Way of the Staff

JoeGKushner

Adventurer
This review was made possible by Gaming Frontiers

Way of the Staff takes all of the magic based classes, feats and races from Arcana Unearthed and puts them into a separate PDF file. Like Way of the Sword, there's no effort made to incorporate it into the d20 system, as this is a straight pull from Arcana Unearthed, giving the use skills and feats that may not fit into the standard campaign.

It starts with a short story, revealing how the Way of the Staff came to be in focus, mirroring the short story in Way of the Sword, before moving into the races. I was very surprised to see the fey like Faen in this book as they're presented in Way of the Sword. Then I realized, it's the sub-race of Faen that's different as this one presents the Loresong and Way of the Sword presents the Quickling. Still, the metamorphosis of a Faen into a Spryte is reprinted in both books with racial traits and racial levels duplicated.

More impressive is the Mojh, a former human that's become a humanoid dragon. These creatures do not have the strength of those great beasts, but have some of their intelligence with a bonus to that stat. Ironically, they're frail with a -2 to Con. The Mojh can take racial levels that give them more dragon like abilities including the ability to detect magic, breath weapon and hardened scales. It'd be the race Mojh without racial levels with benefits like that.

The final race covered is the Verrik, red skinned humans who are wise and have minor psionic abilities. It's when they take their racial levels that those abilities begin to blossom.

Now for the Classes, we have five choices: Akashic, Greenbond, Magister, Runethan and Witch. The bad news is that the spellcasting classes, everything but the Akashic, rely on the spell system found in Arcana Unearthed or the Grimoire. The other bad news is that there are no conversion notes for a standard d20 game.

The Akashic is the skill-master of the game. With a d6 hit dice, they shouldn't get into combat much, but with their medium attack progression and ability with martial weapons and all standard armors, there's really no reason why a fully armored and armed Akashic couldn't be a formidable opponent in his own right. This becomes even more true if the Akashic is concentrating his special abilities into being more of a threat in melee. Unlike most standard d20 classes, Akashics gain special abilities of that aren't set in stone,almost like bonus feats. Among those powers are actual bonus feats, Sneak Attack, Battle Memory (bonus to attack, damage, and dodge bonus to AC), and other good stuff that makes this class really stand out. A few things refer to spell like abilities from the Grimoire, but on its own, this class is probably the most playable straight out of this book.

I've heard a few of my friends describe the Greenbond as either Druid's done right, or as a D&D version of the Swamp Thing. This class focuses on the Green, a living force that represents life and is opposed to the Dark, another force that, yes, is focused on death and decay. They gain abilities that range from speaking with spirits, to merging with plants. While there is no true cleric or healer in this book, the Greenbond do have some ability to heal which will help any party.

Now the Magister is the core spellcasting class here, the AU version of the Wizard, and is very similar with bonus feats. While lacking a familiar companion, they get a Magister's Staff, the heart of their power. Without this staff, their abilities are weakened and they must forge another to replace it. This is a fairly classic motif, the wizard and his staff and Monte does a good job with it here. Another impressive ability is the Magister's supernatural powers like Aspect of Power-lesser and greater, where the Magister can select an ability to showcase his mastery of magic like floating off the ground or casting a 0 level spell as an innate spell.

The Runethane and Witch cover other aspects of the d20 game not covered in the core rules, but covered in other d20 products. The Runethane specializes in crafting runes while the Witch is a spellcaster with innate abilities, selecting a field from among iron, mind, sea, wind, winter and wood, and then specialize in manifesting the powers in different ways. The Witch is probably the most diverse class here and presents the user many options to specialize their characters from the get go without any PrC enabling a whole party of witches to each be as different as the players want.

The book ends with feats. There is some overlap with Way of the Sword, Flyby Attack, Skill Application, Skill Mastery, Sturdy, and Wealthy to name a few. Good if you only own one file, bad if you own both. Same with the full page picture of a giant performing a ceremony. It's a good picture but I really don't need it in two spots.

The Feats here are based around augmenting spellcasters. For example, Aid Spellcasting is similar to the aid another standard action in that you're helping another person, in this case, giving the spell a +1 DC or a +1 to the Caster Level. Some of the stuff however, refers to outside sources like BattleMage, Blessed Mage, Corrupt Mage, Eldritch Training, Exotic Spells, Hunter Mage, and others, where it refers you directly to Arcana Unerathed so what good is it and why is it in this separate book?

Cry Havok is a 136 page book that as a PDF, goes for $13. Why then, separate the magic based classes from the system that needs them? It's a 51 page product for $8 and the Grimoire is a 93 page book at $11. It'd be a stretch, making it a 144 page book, but there was repeated material from the Way of the Sword in Way of the Staff, so it could be broken down to a 136 page book. To really use this, you either have to own that Grimoire or Arcana Unearthed. So if you bought all three PDFs to get the maximum use out of them, it'll run you $27. Unless you take advantage of the sale, in which case it's a much more reasonable $18 for the PDF bundle.

Because no effort was made to integrate this book into the standard d20 system, the core classes utility is suspicious at best, cutting deeply into it's use. Because it reprints not only a race, and feats and art from Way of the Sword, it's originality and utility are diminished. Because it includes the Akashic here, and Way of the Sword includes the Mage Blade, there is some question to why those classes were placed as they were. An Akashic that concentrates on gaining memories of war or sneak attack can be a formidable warrior in it's own right as opposed to the Mage Blade, which needs the Grimoire to operate at 100% capacity.

Since this is being sold as a separate product more effort should've been made to integrate this into the standard d20 library and that it should stand on its own. If you own the Grimoire or are planning on buying all three, it's a good book but on it's own, it's utility is vastly diminished.
 

log in or register to remove this ad


I’ve not yet read Arcana Unearthed but the PDF trilogy of Way of the Sword, Way of the Staff and Grimoire are there to give poor people like me the core chunks of the book. I read Way of the Sword first (it has the lower publisher number) and although the missing links into the full version of Arcana Unearthed were clear, I could see it would be easily possible to use the PDF as an individual entity. This isn’t the case for Way of the Staff. Way of the Staff has races, the magic using classes and feats but the magic system, different from the core rules, is missing. Buy either the hardback Arcana Unearthed (which seems unlikely if you’re using the PDFs) or the Grimoire. You’re supposed to buy the Grimoire, of course, and by purchasing the combo value pack you’re only paying about 2/3rds of the price of the full book. The combo pack doesn’t give you everything from the full book though.

Way of the Staff is incomplete. Is this wrong? I don’t believe that every d20 product must only one step removed from the core rules. It wouldn’t make sense to demand a Babylon 5 supplement stand independently from the modifications made in the RPG’s main rules. Way of the Staff isn’t a supplement though; it is the RPG’s main rules. If you could use it as a supplement then there wouldn’t be this debate, but you can’t.

If Way of the Staff and Grimoire were one PDF then there wouldn’t be this debate either. Malhavoc have done 110+ page PDFs before and given a bit of trimming, I think it would have been possible and advisable here.

The main call made in any review I cobble together is "does the product achieve what it promises to do?" In this case the answer is clearly No. So the overall rating reflects that. Another reviewer, someone who compares the product to some industry average (determined somehow), is likely to be kinder.

As with Way of the Sword the PDF begins by quickly describing some of the new terms used. Racial levels allow characters to mature into the full benefits of their race. Talents are feats that can only be taken at first level because they represent natural ability and not training. Ceremonial feats are those gained ritually.

There’s a whole whack of feats in Way of the Staff. These are feats from Arcana Unearthed that assist and empower spell casters. There are plenty of them, pages in fact and the summary chart is all the more useful for that. There’s also a slight overlap with a few of the feats in Way of the Sword.

There are three character races in the PDF: Faen, Mojh and Verrik.

I didn’t skim over the Faen since I knew Way of the Sword only detailed two of the three. Just as well I didn’t. The entry here looks very similar, it begins and ends in the same way, but at the right places the description of the Loresong is there as are the racial traits. The evolved Faen, the Spryte, is fully described again.

It’s this overlapping with Way of the Sword that convinced me not to make an exception with my tried and tested ranking system. If the PDFs had been designed to be bought together (as is cheapest) then they shouldn’t overlap at all. They overlap and repeat but need to be used in combination. Badness.

The Mojh are interesting. In the background to the Diamond Throne setting, the one used by Arcana Unearthed, the Giants saved mankind from the evil, half-dragon, dramojh. The mojh re-appeared many years after the dramojh became extinct. The mojh were once humans but, as individuals, they’ve successfully transformed themselves into the dragon-humanoid mojh. The mojh don’t reproduce, they don’t have sex – in both senses of that phrase. These genderless creatures are able to asexually produce a sterile offspring known as a kobold. No fooling; a kobold. Crazy? A little... but I love it. The further Arcana Unearthed pulls away from typical cheese fantasy while retaining a high fantasy setting, the more pleased I am.

The Verrik would look pretty much like mankind if it weren’t for their red skin. The race, as a whole, is known for its wisdom – even if it’s a rather alien wisdom. They’re the type of people who do things for the greater good. I always find that sinister.

There are five classes in the PDF: the Akashic, Greenbond, Magister, Runethane and Witch.

I’m a little confused by the presence of the Akashic. The class is one that teaches mastery of memory. They can tap into an uber-racial memory. It’s a neat idea, another hit for Arcana Unearthed. I’m just not sure why it’s in the Way of the Staff given that the Mage Blade, a magic user, is stuck in Way of the Sword. It would have been better if it had been the other way around.

The Greenbond is what the D&D’s Druid wants to be; a magic using who draws his power from nature itself. The druids had very little to do with that and were often more concerned with looking after the local population. The Greenbond understand The Green, a force that is life itself – lets call it Positive Energy as some people do. There’s The Dark too, it’s not death but something unnatural and wrong – let’s call that Negative Energy. Excellent. This works nicely and the class is bound to be popular.

The Magisters are capable of casting complex spells (go check the Grimoire) where other magic users are not. If you’re looking for a straight up class (if such a class exists in the setting) then it’s the Magister. Way of the Staff does well to ensure there’s a wide range of different flavoured spell casters, different shticks, since this really increases the chances of a player finding a favourite class.

The Runethane, a name steeped in traditional occultism, is a spell caster with a special emphasis on runes. Once again the class is magical enough to be practical and different enough to be noteworthy. The class section for the Runethane is huge. There’s a long list of different rune and their associated powers that comes attached. Lists are finite and so the key in this section is the sidebar note on how to create your own runes. It’s touches like that this that will help to ensure Malhavoc and Monte remain favourites of so many fans.

The final class is more like a combination of classes. There’s no such thing as a mundane witch; there’s the Iron Witch, Mind Witch (who doesn’t use magic, they say, but psionics), Sea Witch, Wind Witch, Winter Witch and Wood Witch. All six draw their power from the magic inherent in themselves and in everything around them but have a particular focus in the area suggested. This magic power, witchery, manifests in different forms; Blade, Fire, Song, Storm and Word.

The classes all look great but with the exception of the Akashic require more work (the Grimoire) before they’re playable. I thought the Way of the Sword offered rules you wanted to use and could use. The Way of the Staff offers rules you want to use but can’t. This isn’t a fatal flaw, it’s more of an annoying flaw (solved with an additional purchase) and the PDF isn’t entirely useless on it’s own.

* This Way of the Staff review was first published at GameWyrd.
 

Remove ads

Top