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Pathfinder Campaign Setting: The Inner Sea World Guide
James JacobsJeff Grubb - 2011
Yet all is not lost, for these dark times provide ample opportunity for adventure and heroism.Inside this exciting and informative 320-page tome you will find:- Detailed summaries of the player character races native to Golarion, including more than a dozen distinct human ethnicities- Elaborate gazetteers of more than 40 crumbling empires, expansionist kingdoms, independent city-states, and monster-haunted wildlands of Golarion’s adventure-filled Inner Sea region, with locations perfect for nearly any type of fantasy campaign- Cultural information and Pathfinder RPG rules covering the 20 core deities of the Inner Sea, plus entries on other gods, demigods, forgotten deities, weird cults, strange philosophies, and more!- An overview of the Inner Sea’s history, a look at time and space, a discussion of magical artifacts and technological wonders, discussions of important factions and organizations, and hundreds of locations ripe for adventure!- Tons of new options for player characters, including Inner Sea-themed prestige classes, feats, spells, adventuring gear, and magic items!- Nine new monsters, including exotic humanoids of the skies and seas, undead and dragons, and an angry demon lord in exile!- A giant 21.75"x33" poster map that reveals the sweeping landscape of the Inner Sea in all its treacherous glory!Cover art by Wayne Reynolds
Clanbook: Ventrue Revised
Richard Dakan - 2000
Forever in the line of fire, they have sacrificed their own comfort for the good of all Kindred. Or is this all an empty ruse that excuses their excess and greed? the proud history and black secrets of the clan reveal the truth.Clanbook: Ventrue includes:* The history and practice of the Kindred's most august clan* Hints and tips for making each Ventrue a unique and influential member of vampiric society* New Discipline powers, scandals and luminaries of the Clan of Leadership
Legend of the Five Rings RPG
John Wick - 1997
The game uses the Legend of the Five Rings setting, and primarily the nation of Rokugan which is based on feudal Japan with influences from other East Asian cultures.Like most role-playing games, Legend of the Five Rings is played by one or more players and a game master, who controls the events that happen during the game as well as thenon-player characters (also called "NPCs"). An aspect that sets Legend of the Five Rings apart from other games is the inclusion of courtiers and other non-combatant character types as valid player character types. Most role-playing games focus heavily on combat and non-combatants are generally only given as non-player characters, whereas in Legend of the Five Rings it is possible (although unlikely) to play an entire game with no scenes of combat at all.In 1998, Legend of the Five Rings won the Origins Award for Best Roleplaying Game of 1997.
The Complete Ranger's Handbook
Rick Swan - 1993
Until now. Come learn the innermost secrets of one of the most popular AD&D character classes. Details on every part of the Ranger's life, from allied forest brethren to unusual outdoor equipment. With 15 new and exciting character kits, this book is an information-packed accessory for the AD&D 2nd Edition Game. A special appendix gives the rules for the original AD&D ranger class.
Monsterhearts
Avery Alder - 2012
When you play, you explore the terror and confusion that comes both with growing up and feeling like a monster.Based on the Apocalypse World engine, this is a game with emergent story, messy relationships, a structured MC role, and a focus on hard choices.It’s designed to evoke stories like True Blood, Buffy the Vampire Slayer, Ginger Snaps or The Twilight Saga. If you like supernatural romances, or stories of monstrosity and personal horror, or if you just like watching sexy people ruin their lives, then you’ll love this game.
Pathfinder Chronicles: Campaign Setting
Mike McArtorJeff Grubb - 2008
The Pathfinder Chronicles campaign setting provides classic adventuring style and cutting-edge game design perfectly suitable for the world’s most popular roleplaying game!Note: Pathfinder Campaign Setting: The Inner Sea World Guide has replaced this volume as the main Pathfinder campaign setting book. The newer volume has been expanded and updated, and is designed for use with the Pathfinder Roleplaying Game. And the PDF is cheaper, too!Cover art by Wayne Reynolds
Complete Psionic: Mastering the Powers of the Mind
Bruce R. Cordell - 2006
Whether you're playing a devoted psion or psionic warrior, or a member of a psionic race, or are just looking to expand your character's options, this sourcebook has something for you. Players and Dungeon Masters gain access to new combat options, powers, equipment, and prestige classes, as well as exciting new character classes. Complete Psionic also provides new information on psionic organizations, and Dungeon Masters will find material for incorporating psionics into their campaign worlds.
Werewolf: The Forsaken
Carl Bowen - 2005
To one side stretches the forest, to the other the city. Your claws are stained with blood. Your senses whisper of prey that runs before you, and of predators who stalk even the likes of you. You hear the howls of your brothers and sisters. Luna rises. Your blood boils. It is time to hunt. Wolves at the Door Werewolf: The Forsaken -- the game of bestial violence and supernatural terror -- is the second core setting sourcebook intended for use with White Wolf's new Storytelling System(tm). Werewolves are creatures of original sin, tainted by ancestral crimes and driven to hunt by the shame of being abandoned. This book details what it is to be Forsaken, one of the Tribes of the Moon. Create your own werewolf pack and seek redemption or give in to your savage nature. Hardcover. For use with the World of Darkness Rulebook.
Oriental Adventures
E. Gary Gygax - 1985
In the lands of Oriental Adventures, characters are not judged solely on their prowess with sword and spell. Oriental characters' social skills and personal honor are just as important as their combat abilities. When was the last time politeness and proper manners really mattered in your campaign? How can characters associate with nobility if they know nothing of courts or court etiquette? How many AD&D characters worry about how their actions reflect upon their families and comrades? These and many other intricacies of social interactions and responsibilities are brought to light in this volume. Don't get the idea that Oriental Adventures characters don't fight. Pages and pages of Oriental weapons and armor are described and illustrated here. From the favored weapons of the ninja to thin pieces of cloth that actually stop arrows, the arms and defenses of the Orient are yours in the lands of Kara-Tur. Have a favorite monster from Japanese films? Find it under Gargantua in the Monsters section! Want to learn a martial arts style or create a new style? You can do it in the new worlds opened up to you in Oriental Adventures!
Castle Amber (Château d' Amberville)
Tom Moldvay - 1981
you find yourselves cut off from the world you know. The castle is fraught with peril. Members of the strange Amber family, some insane, some merely deadly, lurk around every corner. Somewhere in the castle is the key to your escape, but can you survive long enough to find it?
Clanbook: Malkavian
Daniel Greenberg - 1995
No they don't. Madness is often only a step away from enlightenment and, for some, is a step beyond. No it isn't. Now learn how the Malkavians twist the world for their benefit. You won't learn a thing. Discover the truth of their madness. It's too late for that. Clanbook: Malkavian includes: * The history of the clan and the true depth of its member's insanities;* 10 sample characters suitable for players and Storytellers; and* ιφ ψου χαν ρεαδ τηισ, ψου αρε οφφιχιαλλψ τραγιχαλλψ ηιπ.
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.