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The Quintessential Fighter (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
 
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The Quintessential Fighter (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) [Paperback]

Mongoose Publishing Staff (Author)
4.0 out of 5 stars  See all reviews (2 customer reviews)


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Book Description

February 5, 2002
Heralded as the first true class book for the d20 system, The Quintessential Fighter provides vital information for any player wishing to exploit his Fighter character to the fullest. Since the game was first created, many years ago, Fighters have always had a rough deal when compared to the more esoteric classes such as Cleric, Rogue and Wizard. The Quintessential Fighter redresses this balance, taking the Fighter class further than it has ever been before. Weighing in at 128 pages, The Quintessential Fighter is jam-packed full of useful rules and rules sub-systems, making this class ever more flexible and capable. Character Concepts: A Fighter is always more than a sword in heavy armour. Through the use of the templates provided within Character Concepts, a player can give his Fighter an entire history and personality quickly and easily. The Prestige Fighter: From the lowly Peasant Hero and Outlaw to the dreaded Bounty Hunter and Knight, the Fighter class is expanded from a faceless warrior into a man or woman capable of forging legends single-handed. Tricks of the Trade: Only a Barbarian launches himself blindly into combat, hacking and slashing at his enemies. The Fighter is an expert in combat and warfare and is able to utilise a vast repertoire of tricks and tactics to overcome his enemies. This chapter fully explores these options and gives new and fully detailed rules for jousting, wrestling, Called Shots and a multitude of others. . . Fighter Feats: No class receives more feats than the Fighter and no book detailing new options for Fighters could be complete without expanding the capabilities of the class. Smite your enemies with the Reckless Charge, nail them at range with Sure Aim and disrupt enemy spellcasters with Combat Caster Defence. Tools of the Trade: Almost more than any other class, Fighters rely on good quality equipment to get their jobs done and The Quintessential Fighter opens up the possibilities for fighters, with a plethora of new weapons, mounts and equipment, all specifically designed for your Fighter to get the best results in battle. Fighting Styles: There are many character classes who profess to be expert in combat, but the true Fighter knows it is only he that can truly master weaponry. A complete new range of Fighting Styles are detailed, allowing any Fighter with perseverance and training to greatly enhance his combat capabilities. Tournaments & Duelling: Not all battles are fought in the wilderness or within dark dungeons. Fully detailed rules are presented allowing Fighters (and other classes, if they dare!) to take part in duels and tournaments, either for honour or pure monetary gain. Mercenaries: Everyone needs a little help now and again, and a Fighter is a true leader of men in combat. Fighters may now hire mercenaries and engage in larger battles against their enemies. The Open Mass Combat System: First presented as a cut-down version within Seas of Blood, The Quintessential Fighter introduces Mongoose Publishing's Open Mass Combat System, the OMCS. Fighters may now lead entire armies against their foes, directing their men as thousands of warriors crash together in bloody battle. Full rules cover multiple units, scouts, the effects of magic, sieges and much, much more. . . Strongholds: There comes a time when every Fighter desires to take a step back from the adventuring life and set about building the greatest fortress known to guard the frontier from marauding enemies and establish his own kingdom. Whilst Wizards skulk in their towers and Clerics waste their time on prayers in temple, the Fighter raises massive, impregnable castles designed to withstand any assault. The Quintessential Fighter provides full rules on how to construct and manage these great strongholds, allowing a Fighter to enter the world of politics, massed warfare and intrigue.


Product Details

  • Paperback: 128 pages
  • Publisher: Mongoose Publishing (February 5, 2002)
  • Language: English
  • ISBN-10: 1903980097
  • ISBN-13: 978-1903980095
  • Product Dimensions: 10.4 x 8.1 x 0.3 inches
  • Shipping Weight: 10.4 ounces
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #1,162,884 in Books (See Top 100 in Books)

 

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9 of 11 people found the following review helpful:
5.0 out of 5 stars Perhaps the best d20 book yet published, March 6, 2002
This review is from: The Quintessential Fighter (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) (Paperback)
I am glad I discovered this book; it is exactly what the doctor ordered. This book is an homage to the "Complete _______'s Handbooks" of AD&D 2nd Edition fame. It's a very good read.

1st, the book introduces the concept of Character Concepts, which are similar to "kits" except less broken. Want to have your PC be of a certain background and not wait for prestige classes to do it? Then the concepts work wonderful.

2nd, the prestige classes are nice, especially the "Legend", which is meant for charcaters above 15th level. Gives your fighter power more in line with a wizard of the level.

3rd, the new feats and weapons help hone the book

4th, and perhaps best of all, there is a system for Mass Combat, where fighting units are assigned HP, making for streamlined epic battles...

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0 of 1 people found the following review helpful:
3.0 out of 5 stars Recommended with reservation, December 29, 2003
This review is from: The Quintessential Fighter (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) (Paperback)
Let me start off by saying that if you're looking to add some variety and spice into the fighters in your campaign, this is the perfect book for you. Just about every page will give you new ideas for your game.

The feats, prestige classes and fighting styles are particularly useful. The feats round out a lot of fighter abilities, giving greater benefit to a high Dexterity than the Combat Expertise feat tree, without being too over-balanced.

The prestige classes are a bit of a mixed bag. Some, like the Legend prestige class, are highly useful while others, like the Berserker, seem like pale imitations of other, better defined classes. Still, even the Berserker description contains some abilities that might be interesting to work into a campaign with barbarians.

The fighting styles are a relatively new concept. Basically, you spend some XP and spend some time training, after meeting some prerequisites, and you learn special abilities based on a fighting style. From trick archery to archery from horseback, to fighting with two light weapons, to fighting with the double-bladed orc axe, there's something for just about everyone. Some would argue that the fighting styles are too powerful, but since by the time you've mastered the fifth and final level of a style you've spent 7500 XP, three months game time, quite a bit of gold and focussed your feats, skills and abilities in one direction, I think the cost weighs pretty evenly with the benefits.

The equipment section is pretty handy, particularly the section on black powder weapons that gets into a lot more detail than any other book I've seen. The damages on these weapons seem pretty high compared to their ranged-weapon counterparts, but the dangers of a misfired shell, coupled with the long loading time, balances this out. I particularly liked the addition of the magical weapon abilities for black powder weapons.

The OMCS, the mass combat system, seems pretty useful, although it does seem skewed towards creatures with many Hit Dice rather than those with actual combat ability. The system also doesn't take into account the difference in speed between units and how that could change the nature of combat. Still, it's a good basic framework to hang things off of.

The major problem is that the system gives too much benefit to PCs. A single character proficient with two weapons can, at 6th level, inflict nearly as much damage on a unit as an entire platoon of infantry of the same size as their target unit. That just doesn't seem quite right. Also, no credit is given for the effect that attacking from horseback would have on damage, defense and chance of striking one's opponent. All you get are extra hit points.

The book loses one star for the illustrations and story excerpts contained in the book. There are far too many cleavage-baring "chicks in chainmail" done in a simple line-drawing style. The stories, when they aren't directly offensive and misogynist, are just useless and rather drab, not doing anything but taking up space on the page.

The book loses another star for a lack of balance. Using this book, by 8th level I could create a fighter who, 30% of the time he strikes, inflicts quadruple normal damage with his attack, if he confirms his critical. That's just not a good thing, considering that his weapon, the flamberge, rolls 2d6 for damage.

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