Book picks similar to
Strongholds & Followers by Matthew Colville
gaming
fantasy
dungeons-and-dragons
rpg
Complete Adventurer
Jesse Decker - 2005
As adventuring is the foundation for the entire D&D experience, nearly every aspect of the D&D game benefits from the material in this product. Characters have access to new combat options, spells, equipment, and prestige classes, as well as exciting new character classes such as ninja and scout. Complete Adventurer also 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.AUTHOR BIO: Jesse Decker is a designer for Wizards of the Coast, Inc. whose recent roleplaying game design credits include Races of Stone(TM) and Unearthed Arcana(TM). Before joining the RPG R&D team as a designer, Jesse served as Editor-in-Chief of Dragon(R) Magazine.
Adventurer's Vault
Logan Bonner - 2008
Whether you're a player looking for a new piece of equipment or a Dungeon Master stocking a dragon's hoard, this book has exactly what you need.The book features a mix of classic items updated to the 4th Edition rules and brand-new items never before seen in D&D.
Dungeons & Dragons Player's Handbook 2: A 4th Edition D&D Core Rulebook
Jeremy Crawford - 2009
New classes, races, and other options for your D&D(R) game.This book builds on the array of classes and races presented in the first
Player's Handbook
(R), adding both old favorites and new, never-before-seen options to the game.The book adds a new power source for 4th Edition D&D; classes using the new primal power source include the barbarian and the druid.
Player's Handbook 2
expands the range of options available to D&D players with new classes, races, powers, and other material.
The Ultimate RPG Character Backstory Guide: Prompts and Activities to Create the Most Interesting Story for Your Character
James D’Amato - 2018
But before you begin your adventure, there’s so much more you can do with your character to make him or her your own! Just how evil is she? What does his dating profile look like? Where did she get that scar? What does he want for his birthday? With fill-in-the blank narratives, prompts, and fun activities to help you customize your character at the start of the game, or build out your backstory as you play, The Ultimate RPG Character Backstory Book will help you fully imagine your character and bring them to life for the ultimate gaming experience!
Pathfinder Roleplaying Game: Bestiary 4
Jason BulmahnTim Hitchcock - 2013
Within this tome of terrors you'll find pitiless psychopomps and blood-drinking nosferatu, insectile formians and faceless nightgaunts, and even unique mythological horrors like Spring-Heeled Jack and Grendel himself. Yet not every creature need be an enemy, as mighty empyreal lords, primeval outer dragons, and valorous swan maidens enlist you in their epic battles!Pathfinder Roleplaying Game: Bestiary 4 is the fourth indispensable volume of monsters for use with the Pathfinder Roleplaying Game and serves as a companion to the Pathfinder Roleplaying Game Core Rulebook and Pathfinder Roleplaying Game Bestiary. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.Pathfinder Roleplaying Game Bestiary 4 includes:- More than 300 different monsters.- Creatures from classic horror literature and monster films, including the colour out of space, elder things, and kaiju.- New player-friendly races like changelings, kitsune, and nagaji.- Entities of mythic might, from despotic demon lords and alien elohim to terrifying Great Old Ones—including Cthulhu!.- New creatures you can construct, like clockworks and juggernauts.- New familiars, animal companions, and other allies.- New templates to help you get more life out of classic monsters.- Appendices to help you find the right monster, including lists by Challenge Rating, monster type, and habitat.- Expanded universal monster rules to simplify combat.- Challenges for every adventure and every level of play.... and much, much more!Cover art by Wayne Reynolds
Deities and Demigods
Rich RedmanJeff Easley - 2002
With abilities that reach nearly beyond the scope of mortal imagination, the splendor of the gods humbles even the greatest of heroes.This supplement for the D&D game provides everything you need to create and call upon the most powerful beings in your campaign. Included are descriptions and statistics for over seventy gods from four fully detailed pantheons. Along with suggestions for creating your own gods, Deities and Demigods also includes information on advancing characters to godhood.To use this supplement, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs only the Player's Handbook.
Pathfinder Roleplaying Game: Ultimate Magic
Jason BulmahnRuss Taylor - 2011
In addition to the brand-new magus class—a master of both arcane magic and martial prowess—you'll also find a whole new system for spellcasting, rules for spell duels and other magical specialities, and pages upon pages of new spells, feats, and more. Because when it comes to magic, why settle for less than absolute power?Pathfinder Roleplaying Game Ultimate Magic is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.Pathfinder Roleplaying Game Ultimate Magic includes:- The magus, a new base class combining deadly arcane magic with the skills and weapons of a trained warrior.- Words of power, an innovative and flexible new spellcasting system.- New options for dedicated casters, such as alchemist discoveries, alternative uses for channeled energy, druid companions, sorcerer bloodlines, eidolon abilities, witch hexes, and oracle mysteries.- Additional feats and magical abilities for martially oriented casters, including monk ki tricks, inquisitor archetypes, and ranger traps.- New magical conditions called spellblihgts, as well as systems for crafting constructs, binding outsiders, and spell-dueling.- More than 100 new spells, plus detailed guidelines for designing your own.... and much, much more!Cover art by Wayne Reynolds
Arbiter of Worlds: A Primer for Gamemasters
Alexander Macris - 2019
This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash
The Monsters Know What They're Doing: Combat Tactics for Dungeon Masters
Keith Ammann - 2019
In The Monsters Know What They’re Doing, Keith Ammann lightens the DM’s burden by helping you understand your monsters’ abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don’t whip out their field manuals for the first time when they’re already under fire, a DM shouldn’t wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat. Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.
Dungeon Master's Guide Rules Supplement: The Castle Guide
Grant Boucher - 1990
Sections address life in a feudal culture, the duties of the nobility, and the true meaning of knighthood. You'll find a complete system for the design and construction of castles, new BATTLESYSTEM rules for the resolution of sieges, a quick resolution system for massive military campaigns, and an assortment of generic castles to spark your imagination.
Fiend Folio (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
James WyattPaul Leach - 2003
Whether torn from the darkest planes of existence or spawned as blights upon the natural world, the creatures bound within these covers will challenge stalwart adventurers of every experience level.This accessory for the D&D game captures over 150 monsters, including some of the most diabolical beings imaginable. While focused on extraplanar and otherworldly creatures, you'll also stumble across new creatures of every type, with Challenge Ratings that range from 1/8 to 25. Along with three new fiendish prestige classes, six new templates, and rules for swarms, grafts, and symbionts, the Fiend Folio offers a multitude of challenges for every hero.To use this supplement, a Dungeon Master also needs the Player's Handbook, and the Dungeon Master's Guide. A player needs only the Player's Handbook.
Warriors and Weapons
Jim Zub - 2019
This guide includes detailed illustrations of the weapons, armor, clothing, and other equipment that fighters use, and offers the tools young, aspiring adventurers need for learning how to build their own characters, including sample profiles, a flowchart to help decide what type of warrior to be, and brainstorming challenges to start thinking like an adventurer whether on your own or in the midst of an exciting quest with friends and fellow players.
Ravenloft Core Rulebook
John W. Mangrum - 2001
A world ruled by fear and horror. Vampires who command the night. Shapeshifters who prowl the forests. Eldritch ghouls and undead skeletons who prey upon a fearful populace. If ever a world needed heroes, it is the world of Ravenloft.