtype grants the benefit of reduced penalty while mounted on the back of a rapdily moving beast, the substitution of the feat Shield Proficiency for the feat Weapon Focus instead, and the special bonus of a +1 elevation bonus on melee attacks against unmounted creatures two sizes smaller than their mounts. It is a subtype designed for characters riding large mounts like elephants and dinosaurs.

I really enjoyed reading about each subtype. They offer another avenue besides the generic fighter or warrior for your campaign. The descriptions are brief, but to the point.

"Warriors" also includes new skills, feats, equipment, magic items, and monsters. Most seem balanced and quite useful. There are sample characters and a couple of articles on two different kinds of warfare that are interesting: chariot warfare and elephant warfare. At the very end, a short treatise on heraldry can be found.

The cover image is pretty nice depicting a female warrior blowing a horn on top of a dragon or other reptile-type flying beast. It seems that she is calling for help after the creature has been slain by a knight with a sword.

The interior art is primarily public art and well-selected. However, the commissioned art pieces are really awful. This is probably the worst d20 art that I have seen in a long time. While the combat engineer on page 17 is marginally acceptable, the executioner on page 21 and the forester on page 23 are terrible. There is even more bad art to follow.

Art: F
Overall: B+
 

Warriors

Warriors is a character option sourcebook aimed at enhancing the warrior NPC class in d20 system fantasy games. The book is written by Michael J. Varhola, Paul O. Knorr, and Sharon Daugherty. The book claims to be written to 3.5 standards with some exceptions, but a quick glance reveals many 3.0 conventions are still used (like animal empathy as a class skill.)

A First Look

Warriors is a 128 page perfect-bound softcover book priced at $19.95.

The book cites artists Sharon Daugherty, Bobby Ketros, Phil "Shade" Kightlinger, Lissanne Lake, and Geoff Weber. The cover is adorned with a decent painting of troops in combat with a wyvern-rider. Some of the text on the cover is near unreadable due to being of a similar blue color to the floor in the background.

The interior is black-and-white. Some of the interior art is decent, but most is primitive, lackluster, and/or not of professional quality, with some characters with jarring proportions. Much of the better art is freeware clip art, some of which I recognize from Fast Forward books.

A Deeper Look

Warriors is arranged into 6 chapters and 6 appendices. The chapters are all related to mechanical character options, while the appendices detail other items of concern to warriors such as heraldry and chariot rules.

The first chapter is prestige classes. The prestige classes include Aerial Calvaryman, Beast Driver, Charioteer, Combat Engineer, Dueling Master, Executioner, Forester, Gladiator, Marine, Mechanist Infantry, Militia Leader, Mountaineer, Nomadic Calvaryman, Sheriff, Watchman, and Zealot.

As the emphasis of this book is roles for rank-and-file warriors, most of the prestige classes have fairly simple to get into, with BAB requirements of 1 or 2, and skill ranks requirements of 4. Many have attribute requirements as well. Some follow 3.0 conventions, such as using exclusive skills and using 3.0 skills and skill names.

The classes all have a good deal of background, but many fall short of what I consider to be the basic requirement for justifying a prestige class: can the concept be realized fairly with the existing classes, feats, and skills? In all to many cases, the answer seemed like "yes." Many of the classes seemed like fighters with a tighter selection of feats and skill bonuses or other class abilities dropped in at odd levels. This being the case, it seems like most of these concepts could have been made by taking a fighter with the appropriate feat selections.

The gladiator is probably the most innovative of the new prestige classes. The gladiator comes with a list of "fighting styles" that it can select from. Gladiator combat styles are similar to feats, the character gains attack, damage, and perform roll bonuses when fighting with the weapon and armor specified for the gladiatorial style.

The second chapter, fortunately, seems to address the aims of the book more adroitly. The chapter introduces what it calls warrior subtypes. The subtypes bear some resemblance to the idea of a variant class, though in the text is implies that a feat is required and have prerequisites like a feat.

Each subtype describes how to change the warrior's standard proficiency selection to make it match a specifically trained warrior type better. Some also have specific benefits and advancement requirements. All have a list of standard equipment that they would need to perform as the given type of troops.

Many of the subtypes correspond to historical roles for regular troops like calvarymen, archers, and pikemen. However others correspond to less regular figures, such as thugs, foragers, and traders. A GM could use these to quickly flesh out low level soldiers in a game.

The third chapter covers skills. Many of the entries are new categories in knowledge, craft, and profession skills as well as new uses for existing skills. Some skills introduce steamtech and similarly advanced technologies to the game. Most of the skill descriptions are fairly detailed, and DCs for sample tasks are provided.

In addition to the new skill categories are new base skills, such as signaling, smell, taste, and torture. The first and the last could have easily been tucked under profession, but otherwise do not seem problematic. Smell and taste, while I see the justification, seem a bit too specific for d20 fantasy games to me.

Even if you feel these new skills are justified, the authors commits the cardinal sin of introducing new, non-category skills: they fail to define which existing core classes would have these skills.

The fourth (brief) chapter addresses new skills. There are (naturally for a book on warriors) some combat related skills such as anticipatory shot (a somewhat odd feat that let's you "gain the benefits of surprise) and combat leadership (which allows you to give bonuses to allies once per combat). Some are equipment related (like charioteering and mechanist armor proficiency). Finally, there are specific versions of normal feats like aerial mounted archer. This last one seems the most dubious to me, in that feat usually aren't this specialized.

The equipment chapter is a bit heftier, and contains a variety of items from exotic weapons (like chakrams) and armor (like gladiatorial armor), mechanist (semi-steamtech) items, siege engines, lighter-than-air vehicles, elephants and riding gear, and gunpowder weapons, along with additional rules to use these items.

The spells chapter provides a number of spells, mostly related with physical combat as well. Many of the new spells fall into the category of Battle Runes, which are describes as being most appropriate to primitive spellcasters. These spells all require painting on the beneficiary's body, and provides a number of enhancements to the target (such as save bonuses, AC, attack rolls.)

One spell struck me as a little potent: the third level cleric spell flesh wounds converts all normal damage to subdual damage for a significant period of time. This seems a bit potent defense for a third level spell, and it seems to me could use a reduction in duration or a cap on how much damage can be converted this way (like the psionic power biofeedback.)

The first appendix introduces new magic items. As you might expect, there are several magical weapons (including siege engines). In the same vein as the battle runes, many of the items seem themed after primitive concepts like fur cloaks, clawed gloves, and fetish-like jewelry.

The second appendix contains two creatures. The first is the theran war elephant (which sports a picture of an elephant with blades grafted to each tusk and a third in its trunk.) The war elephant is classified as an animal, but is rather intelligent, able to organize into units and advance by character class. Not a bad concept, but technically flawed as per the rules, animals only have intelligence of 1 or 2.

The second new creature is the Narasinhai. These are lionlike monstrous humanoids with the characteristics typical of lions (e.g., pounce and rake). As is common with these sorts of creations, they are a warlike society.

The third appendix contains a number of sample characters made with the rules in the book. The fourth and fifth have rules for chariots and elephants respectively. The sixth appendix contains a small treatise on heraldry, mostly similar to classical European models, but with some additional ideas for nonhuman heraldry.

Conclusions

Warriors strength is its details warrior variants and equipment. In a low magic or military campaign, the sorts of details these chapters provide allow the DM to simply create troops with a good amount of detail and variety.

As mentioned, I was not impressed by the graphical presentation of the book, and nor was I convinced that some skills and feats and most prestige classes are all that compelling to use in a game.

Overall Grade: C

-Alan D. Kohler
 

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