Pages: 17 (cover, title, 13 of meat, wasted two on OGL)
Artwork: adequate, not distracting, but not Michelangelo
Font: not sure of type, but easy to read
This is one of those things that will quickly sneak into the 'How could we ever do without this?' book. I dropped two of them on the party last night and they were well received. Now the Sorcerer wants to reset as a Spellstaff Channeler and the Bard is trying to con me into letting her make a 'staff flute' (think the blind teacher from Circle of Iron).
All charts are spare, but clear. Finding their exact combat mechanic was a bit difficult, but that may just be my dyslexia. The base models are fragile, but upgrades can fix that. Expanding options is a good part and can be easily revisited in a supplement or a new edition.
There are several Traits and Feats that enhance Staff usage and flesh out the play. One, EWP – Spellstaff, is the foundation on which the use is based.
There are several archetypes for use: Bard, Sorcerer, Cleric, Witches, Wizards: even Fighters. None seem over powering, but I was easily able to tailor a campaign specific archetype. It finishes with a number of plot hooks and a very helpful FAQ.
If you would like a reasonably easy to control magic item, this may be a great addition to your game. I was going to only give a 4, but the enthusiastic response of my players convinced my rating. 5
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