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112 pages, 2002, $19.95
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Content
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14
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Organization
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16
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Consistency
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14
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Intelligibility
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14
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Overall
14
Hit
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Review Scoring
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Tough and Durable, Dwarves form the backbone of many adventuring
parties. Hammer & Helm - A Guidebook to Dwarves gives Dwarven characters
even more options for dishing out the pain on opponents with a wide variety of new
feats, prestige classes, spells, and equipment. These options also allow characters
to break out of the typical mold dwarves usually fall into, or take that
stereotype to extremes.
This book provides over 50 new feats divided among five distinct groups: general,
metamagic, bloodgift, bonding, and spell channeling. Less than half of these feats are
restricted to just Dwarves, but this number includes all of the bloodgift feats. The
feats that are not restricted to Dwarves offer benefits to all clases and races.
The prestige classes are a mix, some requiring the character to be a Dwarf
while others do not. These classes can take the sterotypical stoic Dwarf fighter to an
all new level of hardiness or tie a spellcasting Dwarf even closer to
earth and clan. The non-race specific classes give these ties to any race that desires
them.
Also included in Hammer and Helm are nine new monsters, including four new
templates and 2 new races of Dwarf. Over forty new spells are provided, including a
new class of magic: Clanheart magic. Five new domains (Armor, Contruct,
Fortitude, Stonehearth, and Sword) are provided for clerics. As one would expect with a
book on Dwarves, Hammer and Helm provides new armor and weapon choices.
This new equipment will come in handy for Dwarven characters in any situation.
For players who enjoy playing Dwarven characters, and Game Masters who are looking to
add some variety to Dwarves in their campaigns, Hammer and Helm is an excellent
resource. Non-Dwarves can find numerous items of interest in the book as well, making
it a well rounded resource for any character type.
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