The Quintessential Barbarian
By Robert J. Schwalb
Mongoose Publishing product number MGP 4014
128 pages, $19.95
I enjoyed Robert J. Schwalb's
The Quintessential Witch, so when I saw he was the author of
The Quintessential Barbarian I thought I'd give it a look. As expected, I enjoyed this book as well. Robert does as well fleshing out existing character classes as he does creating entirely new ones.
The 14th in the "Collector Series,"
The Quintessential Barbarian is laid out pretty much in the standard fashion for the series:
- Introduction: explaining the "Collector Series"
- Character Concepts: 14 generic concepts for your barbarian PC, each with an advantage and disadvantage, followed by an additional 5 racial concepts and 9 regional concepts
- The Prestige Barbarian: 13 barbarian-based prestige classes
- Tricks of the Trade: bartering, predicting weather, camouflage, long-distance signaling, mimicking animal sounds, expanding the capabilities of the Intimidate skill, and shape-journeys (sending your spirit out in the form of one of five animal totems)
- Barbarian Feats: 59 new feats suitable for barbarians (and others, in some cases)
- Tools of the Trade: new weapon materials (bone, stone, wood, bronze, and iron), peerless weapons, 20 new weapons, a new armor concept (weapon conversion, deflecting certain types and amounts of damage from normal to subdual), new armor materials (bone, wood, bronze, and iron), peerless armor, 13 new types of general equipment, magical woad (face and body paints), and 6 new steeds
- Contests: contests of stamina, war, and physical prowess
- Survival: movement through different terrain, special climbing rules, swimming, temperature, environmental effects on equipment, foraging for food and water, hunting, fishing, and going without rest
- Hordes: leading barbaric hordes, raiding towns, and magic standards and banners
- Fortifications: fortifying a barbarian's encampments
- Designer's Notes: Robert's thoughts on barbarians and why he wrote what he did
- Index: 2-page index, very helpful
- Barbarian Character Sheet: 4-page character sheet, tailor-made for barbarians
As is the case for all of the "Collector Series," the outer and inner covers to
The Quintessential Barbarian is made to look like leather. The interior artwork consists of 78 black-and-white illustrations by 14 different artists. Naturally, this provides a wide variety of artistic styles and abilities, but for the most part the artwork ranges from average to above average, with the occasional stand-out work. Being a Mongoose book (and about barbarians, no less!), there are several instances of "nipple art." Besides the three obvious female subjects on pages 85, 87, and 99, there is also quite possibly another instance on page 101, although I'm not certain that the subject in question is female (no dig on the artist, either - the subject is an elf barbarian wearing a fur cape across the shoulders, and you know how androgynous those elves can be...)
I was overall really impressed with how much meat Robert put into this book. It's become a "Collector Series" tradition to include several possible character concepts; Robert delivers not only a total of 19 (five of them specifically tailored for a particular PC race) of them, but also adds 9 regional concepts as well. Furthermore, you can have a regional concept as well as a character/racial concept, so this
really makes it easy to make your barbarian PC different from everyone else's. Robert's delivering quality as well as quantity, too: I particularly liked the Abandoned (feral barbarian raised by wolves/bears/monkeys), Stoic Warrior (a non-raging barbarian!), and Raider (Viking-like plunderer of coastal towns). There are some atypical barbarians, too, like the Diplomat (Barbarian Diplomat: there's an oxymoron!) and Thug (an urban barbarian).
As another example of the "meatiness" of
The Quintessential Barbarian, I can't recall
ever having seen 59 new feats provided in a "Collector Series" book before! Best of all, each of these feats seems right for a barbarian PC. The only downside is that barbarians are not the "feat jockeys" that fighters are, so there's much more worth taking than there are feat slots to fill. (Perhaps that would be a good justification for a fighter/barbarian PC...) Of course, I think there should be a stipulation that "Personal Challenge" should only be usable against intelligent opponents who understand the language you speak, but I would hope that was fairly self-evident even if not specified.
Then there are the 13 prestige classes (all of them having 5 levels): again, much more than you'd expect, and all of them seem pretty well-balanced. (Of course, it helps that the barbarian is not a spellcasting class, as it seems much more difficult balancing spellcasting prestige classes.) Of particular interest to me were the Despoiler (a gods-hating barbarian who becomes capable of shrugging off the effects of divine spells), the Devolutionary (kind of like the "Mr. Hyde" of barbarians: more brutal, more vicious, more animalistic, less intelligent, eventually becoming a Beast - note this is a 3.0 book rather than a 3.5 one; you might want to change that to "Monstrous Humanoid" in a 3.5 game), Fetish Warrior (an evil barbarian who gains powers from eating the hearts of his slain enemies), and the Wizard Slayer (remember how 1E barbarians hated wizards? - that sort of thing).
Of course, I had some problems with some of the prestige classes. Besides some nitpicky stuff (like the Dervish's "Distracting Litany" being called "Dedicated Litany" on the chart, probably due to a name change that wasn't caught everywhere it appeared), I found it difficult to justify the Despoiler's "Atheistic Resolve" special ability, which expands his personal resistance to divine magic into a 10-foot radius all around him. I can understand the personal protection being based on the barbarian's hatred of deities, but I don't see it expanding out in a circle and protecting the barbarian's comrades as well. I'm protected from divine spells just because I happen to be standing next to a guy who hates gods? That doesn't make a whole lot of sense to me. Also, while I love the Devolutionary (although I think it would make for much better NPCs than PCs), and I agree with the Skill points going away as the Devolutionary loses Intelligence, I don't understand why it has no class skills. Certainly Climb, Hide, Jump, Listen, Spot, and Survival seem logical even for a humanoid becoming more and more like a beast (although I suppose the Climb skills are taken care of by the "Supreme Climber" special ability the Devolutionary gets at 3rd level).
Also, having a "Master of the Hunt" prestige class was probably not a good idea, since there's a Druid "Master of the Hunt" prestige class in
The Quintessential Druid - at the very least, it should have been renamed. (Of course, I'm sure
The Quintessential Barbarian was written before
The Quintessential Druid was released, so this is something the editors should have caught.) This Master of the Hunt gains control of a number of dire wolves equal to "5 + Cha modifier, or the size of the original pack, whichever is higher." Surely this is supposed to be "whichever is lower," since (according to the
Monster Manual) dire wolf packs have 5-8 members; as written, a Master of the Hunt with an 18 Charisma (+4 bonus) could challenge a 5-member dire wolf pack, defeat the current leader, and gain control of 9 dire wolves! (Despite the fact there were only 5 to start with.) I also find it odd that the Master of the Hunt becomes a lycanthrope just by hanging out with dire wolves - there's no other contact with werewolves involved. And I also don't understand the "aura of foxfire" special ability the Master of the Hunt gains at 2nd level: again, why would hanging out with dire wolves allow you to cause your body to glow in the dark? Furthermore, the Scent ability gained at 3rd level is useless if you were raised by wolves (as an Abandoned, one of the Character Concepts in the second chapter), as you'd have already gained that ability as a 1st-level barbarian - and face it, wouldn't a barbarian raised by wolves be the most likely candidate to take over leadership of a dire wolf pack? All in all, Master of the Hunt was my least favorite prestige class in the bunch. (Although I think I'd also have to include the Planar Savage out of sheer overpoweredness - if that's even a word - since this 5-level prestige class grants a barbarian Elemental Resistance 10 against two different energy types, darkvision, low-light vision, ethereal vision, and
dimensional door and
dimensional anchor-like abilities!)
Editing throughout is at about the Mongoose average, meaning there are numerous spelling, grammar, and punctuation mistakes seeded throughout the book. Fortunately, in each instance they're minor enough that they do not make the section unreadable.
I was overjoyed to see the expansion of the Intimidate skill, allowing for 6 different types of Intimidation (one each for Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). This was a welcome and much-needed rule, one I'm sure had already been "Rule Zeroed" in many campaigns. I also liked the "peerless" concept for weapons and armor; basically, it's an advanced form of "masterwork," providing an additional point to hit and an extra point of damage. While it's probably not needed in a standard fantasy campaign, it would play an important part in low-magic worlds. I also enjoyed the concept of the "shape-journey," where a barbarian's souls leaves his body and manifests as a Large of Huge totem animal. It seems like a very primitive kind of personal magic, perfectly suited for the barbarian. Of the five animal totems provided, I was surprised to see the eagle only having 8 Hit Dice when the others (including the raven) had 12 Hit Dice. I would have thought a Huge eagle would have more Hit Dice than a Huge raven, but who knows?
The "Hordes" section was interesting. Much of it was based on the Open Mass Combat System from
The Quintessential Fighter which I don't have, but for those of you with that book using the OMCS, this information should fit right in. I did find it an interesting concept to treat a town as an entity with an Armor Class, hit points, and Attack and Damage values, and this seems like a pretty cool way to go about it. I've never had such mass-scale battles in my own games and it's doubtful I'll ever use the Hordes rules, but it was a good read nonetheless and I was glad to see somebody updating some of the barbarian rules from the AD&D First Edition.
Much of the rest of
The Quintessential Barbarian didn't particularly excite me, but they're probably good rules to have on hand should the need ever arise. Personally, I don't know that I'd ever have need for smoke signal rules or fishing, but again, it's nice to know they're there should I be wrong. The rules for new weapon and armor materials was okay: nicely written up, probably very realistic, but not over exciting. (Although I did rather like the adraga/adarga - take your pick, it was spelled one way in the weapon description and another in the accompanying diagram - which is something like a spiked buckler on the end of a long spear. Rather unique, and it reminded me of a weapon you'd probably find in Dark Sun for some reason.) I guess if I had one major complaint, it was the general lack of new magic items. Granted, barbarians can't make their own (unless they multiclass), but that doesn't mean that barbarian tribes wouldn't include members capable of crafting magic items. And sure, there were the magical woads and the war banners, but they were few and far between. Maybe Robert could do up a "Barbarian Magic Items" for Mongoose's
Signs & Portents magazine? (Hint, hint)
All in all,
The Quintessential Barbarian was a pleasant addition to the "Collector Series," one which delivers on its promise to make barbarian PCs much less standardized and "cookie cutter." With all of the possibilities in the book, you could easily have an entire barbarian party without anyone infringing on another's specific character concept focus. I rank
The Quintessential Barbarian as a mid-to-high "4 (Good)."