by Matthew Pook
Mongoose Publishing seems to
be growing in leaps and bounds, becoming
not just a major d20 publisher, but a major British publisher as well.
Their strategy of concentrating on supplements that have
long-term use, rather than the "use and put it back on the shelf"
lifespan of one-shot scenarios seems to be paying off. Thus far, they've built three
lines: the Slayers Guide series breathes life into monsters and
races; the Encyclopaedia Arcana examines various magical aspects and techniques
in the D&D3e game; and all things nautical are explored in the Seas of
Blood series. Now Mongoose adds a fourth line with The Collector's Series, their most
prestigious and ambitious books yet.
The Collector's Series is planned to be a range of sourcebooks that focus
upon particular race or class in Dungeons & Dragons Third Edition. Each
aims to be a comprehensive guide useful to both DM and player alike. However, in
presenting a whole chocolate box to select from, is not intended to allow
characters to be created with more advantages, but rather to provide them with
more options.
The series debuts with The Quintessential Fighter, a
128-page sourcebook that takes this class from first to twentieth
level. This is a nice looking book, with the look of a fake leather cover, and
is liberally illustrated inside. The art ranges in quality, some of it
rather scrappy, some of it rather good, but strangely not all the
artists are given credit on the contents page. Nonetheless, Matthew Sprange's
writing is clear throughout, and the book is rounded out with a decent index.
The Quintessential Fighter is not designed to supplant the material in
either the Player's Handbook or Sword and Fist, WotC's own supplement covering the Fighter class.
Instead, Fighter provides lots of enhancements, allowing players to individualize their
fighter characters. Mongoose feels the Fighter class is often lacking when
compared with all of the options, abilities and powers available to spell casting
classes such as clerics and wizards.
The first of the eleven sections starts at the very beginning of
character creation with the concept. The thirteen concepts discussed look at the
potential background and how they might come to be adventuring. In
addition, each concept provides a bonus and a penalty, providing a
first level character with a little something extra. Thus the brutal
Thug gains +4 on his intimidation rolls, but -4 to all charisma checks;
the Fop can have the feat of Weapon Focus (Rapier) or Finesse (Rapier),
but can only have the Armour Proficiency (Light); and the Noble begins
with more money, but must always buy better quality equipment. Prestige
classes are likewise covered, and run from your expected Swashbuckler
and Berserker to the societal lows of Brawler and the epitome of the
title, the Legend. This last prestige class will no doubt cause more
than one DM to raise an eyebrow, if not both. A Legend gains incredible
abilities and prowess in combat, but at the same time has such high
entry requirements, player characters that take this prestige class
will be rare. If they do, then the Legend should see their favorite
fighter through to twentieth level.
One nice addition to the Prestige classes is the Peasant Hero, which is actually
intended for NPC commoners to take! Roleplaying a commoner who earns enough
experience to become a Peasant Hero could make for an interesting and challenging
game. The commoner NPC class gets attention elsewhere in the book as well, with
new weapons, such as the Carpenter's Axe and the War Rake, as well as an
individual fighting style being included with them in mind.
Tricks of the trade is a short section that covers quite a lot. Topics range from the
advantages of a fighter constructing their own arms and armour, to archers
placing called shots, to duelling and jousting (the latter being useful in
the rules for tournaments later on in the book). Duels are one on one
combats where the duelling skill is as important as your ability to
fight. Each duel is conducted by rolling for initiative and the winner
conducting three passes or actions. These can be as simple as lunging
or stepping forward to crowd their opponent, but should one pass fail,
then both duellists re-roll for initiative and the winner conducts
another three passes. This at least has the quick paced feel of duel
about it and the rules are quite successful in their effort to
differentiate duelling from normal combat.
The new feats in the book can be divided between the general ones that any class
can pick and those only available to the Fighter. Anyone can take
Armour Penetration or Armour Specialities, but only a fighter can
select Rest In Armour or Combat Caster Defence, which enables a Fighter
to negate any bonuses that the spell caster gains from the Combat
Casting feat. Thus they can still attempt to disrupt someone casting
spells at them if they are close enough!
Then we get down to a range of new weapons - both Melee and Ranged.
Certainly the ranged weapons are better illustrated, as the style for
the melee weapons is a little too angular. Tools for maintaining these
weapons are also discussed and illustrated. Every fighter will want a
suit of Dragonscale Armour, which although rare, will give him or her
an armour class bonus of +10! Other new armour includes the silk shirt
- no AC bonus but makes piercing weapon damage easier to heal - and
waxed and treated Bugbear Hide.
Many d20 System books have provided rules for the use of black
powder weapons, and The Quintessential Fighter gives Mongoose
Publishing's take upon them. The book looks at fuse guns,
flintlocks and wheel locks, but make it very clear that black powder
is a dangerous substance. These guns might give incredible advantages
in being able to penetrate armour, but they are both difficult and
dangerous to use.
Once a Fighter has a few feats under his belt and perhaps a Prestige class as
well, what he really needs is a style. Having found a fighting school and a
master that will accept him, a Fighter trains to perfection and hones his
capabilities in the use of a specific set of weapons and armour. This can be the
Orcish double-headed axe of the Bloodsteel style or the heavy armour favoured by
dwarves defending their cities, or the long sword and whip required by Quisane
style found amongst slavers and city guards. Once accepted by a school, a Fighter
is an initiate, who may progress in levels of mastery through the style, learning
more of the school's maneuvers. These each have their requirements in terms of
experience level, statistics and game time, before the next style level can be
acquired. There are styles to match whatever a player might want and Fighters can
learn more than one, though other classes may only learn a single style. That aside,
finding and gaining acceptance to a school could be the subject of an adventure
or two in itself. Strangely, though there are styles for Orcs, Dwarves and
humanoids, there are none here specific to the Elven race (a later book,
perhaps?).
The remainder of the book is devoted to building
strongholds and the Open Mass Combat System (OMCS). First seen in a
cut down version in the Seas of Blood series, this is an abstract
combat system for handling small battles. Simply, units are treated as
characters in d20 terms and thus use the same mechanics as players
would in a normal melee. Rules adding magic and war machines are
included, as well as integrating individual player characters, who can
lead a unit, but roll to attack for themselves and so on.
Finally The Quintessential Fighter contains all of the tables
summarizing the books rules, plus a set of plainly laid out character
sheets specific to the class. I do hope that Mongoose makes these
available to download from their website as photocopying them will
probably break the back cover.
The Quintessential Fighter is a book aimed at giving a greater range of
options to Fighter characters as they progress in levels. Certainly
the new feats and styles are not going to be available to characters
until they have gained a few levels, but they are worth the bonuses
they provide, and help establish the character's unique identity. While the
contents do give the fighter class some advantages, these must be
earned, and serve to bring the class in line with others. The rules for
strongholds and the OMCS take the game to a broader campaign scope over
the individualistic style seen at lower levels. Not only is this a
useful book, it provides good value for the money at 128-pages for $19.95,
even more so when compared to WotC's shorter Sword and Fist sourcebook which covers two
classes. While no book is indispensable, if you want to individualize
and customise your Fighter character, The Quintessential Fighter is the
perfect choice, which bodes well for future releases in The Collector's
Series.