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Feudal Lords: Household Knight is a 14 page pdf product presenting a new core class for any campaign setting, although aimed at Alea Publishing's Feudal Lords Campaign Setting which is to be released at some stage in the future. The pdf comes with two files, a screen version and a print version. The latter is identical in layout to the screen version, but does not contain the borders or background detail of the screen version. Layout and presentation is good, although there were a number of small, yet minor editing errors that slipped through. The pdf contains a number of good images selected to accompany the material contained in the pdf.
The household knights are landless knights that reside with the lords they serve, the latter providing them with upkeep and any provisions that they might need. The pdf briefly details the nature and characteristics of these lawful knights before presenting the 20-level core class. Household knights are strong believers in law and tradition, fight ferociously on the battlefield and for the honor of their lord, and at the same time are well versed in all the etiquette of the courtly life that they can fit in well in those areas.
Mechanically the household knight is a strong mounted warrior with the ability to command and the very presence of leadership. The class is mechanically well executed, and captures the feel of the mounted warrior and leader of many in its concepts and ideas. The household knight is not ordinary knight, but rather one who takes charge of the battlefield both in commanding allies and in fighting from horseback. Household knights gain a number of unique abilities related to the class, including powerful charges, mounted combat feats, the ability to command allies to greater things, and the ability to strike fear into those that oppose them in battle.
The two more intriguing aspects of the class are the command ability and the knight's heraldry bonus that increases with level. Commands are essentially just that - commands that a knight gives his troops or those fighting along side him. Commanded allies can gain a number of benefits depending on the command issued (and a full list of commands and their effects is presented in the pdf), such as bonuses to hit while charging, bonuses to damage, bonuses to Strength checks and grapple checks, and bonuses against fear effects. The size of these bonuses depend on the heraldry bonus of the knight, something which probably brings about some balance issues given that the heraldry bonus increases steadily and more experienced knights can add their Charisma modifiers to it. Essentially this means that the household knight can easily grant large bonuses to his allies that even spellcasters can't match. Paladins that typically have large Charisma scores will be very powerful as household knights in the battlefield. An epic household knight is also included that progresses the class into epic levels.
Following the mechanical presentation of the class the pdf discusses heraldry and a number of aspects related to it. A household knight can, for example, request an audience with powerful nobles, or even request a fief complete with guardsmen and the accompanying land. Allegiances of knights are also discussed, as well as things like fame and infamy regarding knights. All this is well presented and written, and good examples are provided to explain the underlying mechanics of each situation.
The pdf concludes with a number of feats and a welcome addition in the form of a table that presents NPC household knight statistics up to 20th level. Household knight at 5th and 10th level come with more complete stat blocks, all looking correct on casual inspection.<br><br>
<b>LIKED</b>: The pdf does an excellent job of taking the concept of the household knight and presenting a mechanical execution that captures the feel and flavor of the concept. The household knight class is good, offering lots of opportunities for both those that wish to roleplay an interesting class and those that wish a strong leader in battle. The idea behind commands is compelling. The additional information on heraldry and allegiances rounds of a solid pdf that makes a good start to the Feudal Lords Campaign Setting.<br><br><b>DISLIKED</b>: There were a few minor editing errors in the pdf, and the household knight is probably a bit on the strong side, particularly when mounted and at higher levels when issuing commands.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
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This four page PDF (actually 6, 2 of which are OGL license and declarations) details the Alchemist Subclass. A subclass is, as its name implies, a character class that doesn?t provide the abilities of a full class. Rather, they provide a specific set of abilities that in themselves don?t qualify as a full class, and aren?t specific enough to count as a Prestige Class. Think of them as specific character shticks a character can develop.
You obtain a Subclass by leveling; however, those levels don?t add to the character?s level or add a Hit Die. Instead, they are paid for via an experience penalty similar to Multi-classing. This product introduces the idea of favored sub-classes. A character taking a favored subclass only suffers an experience point penalty of 10%, instead of the normal 20%. Gnomes are listed as having the Alchemist subclass as a favored sub-class. Subclass levels appear to be counted as 1/4th of a normal character class level. A character?s Subclass level can never exceed his normal class levels. Because the experience point penalties for sub-classing and Multi-Classing stack, for a whopping 40%, it is not recommended a character both take on a sub-class and multi-class. Additionally, a character can only choose one sub-class; there is no ?multi sub-classing?.
The Alchemist subclass, as its name suggest, is focused on the creation of potions. The subclass has access to an enhanced version of the Brew Potion feat as a class feature. This enhanced version allows access to all of the spells from all spell lists when determining when making potions. He is still limited to the normal strictures regarding what type of spells may be made into potions, as for the normal version of the Brew Potion feat. In addition, starting a 5th level, and for every 3rd level after that, he gains the ability to create potions based on higher level spells, starting with 4th lvel spells at 5th level in the subclass, and 9th level spells at 20th level.
In addition, at 6th level he gains a Modify Metals feat, which allows him to transform an item into a masterwork item if that feature is available to it, as well as being able to add +1 damage bonus to slashing and piercing weapons. This ability does not work on magic weapons. Finally, at 20th level, he gains the legendary Transmute Metal feat, allowing him to transmute five times the gold piece value of lead or iron into gold, at the cost of materials equal to half the value of the gold created.
The PDF also includes a new magic item, the Ciphered Molcajete, which offers a +5 bonus to craft (alchemy) checks when making potions using it. There is also a brief blurb on alchemy in the real world, and details on alchemists in the Hill Lands setting.
The PDF is nicely laid out in a two-column format with an ornate decorative border and a wax-seal like decoration for the page number. It features one piece of artwork, a water-color style picture of an alchemist at work in medieval craftsman?s garb, it is of good quality.
Overall, this class seems to be of limited general appeal, as the abilities it grants don?t seem to be worth the extra cost, compared to simply taking the regular Brew Potion feat. I see it being of general interest only to players playing Gnomes, for whom it is a favored class, and thus only costs a 10% experience penalty. Thus I only recommend it to GM?s interested in making Alchemist NPCs or players playing Gnomes.
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<b>LIKED</b>: Modify Metals, Transmute Metals Feat. <br><br><b>DISLIKED</b>: Limited value of subclass compared to already available Brew Potion feat. <br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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looks cool...They having three sides will be easy to tell which direction they are headed. Much more readiliey available than standard minitures
will put to use in RPG SOON!<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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RPGNow.com Crusader Subclass APG0014
This 4 (6) page PDF details the Crusader Subclass. The subclass is, as its name implies, a character class that doesn?t provide the abilities of a full class. Rather, they provide a specific set of abilities that in themselves don?t qualify as a full class, and aren?t specific enough to count as a Prestige Class. Think of them as specific character shticks a character can develop.
You obtain a Subclass by leveling; however, those levels don?t add to the character?s level or add a Hit Die. Instead, they are paid for via an experience penalty similar to Multi-classing. Subclass levels appear to be counted as 1/4th of a normal character class level. A character?s Subclass level can never exceed his normal class levels. Because the experience point penalties for sub-classing and Multi-Classing stack, for a whopping 40%, it is not recommended a character both take on a sub-class and multi-class. Additionally, a character can only choose one sub-class; there is no ?multi sub-classing?.
The Crusader subclass is defined by his focus on fighting against infidels in foreign lands, the main advantage of the sub-class is the Religious Fury feat, first gained at 4th level. This provides the character with a bonus equal to his charisma modifier to attack and damage rolls against enemies who do not follow his religion or deity. It also allows him to make a full move and still attack; he is considered flat-footed while he does so however. He gains an additional use of this ability at the 8th, 12th, 16th, and 20th levels of the subclass. He also gains the Weapon Focus feat with his deities preferred weapon as part of his Servant of War feat, gained at first level. At 2nd level he gains the Divine Grace feat, providing him a bonus to all of his saving throws equal to his charisma modifier. Additionally, he gains a +1 to his BAB at level 4, as well as moderate bonuses to his Saving Throws starting at level 6.
The PDF also includes two new spells. First is ?Healing the Faithful? which heals 10 points of damage to characters of the same faith as the Crusader. Second is Crusader?s Feast, which works like Heroes Feast for 1 humanoid of the same faith/level as the Crusader. A new type of magic weapon special ability, called Crusader, is included. A weapon with the Crusader special ability automatically does critical hits against opponents not of the wielder?s faith. Keen Weapons and Vorpal weapons can not have this ability as well however. Finally, there is a text-box with a brief description of Crusaders and the Crusades in history, and a brief description of Crusaders in the Hill Lands setting.
The PDF is nicely laid out in a two-column format with an ornate decorative border and a wax-seal like decoration for the page number. There is one piece of artwork, a picture of a Crusader character in the rain, it looks pretty good.
Overall the Crusader sub-class is solid and distinctive sub-class option, and also serves as a good campaign focus for character?s who take that route, or an interesting back-story for a character that went on a Crusade. The abilities provided are not unbalancing, and are thematically charged. Thus I recommend this class to player?s wanting to add some religious conflict themes to their campaign, and character?s who gain abilities from their militant religious fervor.
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<b>LIKED</b>: Religious Fury feat<br><br><b>DISLIKED</b>: Not appropriate to all campaigns due to issues involved in character type.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
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For a free product, this is a professional quality PDF. I am new to the whole PDF thing, so I have to say I am pleasantly surprised to see the effort that went into this product. Plenty of free, quality information, along with some great coupon deals. <br><br>
<b>LIKED</b>: Can't argue with the price ;)<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
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This 6 page PDF details the Marksman Subclass. The subclass is, as its name implies, a character class that doesn?t provide the abilities of a full class. Rather, they provide a specific set of abilities that in themselves don?t qualify as a full class, and aren?t specific enough to count as a Prestige Class. Think of them as specific character shticks a character can develop.
You obtain a Subclass by leveling; however, those levels don?t add to the character?s level or add a Hit Die. Instead, they are paid for via an experience penalty similar to Multi-classing. Subclass levels appear to be counted as 1/4th of a normal character class level. A character?s Subclass level can never exceed his normal class levels. Because the experience point penalties for sub-classing and Multi-Classing stack, for a whopping 40%, it is not recommended a character both take on a sub-class and multi-class. Additionally, a character can only choose one sub-class, there is no ?multi sub-classing?.
The Marksman subclass is pretty interesting, providing the sub-classed character with various abilities and bonuses with non-thrown ranged weapons such as slings, bows, crossbows, and firearms. The class provides the character with a ranged attack bonus when using the previously mentioned non-thrown ranged weapons. He also gains the Precision Shot feat, which works like a Rogues sneak attack, but only with non-thrown ranged weapons. At 6th level he gains the Sharpshooter feat, which allows him to double the range increment with his approved weapons, which allows him to use his Precision Shot feat at up to 60 feet. At 15th level he gains the Deadly Aim feat which doubles the threat range of all ranged attacks, it does not stack with Improved Critical or similar feats. Finally at 20th level he gains the Deadly Shot feat which increases the critical multiplier with all of his ranged attacks by one.
The PDF also includes the description of a new feat, Speed Loader, which allows the character to reload firearms faster than normal. This feat can be stacked to allow the character to reload a firearm without provoking an attack of opportunity. In addition to the speed loader feat, two firearms are also described, a black powder pistol and musket, along with rules for Black Powder, and the cost of ammo.
The PDF is nicely laid out in a two-column format with an ornate parchment like border and a wax-seal like decoration for the page number. There are two pieces of artwork, a picture of a musketeer type character, and a picture of a repeating crossbow, both are of good quality. A printer friendly version of the document is provided as well, omitting the colored border to save on ink.
Overall I think the Marksman subclass is pretty interesting, and the subclass option provides a good in-between step between a feat tree and a full on-class. Of course, a fighter character that focuses on bows as well as taking this subclass could potentially be unbalancing due to multiple attacks with bonus damage, so the GM may wish to limit this, or limit the class to firearms. I think the PDF offers an interesting option for characters and the subclass seems like an interesting idea.
<br><br><b>LIKED</b>: Speed-loader feat and Firearms<br><br><b>DISLIKED</b>: Potential for abuse with bow specialization and multiple attacks.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>
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This PDF contains rules that let you add depth to your fantasy PCs by giving them a professional background that is part of the characters' lives before they began adventuring. It is assumed that the background comes from being apprenticed to a guild master.
The background, which needs to be taken at 1st level, provides a boon that is slightly less powerful than most feats. The flip side is that it sets your character back a certain amount of XPs, so that the PC has to gather another 150 to 750 XP before reaching 2nd level.
The backgrounds available are quite a few and covers a broad spectrum, and so are the boons gained. Some backgrounds have odd XP costs and one background actually seems to be a drawback rather than a boon. There is also a new rules mechanic called "craft points" allowing a character to create an item more or less overnight using a pool of craft points gathered over time. After reading the part about crat points, I'm not entirely convinced that this is a good addition to the rules, but I will play-test it.
The art is rather scarce, but looks good. I like the borders on each page.
Overall, this is an interesting addition that allows you to provide more depth to your character. There are a few editing issues - some spelling mistakesand a background that seems like a drawback as it is worded right now.<br><br>
<b>LIKED</b>: The possibilities for creating characters that have a more believeable background than "I have been training to be an adventuring hero since the age of 5". <br><br><b>DISLIKED</b>: Could have been proofread a little better.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Very Satisfied<br>
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Marksman Subclass
A subclass is a neat option Alea Publishing Group has come up with. They take a concept that does not quite warrant its own class or prestige class and make it a small group of abilities a character slowly gains over twenty levels. The subclasses though do have costs of experience making it a bit harder to gain levels. I am waiting for the day when there are plenty of subclasses so that each person in the group can each have one. Options like this I feel are best and most balanced that way.
Marksman Subclass is a small six page PDF by Alea Publishing Group. While the book is only six pages long five of the six pages are devoted to the book and do no have extra ads or things of that nature. The sixth page is the Open Game License. The small PDF still has book marks and a nice lay out with a nice border that makes it look like it is on aged paper. One also gets a version of the PDF without the border so printing is not that big a problem with this.
The Marksman is designed as a firearms using subclass. The nature of the firearm could make this a very powerful subclass. The firearms presented her has a tough limitation of a full round to reload or a move action if a feat is taken. This limitation prevents multiple attacks in the same round. However, the class is also said to be used with the repeating cross bows and many of the abilities can actually be applied to bows. These high rates of fire weapons could see the subclass become powerful. The class grants additional bonus to hit that becomes plus seven by twentieth level with ranged weapons. They get extra precision damage like weak sneak attack and eventually get an improved critical and extra critical damage on ranged attacks. I would have liked for the abilities to be limited to the forearm as a bow using character can really become something to be feared using this subclass.
This is a good subclass. The idea of the subclass is not going to be something for everyone. But the cost of ten or twenty percent of ones experience is a big cost. I am not sure how it all plays out and at some point I think this will make a good option once enough subclasses are available for the many different character types.
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<b>LIKED</b>: Creative use for the firearms weapon<br><br><b>DISLIKED</b>: THe subclass can techncially be applied to most ranged weapons<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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This little handbook turned out to be packed with information and quite handy. A good acquisition at the price.<br><br>
<b>LIKED</b>: It is packed with information in an accessible format.<br><br><b>DISLIKED</b>: Nothing that I didnt really like about it.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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Honor and Corruption
Honor and Corruption is a new PDF by Alea Publishing group and continues with their theme of writing products that deal with Knights and Chivalry. This pair of PDFs deals mostly with an new honor system for knights and also for thieves as it deals with the corruption side of honor that such characters can dive into. The first PDF is thirty two pages and deals with these issues and the second eleven page PDF deals with quests. Both are book marked. They have a good amount of art and border done in colors so it looks nice but can be a pain to print out. The layout though is very consistent and they use the same style in all their books.
The book starts with the honor system. It has a good share of table that describe gaining and losing honor through certain actions and how some alignments are have more honor then others starting out. There are honor checks that work like the same basic d20 check of rolling a d20 and adding the honor modifier of the character. There is a nice system for gaining rewards based on honor. I think this is well done and I?d actually like to see it expanded to replace the wealth rules and the gaining of treasure in a traditional D&D game. It would be nice to just let all of that fall under the honor rules that way characters have a bit more freedom with adventures and will not feel cheated out if they don?t find all the treasure. The rules also allow for powers to be gained from a high honor and that can work well in a lower magical setting as well.
Unfortunately the corruption side of things is not nearly as well defined or explored. I understand the assumption of this product to be people will more readily use honorable characters. But it would have been nice to see equal treatment and would have allowed the book to me more useful to a wider variety of gamers.
The book goes on with a pair of races, and a pair of subclasses. The races seem like alternate humans but deal with honor. They are not bad but do not seem like they are needed. The subclasses are a class options that brings more power to the character but cost 10% or more of the characters experience. I like the idea as it slows down character progression while giving them a few more powers to play with. Though the ones in here seem better then other subclasses I have read by Alea Publishing Group.
The book then has some feats that build of the honor system. Some of them help gain more honor, others allow the characters to do more impressive things if they have a high or low honor. For instance Heroic Leap allows one to jump as if they always have a running start while known Cruelty allows one with the leadership feat to use the cruelty negative as a bonus.
The second and smaller PDF deals with quests for the honorable character. The quests are nice and knightly though they might also be called a bit clich?. There are quests like trhe Sword in the Stone and subduing the great white stag. Each quest completed gains the person additional honor and abilities. It can be a bonus to movement or even a very nice bit of damage reduction.
This is a nice set of PDFs for people wanting knightly honor in their d20 system. I think the system can easily be expanded on and with luck Alea Publishing Group will include some support for this system in other books. I would have liked to see more corruption options though. That is the main drawback I had with the book.
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<b>LIKED</b>: Nice easy to use Honor System<br><br><b>DISLIKED</b>: Needed more options for the corruption side<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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This is a neat little document. It's a good way to make the characters have a connection with their heritage. While it isn't too powerful, at least at lower levels, it still makes a character seem to have that "something special".
The subclass system is well designed. It reminds me of the "kits" from AD&D 2nd Edition, and yet it is something that the character can progress in throughout his career (most kits were only taken into account at the beginning).<br><br>
<b>LIKED</b>: Easy to "plug" into a game<br><br><b>DISLIKED</b>: I would have liked even more content. Of course, this is a common wish of many readers.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
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Wow...!
I really didn't expect this level of satisfaction.
I am unimpressed with the D20 Psionics system (how, exactly, is it any different from magic...?) The core system does not lend itself to giving a unique feel for psionics and it makes it impossible to import the system into a truly futuristic campaign.
Mindscapes succeeds in just about all respects. Psionics finally FEEL unique.<br><br>
<b>LIKED</b>: The supplement gives you a sense of how psionics should "feel" in any campaign (past, future, modern, or fantasy).<br><br><b>DISLIKED</b>: A little short for the subject matter being presented. Further supplements are a must.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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I used this game on a group of 7 players, 3 didn't really know anything about Cthulhu, 3 were only slightly familiar with Cthulhu and 1 was an expert. Everyone had a great time. I added in more props for the players also, as well as more sound effects (horse neighs, flies buzzing, howling wind, fax machine etc). The ones that came with the game were a good starting point. I like that the sanity rules were included, but I had to add in more "creepy" encounters in order for any of the PCs to get significant sanity damage. Overall, I think this was a great value and I think it's a super introduction for anyone looking to get a peek at the Cthulhu system. For a group of 7, it took us 9 hours to solve.<br><br>
<b>LIKED</b>: I liked the sound effects and other props. Alternative endings. Layout of the pdf itself was superb.<br><br><b>DISLIKED</b>: Linear storyline. I had to change a lot of the storyline so the players wouldn't feel like I was pushing them around. I also wish it had some default character sheets for example players.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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As near as I can tell, this is just the OGC sanity rules from Unearthed Arcana (and hence, from Call of Cthulhu d20) packaged by itself.
And you know what? I'm totally okay with that. Since, I don't own UA myself (although I do own CoC d20 and BRP), I find this product convenient and useful and helpful in the extreme.
(One wonders, though-- and this has nothing with the nice folks at APG, who made this product-- how do the folks at Chaosium feel about their one-time, license WotC of the cost product becoming the vehicle for their proprietary sanity system magically turning into Open Game Content for anybody to use?)
<br><br><b>LIKED</b>: The Cthulhu sanity system is excellent, and I like it applied to any d20 game. It ought to be in a lot of games.<br><br><b>DISLIKED</b>: More new game material would've been nice, but the added historical stuff is certainly interesting and a nice touch. I paid for the CoC Sanity System adapted to d20 in a modular way, and I got what I paid for, and I'm still a very happy customer.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>
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The way the subclasses work is they are minor abilities that are gained each level. They gain bonus hit points but not bonus hit dice. They get a small increase to saves and base attack and a few more class skills and a couple of skill points a level. There are some good abilities gained with potions crafting and other alchemical processes.
The Alchemist sub class does not come without a cost. Characters have a negative twenty percent experience penalty for taking the sub class. Certain races do have favored subclasses that only impose a negative ten percent penalty. In the case of the alchemist the gnome has it as a favored subclass.
The true power of the alchemist subclass lies in the potion making. At the third level of the subclass the character gets the Brew Potion Feat. It is not automatically at third character level that this would be gained. The subclass can be started later then character level one if the player chooses to do it that way. The Brew Potion feat is special in that the character need not have any magical ability. The character automatically is considered to know all spells for the purpose of creating potions. The limit of what spells can be made into potions though still exists. At fifth level in the subclass and every three levels after wards the character can make potions of a spell level higher. So, at fifth level the character can craft potions of fourth level or lower, at eight they can craft potions fifth level or lower, etc.
I really like the subclass idea. It gives another layer to the characters and it gives options without having to take certain classes or prestige classes and feats. The subclasses do have a hefty price though with the experience point penalty. That will have the character be lagging about a half level or so lower then the other characters. And with the spending of the characters own experience to make potions that discrepancy can get even worse.
<br><br><b>LIKED</b>: Interesting way that works inside the level system to add roles to a character<br><br><b>DISLIKED</b>: I think they could have actually done more with it<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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