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A worthy addition to anyone's 3.5 library. Especially good are the "Skill Tricks" that allow medium to high level characters do more with their skill points. Also good are the "Luck" related feats that can build upon each other at higher levels. Both of these concepts are fresh and significantly expand the build possibilities for ALL characters, not just those who are "Skill-centric".
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A definitive treatise on arcane magic which expands character options available to users of arcane magic, including bards, sorcerers, wizards, assassins, warlocks, and wu jen. New prestige classes, spells and invocations, magic items, alchemical items, heritage feats, and reserve feats. Alternative class features give other character classes a little taste of what it?s like to be an arcanist without sacrificing their core identities.
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Complete Adventurer serves as a player resource focused on adventuring skills for characters of any class. Characters have access to new combat options, spells, equipment, classes, and prestige classes, with new character classes such as ninja and scout. This provides new information on several organizations and guilds, and Dungeon Masters will find material for creating or optimizing single creatures or even entire campaign worlds.
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This companion to Expanded Psionics Handbook builds on the existing psionics rules and presents exciting new options for psionic characters and psionic ?dabblers.? In addition to clarifying concepts introduced in Expanded Psionics Handbook, it presents three new standard classes, the ardent, the erudite, and the lurk?plus a host of new prestige classes, feats, spells, magic items, astral constructs, and organizations.
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New battle-oriented character classes, prestige classes, combat manoeuvres, feats, spells, magic items, and equipment. The prestige classes included have been revised and updated based on player feedback, and there are rules for unusual combat situations. This will assist all class types, including those classes not typically associated with melee combat. There are also tips on running a martially focused campaign and advice on how to make your own prestige classes and feats.
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For the divine champion with new rules options for characters who enjoy battling for a cause, defeating foes with divine magic, and going on quests that mean more than simply defeating the bad guy and grabbing the treasure. This helps Dungeon Masters run quest-themed campaigns and adventures. Complete Champion includes new feats and prestige classes and features dozens of deity and belief themed organizations, turning religion and holy (or unholy) power into something characters of all classes can use.
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An in-depth look at how to gain the favour of the gods and use that power to a character's advantage. There is a rundown of new gods in the D&D pantheon, new feats, spells, prestige classes, and magic items. This tomb adds new and revised base classes to a player's character choices, and clerics in particular are provided with many new and updated spell domains and spells. Includes a wealth of material for non-cleric characters including those classes not typically associated with garnering divine power.
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Barbarians, druids, and rangers are the rugged and noble champions of untamed lands. This book teems with new ways to customize even the most seasoned characters, including, New feats, weapons, spells, and magic items. Improved, more detailed rules for the wild shape ability. New prestige classes such as the frenzied berserker, the windrider, and the oozemaster.
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This provides players with an in-depth look at how to access traditional arcane magic and use that power to a character's advantage. It explains how magic affects life and gameplay in the D&D world, adding dimension to one of the most unique and popular aspects of roleplaying. Complete Arcane contains a wealth of material for traditionally non-magical characters, so the tips and data provided will assist all class types. In addition to new feats, spells, prestige classes, and magic items, this title adds new and revised core classes to a player's character choices. There are also new arcane-related monsters and information on how to fight, join, or summon each one.
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This details various races that dwell in wilderness. There is extensive information on the classic races of elves and halflings, including new rules, information for interaction, new spells, and new magic items attuned to each race. In addition to information on the two major races, a new race is introduced. There is expanded information on sub-races, along with a wealth of cultural information and new prestige classes, feats, equipment, spells, and magic items.
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Advanced Dungeons and Dragons (2nd Ed)
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Advanced Dungeons and Dragons
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