What say we see if that trick really can be done The sergeants two comrades laughed, and drew swords from battered scabbards. Oh, I would never be able to do that.
The old man chuckled, which only infuriated the mercenary even more. But, to be honest, I did lie about the legendary warrior. He does not wander around looking for challenges.
The bard winked at the mans red face. For some reason, such problems seem to find him on their own. Well, your wonderful swordsman doesnt appear to be here now, grandpa. The sergeants laugh blew rancid breath into the old mans face, as his friends sneered and closed around the storyteller.
You simply cannot keep your mouth shut, can you father? A tired voice interrupted the scene. Glancing around, the mercenaries could see a young woman in her late twenties had entered the plaza. Her hair was cut short in the manner of a man and she was carrying a basket full of sour-baps and cabbage. Shifting her grip on her load, she addressed the swarthy group without a trace of concern.
Now, gentlemen, please be so kind as to unhand my dad. He talks too much, but thats hardly a reason for corporal punishment. More entertainment! The mercenary pushed the storyteller to the ground, and advanced on the slender woman, his cronies flanking him.
She held his gaze steadily. Come on now, lets be reasonable. No one needs to get hurt. The woman carefully placed her basket on a cart, subtly altering her stance. But please The mercenaries gazes roved over her slight, boyish body; the sergeant now unsheathed his weapon to underscore his menacing attitude. Someone always gets hurt when were having fun. The woman shook her head as she unclasped her cloak, gently draping it over the basket, exposing twin short swords strapped to her lower back.
The mercenaries barely seemed to notice peasants were apt to think they could fend off warriors nowadays. Just keep your hands off my baps There were no more words after that; the woman drew her twin swords in a flash, and within an eye-blink two mercenaries were bleeding from their knees.
She rolled sideways, under the sergeants retaliatory slice. She swept one of the cronies off his feet with a circular kick as she blocked his overhead strike with her swords, locking the enemys blade in her own.
She then swiftly spun on one heel, flipping the falchion out of his hands and high into the air. The mercenaries barely registered this before she shot to her feet, head butting the disarmed crony under his chin and sending him sprawling into the dirt, blood pouring from his mouth.
Spinning away from the sergeants second clumsy swipe, she launched both her swords at the other crony. One pommel struck him hard in the groin, the other thunked directly between his eyes. Unsurprisingly, he keeled over. The bewildered sergeant stared at the unarmed woman.
Without appearing to pay any attention to it, she caught the falling falchion in one hand and faced the lone mercenary. She smiled at him, and took a step forwards The mercenary for once listened to the little voice of sanity clamouring in his head, turned tail and ran as fast as he could. Ignoring her unconscious enemies, the swordswoman helped the old storyteller to his feet. I told you not to tell that tale again, dad. And why cant a man be proud of his own daughter?
The player does not have to worry about complicated spell lists, how many times per day he can use an ability, or how his level affects one of his powers. He just collects feats for the fighter, increasing his martial expertise in one or many areas, worrying only about the base attack bonus and how many attacks the fighter gets in a round.
In practice, the fighter can be as complex as any spellcaster, for he, more than any other character class, must pay close attention to the conditions of the battlefield so he can squeeze the smallest advantage and stack the odds in his favour. He seldom gets an ability that works for free; he merely improves his chances on a die roll but is almost never definite due to the element of chance, for one days critical hit can become tomorrows failed Will saving throw.
So, the fighter is all about his tactics and his training; he lives and dies by what he knows to do with his weapons, armour and attack actions. Career paths are a core idea for the Quintessential II series of sourcebooks from Mongoose Publishing and provide a range of templates for each character class and race, that will allow a player to plan his characters advancement following a given concept.
While a career path focuses on the mechanics of advancement by providing a small benefit and disadvantage to the characters abilities, it also serves as a roleplaying aid to guide the characters progress and goals through his adventuring career, shortening the time spent choosing new abilities and powers during level advancement.
Once a career path is chosen by a character, the listed benefits and disadvantages are applied, any roleplaying description modified and adjusted to take into account the template and then the character is ready to follow his chosen path. From this point forth, both the player and the Games Master should be aware of the selected career path and take steps to ensure the character is played accordingly.
It must be stressed that career paths are a roleplaying tool, not simply a method to gain lots of new abilities! Following a Fighters Career Path A character can tread onto a fighters career path at any time he gains a new level. The character must possess at least one level of fighter in order to follow a fighters career path.
In each paths description, the advancement options section describes a number of skills, feats or. The character must possess the following requirements: A skill at the requisite rank from that paths advancement options. Three feats from that paths advancement options. The minimum ability requirement if any for that path. A character may only follow one path at any time. In addition, the path he has chosen must be maintained.
Every time the character advances a level, he must do at least one of the following: Select a new feat from the career paths advancement options only available if his level advancement grants a feat. Increase the ability listed as the minimum ability for that path only available if his level advancement grants an ability increase.
Not an option for paths of prowess. Increase a skill from that paths advancement options. If the character is taking a fighter level, he need only spend 1 point.
If he is taking any other class level, he must spend 2 points, though he may split this among two different path skills if he wishes. For example, a 5th level fighter with Dex 16, Jump 6 ranks, Combat Reflexes, Dodge and Weapon Finesse decides he wants to follow the sabre career path.
As he meets all of that paths requirements, he may start following the path when he next increases his level. When he reaches 6th level as a fighter he must either spend one skill point on Jump, Balance or Tumble, or select one of his two new feats from the sabres options meeting all the normal prerequisites for that feat. He is now a 6th level fighter who follows the sabre path and receives the relevant benefits and disadvantages. In neither case he cannot opt to increase the paths required ability in order to maintain his dedication, though he could do so when attaining 8th level.
Career Paths Note that skills and feats do not change their status regarding the character. Cross-class skills do not become class skills and he must still meet the prerequisites of a feat in the advancement options list before being able to gain it. The career path is more like a road map that restricts the characters freedom of choice in exchange for a benefit and a clearer sense of purpose.
The character immediately gains a benefit upon entering the career path, but also suffers a disadvantage. Some career paths offer several benefits and disadvantages that a character can choose from, representing the different choices present to even the narrowest path. A character may voluntarily abandon a career path and lose both the benefit and disadvantage immediately this normally happens when the character is preparing to switch to a new career path possibly not even a fighter path.
Switching paths is entirely feasible. This mostly involves time at least 6 months minus the characters Intelligence modifier in months minimum 1 month between dropping the old path and gaining the new paths benefits and disadvantages. During this period, the character demonstrates how he is changing his style and philosophy through roleplay.
He must still meet all the pre-requisites for the new career path. If the character gains a level and does not comply with at least one of the career paths advancement options, he is considered to have abandoned the path. He will lose the benefit but also the disadvantage of the chosen path, as he has allowed his top-notch skills to get rusty in favour of training in other areas.
In order to regain the path, he will have to wait until he gains another level, this time complying with the paths advancement requisites, in order to walk the path and gain the benefits once more. Note that a character that has followed multiple career paths and then abandoned his most recent one altogether can only regain the path in this manner for the path he has most recently abandoned.
If the character has already exhausted all the advancement options, he has. Quintessential Fighter II: Advanced Tactics reached the end of that road and is free to pursue other interests, but he only loses the benefit and disadvantage if he wants to.
The paths of fighting talent refer to a characters inherent attributes and how they affect his performance. A character relying on Strength uses different tactics than one who relies on Wisdom. Most fighters are easy to understand as they apply tactics and planning to combat, but the contemplatives methods are harder to grasp.
The contemplative focuses on the forces within himself and becomes a master of his own mind and body, aware of his surroundings and the forces that hide behind them. Contemplatives form the bulk of what many define as martial artist, for their contemplative approach to combat is almost an art in itself.
Adventuring: Contemplatives seek understanding and self-mastery, so they take on adventures in order to provide themselves with benchmarks for their insights and discoveries. They become the voice of reason within a party, balancing the opinions of all their companions into a coherent general strategy.
They also become the partys moral compass and watchdog, for their intuitive nature helps them to detect danger before it has a chance to strike. Roleplaying: While not particularly preachy, contemplatives have a paternal attitude about them that can rub people the wrong way. Regardless of their actual level of skill, contemplatives come across as accomplished experts because of their calm and quiet demeanours, even when they realise they have made a mistake.
Contemplatives develop their intuition rather than their physical aspects or analytical skills. Advancement Options: A character follows the contemplative Career Path by choosing the following advancement options: Minimum Wisdom 13; Spot 5 ranks, Listen 5 ranks, Sense. Benefit: A contemplative can choose from one of three benefits and corresponding disadvantages : Intuitive: The contemplative has an innate ability to sense trouble in the air; at any time he can make a Will saving throw DC On a successful save, the character gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the Games Masters best guess relating to the circumstances.
This talent is usable a number of times per day equal to half the characters fighter level. This benefit corresponds to the Trusting disadvantage. Zen Master: As a full-round action, the contemplative observes the combat situation and attunes himself to its ebbs and flows. The character makes a Wisdom check DC 20 with a bonus equal to half his fighter level.
If the check succeeds, for the rest of the combat the contemplative adds his Wisdom modifier to all attack rolls for the duration of the encounter. He can attune to combat a number of times per day equal to his Wisdom modifier. This benefit corresponds to the Effortless disadvantage. This benefit corresponds to the Altruistic disadvantage. Disadvantage: A contemplative suffers from one of the following disadvantages, depending on the benefit he chose: Trusting: The contemplative relies on his intuition more than is healthy; on a failed Will save when using the Intuitive benefit, the character will get the impression that something wrong is about to happen even if nothing is going on.
If something bad will indeed happen, the character senses it from the wrong source. This disadvantage corresponds to the Intuitive benefit. Effortless: The contemplative puts his entire trust in his awareness of the battlefield, focusing all his attention to the intangible forces he follows rather than on his own responses and reactions; while he is enjoying the Zen Master benefit, he does not add his. This disadvantage corresponds to the Zen Master benefit. This disadvantage corresponds to the Responsive benefit.
Taking his skills to the limit, the dashing sword jumps into combat armed with flair and panache, offering a wit as sharp as his blade that cuts through an enemys composure with well-placed insults, taunts and jibes.
He is also a born leader, gathering around him followers and subordinates and inspiring them to follow him into the mouth of hell itself.
The dashing sword is someone clearly destined to appear in bards songs for years to come, whether by his heroism or his misdeeds, probably without really taking his actual combat skills into account. Adventuring: Dashing swords are very good at hiding the reasons behind their adventuring. It is not that they are compulsive liars but whatever they say sounds awfully convincing. Many dashing swords find themselves thrust into the adventuring life and they adapt to it with style. Where a party lacks the charisma of a bard or sorcerer, the dashing sword is glad to step in to act as the group mouthpiece and inspirational leader.
Roleplaying: Dashing swords are not deceptive on purpose, nor are they loud and tricky; they just act that way. The dashing swords combat style includes a lot of trickery towards his enemies and inspiration for his friends; he is outspoken and easy to get along with, with a certain magnetism that makes him a natural leader that others can trust.
Benefit: A dashing sword can choose from one of three benefits and corresponding disadvantages : Insulting: The dashing sword has the ability to taunt a target through insults and goading.
The character speaks with a barbed tongue as an attack action and makes a Charisma check adding half his fighter level; the target makes an opposed Will saving throw and,. Career Paths if the dashing sword wins, the target is dazed unable to act, can defend normally for 1 round. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the character and must be able to hear and understand him. This benefit corresponds to the Vulnerable Ego disadvantage.
Synergist: The dashing sword has a knack for getting people to work together. The bonus lasts for a number of rounds equal to the characters Charisma modifier. The dashing sword may use this ability a number of times per day equal to his Charisma modifier. This benefit corresponds to the Controller disadvantage.
Leader: The dashing sword can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the character for a full round for the inspiration to take hold, and the character must make a Charisma check DC The effect lasts for a number of rounds equal to his modifier.
The dashing sword cannot inspire himself. The character can inspire a number of allies equal to one-quarter his fighter level, rounded down to a minimum of one ally.
This benefit corresponds to the Devoted disadvantage. Quintessential Fighter II: Advanced Tactics Disadvantage: A dashing suffers from one of the following disadvantages, depending on the benefit he chose: Vulnerable Ego: The dashing sword is not as good at taking the heat he is happy to unleash on others. When he uses the Insulting ability, a target that wins the opposed roll can make a retort of its own as a free action, making a Charisma check of its own that the dashing sword must resist with his own Will saving throw.
If he loses, the dashing sword is dazed unable to act, can defend normally and shocked that his target was able to make a witty retort at all. This disadvantage corresponds to the Insulting benefit. Controller: The dashing sword has a penchant for bossing people around and grows a little insensitive to other peoples needs and requirements; he suffers a -2 penalty on Diplomacy and Sense Motive checks. This disadvantage corresponds to the Synergist benefit. Devoted: The dashing sword devotes so much of his attention to leading his allies that he neglects his own actions.
Not only does he not enjoy the bonuses granted by the Leader benefit, but he actually suffers a -2 penalty to his own saving throws and skill checks whenever the Leader benefit is employed.
This disadvantage corresponds to the Leader benefit. While others prefer to avoid damage, rocks train themselves to withstand it. These tough characters are not afraid of suffering damage or performing arduous tasks that others shrink from. They are not necessarily stronger, but they are durable some say stubborn.
A rock does not care much for fancy tactics or even for ways to strike down their enemies quicker, he is there to be a living wall, giving enemies something to do while his allies manoeuvre around and prepare for their own attacks. Whatever the world can dish out, the rock can take it. Adventuring: Rocks usually fulfil the role of protectors, standing in harms way to keep their charge from being hurt.
They are rugged survivalists that can withstand any weather and environmental condition, often striking out into the wild in the pursuit of their goals. In a party, they often take lead in a formation because they have the best chances of surviving nasty surprises like ambushes or traps, and hold their ground so that others can prepare for combat.
Roleplaying: Rocks come in two general varieties: mindful care-givers who would rather cut off their own arms before letting their friends come to harm, or incredibly stubborn individuals who would rather bleed to death before giving another the satisfaction of watching them fall.
Slow: The character is a hulk of a person and his robustness hinders his movements; his base speed is reduced by 5 feet. This disadvantage corresponds to the Robust benefit. Sabres take a different approach to fighting prowess; rather than concentrating on hitting as hard as they can, they prefer to strike quickly and get the hell out of the way before the opponent has a chance to retaliate. Sabres have a few options open to them: they can move around the battlefield with ease, untouched by their enemies or they can concentrate on defending themselves while rooted to a spot.
What all sabres have in common is that they are quick of hands and body, however they employ their abilities. Benefit: A rock can choose from one of three benefits and corresponding disadvantages : Tough Cookie: The character is capable of shrugging off damage from a given source; he ignores an amount of damage equal to his Constitution modifier from one type bludgeoning, slashing or piercing, players choice.
This benefit corresponds to the Stiff disadvantage. Weathered: The character is a rugged survivalist, used to the rigours of the wilderness. This includes extreme heat and cold, drowning, suffocation and thirst, but not hunger.
This benefit corresponds to the Ravenous disadvantage. Robust: The rock becomes especially robust, gaining a number of hit points equal to his fighter level as soon as he selects this talent.
This benefit corresponds to the Slow disadvantage. Disadvantage: A rock suffers from one of the following disadvantages, depending on the benefit he chose: Stiff: The characters body resists damage naturally, but it sacrifices some mobility; he suffers a -1 dodge penalty to Armour Class.
This disadvantage corresponds to the Tough Cookie benefit. Ravenous: To sustain his high-performance metabolism, the character must consume double the amount of food each day. This disadvantage corresponds to the Weathered benefit. Adventuring: Sabres are not too interested in winning contests of ability or in seeking challenges to improve; they prefer to finish things quickly and with the least effort possible. In a party, sabres are ideal for supporting their friends during combat, capable of lending their aid either by getting to their allies side quickly, or with covering fire.
Out of combat, they are well-equipped to go past obstacles that brute force cannot exceed. Roleplaying: Sabres get a kick out of showing off. Their ability to avoid being hit is quite impressive when they duck and weave around their foes usually offering witty and humiliating banter as they do so , but equally impressive are their outstanding feats of agility.
Quite unlike most adventurers, sabres do not show off when they perform these phenomenal actions; they usually remain remarkably quiet and diffident, as if their exceptional skill is entirely natural. These bonuses stack with the increase granted by having 5 ranks in the Tumble skill. This benefit corresponds to the Weak Attacker disadvantage. Career Paths Elusive: The sabre knows how to present a difficult target even when crowded. When the character designates a foe to receive the benefit of the Dodge feat, that foe is not considered to be flanking him, even when he is.
An elusive fighter can also gain this benefit when he designates one foe when fighting defensively, but he cannot designate different foes if he has the Dodge feat and fights defensively.
This defence negates the designated foes flanking bonus, as well as that of his flanking partner, and also denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the defender has character levels.
This benefit corresponds to the Fragile disadvantage. Quick: The character is fast on his feet, able to move at greater speeds than other members of his race. The characters base speed increases by 10 feet. This benefit corresponds to the Distracted disadvantage. Disadvantage: A sabre suffers from one of the following disadvantages, depending on the benefit he chose: Weak Attacker: The character is so worried about protecting himself that he neglects to improve his attack and overall manoeuvrability.
Whenever he fights defensively, he suffers an additional -1 penalty to attack rolls and -2 penalty to damage rolls; when he engages in full defence, his speed is reduced by half.
This disadvantage corresponds to the Defender benefit. This disadvantage corresponds to the Elusive benefit. Distracted: The character cruises the battlefield so quickly that he fails to notice imminent threats.
This disadvantage corresponds to the Quick benefit. Many people think that armed combat is all about strength and speed, but there are a few who prefer to trust their brains.
Strategists learn a great variety of tricks they study their combat form and devise their own techniques, exploiting their strengths and compensating for their weaknesses. They analyse the battlefield and take the measure of the opposition before they commit to battle. Strategists are a wealth of information concerning many areas that would not seem. Quintessential Fighter II: Advanced Tactics to relate to warfare, yet that they learn to apply to their unique combat style.
Adventuring: Ironically, strategists like to adventure for the same reason as strongmen: to test themselves. Strategists devise new tricks that they cannot wait to put to the test and see how they work in a real fight. The strategist usually takes command of an adventuring party during combat situations, as he is an excellent evaluater and may recognise an enemys weakness before anybody else. Roleplaying: Strategists are curious and like to explore new options. They stand in the middle ground between the rank and file of warriors and the scholarly world of spellcasters, so they can mediate between them or stand aloof, deriding one for their lack of interest in knowledge and the other for their disregard of physical exercise.
Sometimes condescending and often patronising, strategists can also be humble, preferring to show off their brains with clear results in battle. Benefit: A strategist can choose from one of three benefits and corresponding disadvantages :. Analyst: After 1 round of combat, the strategist can designate one opponent and try to figure out his fighting style.
The character uses a move action and makes an Intelligence check DC 15 with a bonus equal to half his fighter level. If the check succeeds, for the rest of the combat the strategist adds his Intelligence modifier to all attack rolls against that opponent as he notices weaknesses in his fighting style.
This benefit corresponds to the Focused disadvantage. Disadvantage: A strategist suffers from one of the following disadvantages, depending on the benefit he chose:. Planner: Prior to a dramatic situation, either combat- or skill-related, the strategist can develop a plan of action to handle the situation.
Using this talent requires preparation; a strategist cant use this talent when surprised or otherwise unprepared for a particular situation. The strategist makes an Intelligence check DC 10 with a bonus equal to half his fighter level. The result of the check provides the character and allies with a circumstance bonus according to the table below.
The character cannot take 10 or 20 when making this check. This benet corresponds to the Stagnant disadvantage. Trickster: The strategist has the ability to temporarily confuse a target through ploys and deception. The character plays his trick as a full-round action and makes an Intelligence check adding half his fighter level; the target makes an opposed Will saving throw and, if the strategist wins, the target is dazed unable to act, but can defend normally for 1 round.
The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the character, and must be able to hear and understand. Focused: As the character concentrates his analytic skills to a single opponent, he neglects to pay attention to other potential dangers; he suffers a -2 penalty to AC against opponents other than the one he gains the Analyst benefit for.
This disadvantage corresponds to the Analyst benefit. Stagnant: The strategist is so used to his plans working that he fails to recognise the value of improvisation; he remains flat-footed for the round in which he performed his first action in combat.
This disadvantage corresponds to the Planner benefit. Overconfident: The strategist is sometimes is too clever for his own good and ends up outsmarting himself. If he loses the opposed Intelligence check against a targets Will save when using the Trickster benefit, he thinks that his trick actually succeeded and loses his Dexterity bonus to Armour Class against the target as he mistakenly acts as if the target was dazed.
This disadvantage corresponds to the Trickster benefit. Strongmen concentrate on developing their brawn rather than any other of their abilities, trusting on the power of their muscle to smash through the opposition. Fighters who do not wish for many complications to their lives choose to become strongmen, as they are only required to swing hard and true, surmounting obstacles that weaker characters are unable to defeat and causing grievous bodily harm to anyone foolish enough to stand against them.
Adventuring: Strongmen are interested in increasing their strength and proving themselves to others and to themselves. They contribute to the power of any adventuring party not only in the areas of combat, but also in sheer physical might. A strongman is particularly useful when the party is trying to get past an obstacle that the character can move or shatter, or that he can help his friends get through.
Roleplaying: While not necessarily dumb, many strongmen come across as oafs that are more interested with their body than in other pursuits. A strongman is always exercising to keep his muscles fit for any. Disadvantage: A strongman suffers from one of the following disadvantages, depending on the benefit he chose:. If he fails he becomes fatigued -2 to Str and Dex, cannot run or charge.
If he succeeds, he becomes fatigued as well, but he recovers after just one hour of rest. This disadvantage corresponds to the Brawny benefit. This benefit corresponds to the Strained disadvantage. Breaker: The character specialises in breaking things. He ignores 2 points of hardness from any object he wants to break with a melee attack. This benefit corresponds to the Clumsy disadvantage.
This benefit corresponds to the Inaccurate disadvantage. Clumsy: The character is not very good at handling things that require precision. He suffers a -2 penalty to Sleight of Hand checks and to ranged attacks with projectile weapons.
This disadvantage corresponds to the Breaker benefit. Inaccurate: The characters brutality in combat has an adverse effect on his accuracy; he suffers a -2 penalty to melee attack rolls. This disadvantage corresponds to the Crusher benefit. It is in large part a book for the erstwhile DM to present the rogue PCs with challenges. The interior is black-and-white.
The margin design art is made to make resemble crinkled edges of sheets of vellum. Ink and pencil artwork decorates the interior and seems to be divided into two categories. Prominent in the first two chapters and sparsely in the rest of the book are crisply drawn action illustrations showing rogue like characters in a variety of situations. The last 3 chapters also include a number of illustrations of the mechanisms described in those chapters, and have a sketchier look.
The font used is rather large for the industry, and the column spacing is rather large as well. Way of the Rogue The first chapter, Way of the Rogue, is where all of the player oriented material is gathered. The first 15 pages or so are largely exposition, and focus primarily on how the traditional pursuit of rogues—thievery—is conducted. Although some of this is useful material for players who wish to model their rogues in the city thief style, DMs will probably get the greatest benefit from discussions of guild design.
The chapter has a number of prestige class options, primarily intended for members of the rogue character class. The prestige classes included are the discreet companion, the guildmaster, the roofrunner, and the trapmaster. The discreet companion struck me as a little odd at first, since I consider prostitution in a fantasy setting best handled by the NPC classes. However, upon closer examination I was please to see that the discreet companion is not made to represent a mere prostitute, but a member of a ring of well placed and talented information brokers.
In addition to the prestige classes, it introduces a new NPC class in the same vein as those that appear in the 3e DMG: The thug is meant to portray the less talented counterparts of rogues in the same way that warriors are the less talented counterparts of fighters. The thug gets fewer skills and class abilities, and they get a watered down version of sneak attack called backstab. The book introduces new skills, something I generally prefer that supplements avoid out of convention.
The new feats in the book seem useful, logical, and well conceived. Some of the feats include acrobatic bonus to balance and tumble checkscraft magic trap, empathy bonus to innuendo and sense motive checkseye for detail bonus to appraise and search checksfast talker bonus to bluff and diplomacy checksmechanical aptitude bonus to disable device and open locks checksperfect memory, shadow urban equivalent of trackingsignature skill similar to cosmopolitan in FRCS, allows access to a cross-class skill.
The chapter provides a number of new pieces of equipment for rogue characters, especially of the larcenous sort. The section is brief but should be useful for players of rogue PCs.
A system for categorizing poisons is provided, and gives a brief rundown on the expected effects of a variety of poisons. The section also provides mechanics for the creation of new poisons, including a brew poison feat. Though I found the poison design guidelines useful, I question the inclusion of the feat as it seems to break with the convention of making mundane item creation the task of skills and magic item creation the task of feats.
Finally, the chapter includes new magic items and spells, again primarily targeted towards larcenous characters. This includes a well-conceived thievery clerical domain. Trap Design If you run a classical campaign with trap filled labyrinths, then you may have felt that the DMG scrimped a little on its guidelines for creation of new traps by the DM. The chapter begins with a discussion of ways to use traps in a game, including creative and logical uses and avoiding conceptual pratfalls such as deadly traps along a hallway that the inhabitants of a lair regularly use.
The meat of the chapter is a simple menu driven system for creating the details of a trap, defining the details of the trap, its CR and construction time and cost. Finally, the chapter includes a creature created for the express purpose of explaining where some of these traps come from.
Conclusions This should make a decent addition to the library of a DM of a campaign that prominently feature either urban elements or trap filled labyrinths, and players who frequently play rogue PCs should consider it as well. The mechanics and supporting exposition are well done and for the most part should work well in a game.
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