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Last issue we took a look at ‘Minions’ from Last Bastion<br />
Press. This time we have two tomes from them, the first<br />
of which is ‘Arms & Armor’.<br />
BASICS<br />
‘Arms & Armor’ is a 96-page perfect bound full color book<br />
that retails for $24.95. It is more than just an exhaustive<br />
list of a bunch of new weapons and suits or armor. It has<br />
those, of course, but also gets into some new artifacts,<br />
masks, new constructs and rules new optional rules<br />
covering weapons and armor.<br />
BETWEEN THE COVERS<br />
The interior of the book is laid out in a very easy to read<br />
fashion. There are many tables that are also very easy to<br />
read, but there was one table where the shading doesn’t<br />
quite match up to the text. I’m not sure if this is common<br />
to the book itself or just my copy. If you took a look at<br />
‘Minions’ you’ll find stuff from that book making an<br />
appearance here also. The Nightling Cleaver is one of my<br />
favorites.<br />
29<br />
entry in ‘Arms & Armor’. This is really not too big of a deal<br />
because I’m sure that all of us know what a machete and<br />
small flail look like. Some of the weapons do run to the<br />
more fantastic side of things, but it’s easy enough for your<br />
DM to say yes/no to whatever he wants to allow into his<br />
campaign. There’s also over one-hundred new qualities<br />
for magic weapons that will really throw your players for a<br />
loop the first time they fire up an Acidic / Dark Burst<br />
longsword! Next up are a whole slew of class oriented<br />
weapons. All of the basic classes from the Player’s Hand<br />
Book get something, but Barbarians kind of got the short<br />
end of the stick with just one entry. The Optional Rules<br />
are pretty interesting. They include rules for the<br />
advancement of intelligent weapons, the ability of double<br />
weapons to separate into two weapons, and extraordinary<br />
special purposes for your most prized toys. Some of<br />
these abilities are pretty brutal, but they all also come with<br />
pretty hefty caster level requirements and, of course, will<br />
require DM approval. The new Armor section is really<br />
cool. It lists armors from the fairly mundane (Holy Robes)<br />
to the exotic (Glacier Beast Armor). There are only a<br />
couple of shields, but you’ll find well over one-hundred<br />
armor qualities, choices galore! Like with the weapon<br />
section you’ll also find several class oriented suits of<br />
armor. The new rules section for armor introduce armor<br />
as a damage reducer rather than something that<br />
increases your Armor Class. Additionally, there are rules<br />
to use shields for parries. There’s also a handful of new<br />
constructs with CR’s ranging from three to fourteen.<br />
VALUE<br />
Like ‘Minions’, ‘Arms & Armor’ will set you back about<br />
twenty-five dollars. Being full color and nicely illustrated is<br />
a definite plus. I think that a lot of its content would be<br />
better used in a campaign of higher power levels, but<br />
there is certainly a lot for any player or GM to find. I’d<br />
liken it a bit to ‘Magic of Faerun’, just without the spells<br />
and centered wholly on weapons and armor. There’s<br />
nothing that I<br />
found that<br />
singularly made it<br />
stand out as a<br />
‘must buy’, but I<br />
also found no<br />
specific reason to<br />
pass it by either. I<br />
see it as a good<br />
all around<br />
addition to your<br />
d20 library.<br />
The first section of the book is Arms and it contains<br />
dozens of new weapons to butcher your enemies with.<br />
Unlike ‘Minions’ there is not a picture to accompany every www.bastionpress.com