Pathfinder Roleplaying Game: Advanced Class Guide


Jason BulmahnTim Hitchcock - 2014
    Incredible powers also await existing characters, with more than a hundred new archetypes and class options. Prepare characters for their most legendary adventure ever with massive selections of never-before-seen spells, magic items, and more!The Pathfinder Roleplaying Game Advanced Class Guide is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds upon more than 15 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 Advanced Class Guide includes:- Ten new base classes—the magic-twisting arcanist, the ferocious bloodrager, the cunning investigator, the daring swashbuckler, the formidable warpriest, and others.- Variant class abilities and thematic archetypes for all 29 base classes, such as the counterfeit mage and the mutagenic mauler.- Nearly a hundred new feats for characters of all classes, including style feats, teamwork feats like Coordinated Shot, and more.- Hundreds of new spells and magic items, such as feast on fear and skullcrusher gauntlets.- An entire armory of amazing equipment, from vital new adventuring gear to deadly alchemical weapons.... and much, much more!Cover art by Wayne Reynolds

Defenders of the Faith: A Guidebook to Clerics and Paladins


Rich Redman - 2001
    It's packed with ways to customize cleric and paladin characters, including: New feats, prestige classes, weapons, and equipment. More uses for turning checks, and new magic items and spells designed specially for clerics and paladins. Information about special organizations such as the Laughing Knives and the Stargazers. Detailed maps of temples that players and Dungeon Masters can use as bases of operation or as enemy structures that must be brought down. Indispensable to both players and Dungeon Masters, this book adds excitement to any campaign.

Ni No Kuni: Wrath of the White Witch: Prima Official Game Guide


Howard Grossman - 2013
    Ni No Kuni: Wrath of the White Witch Prima Official Game Guide includes:    • Gain access to the Gold Hurley Familiar DLC with the purchase of the guide   • Detailed spoiler-free walkthrough for the entire game, including all errands and bounty hunts    • Complete charts showing all information and metamorphous of each familiar    • Breakdown for all spells, alchemy formulas, and items    • Solve every puzzle, defeat every boss, and find all hidden treasures    • Features a hard cover with unique treatments for collectability.

City of Splendors: Waterdeep (Forgotten Realms)


Eric L. Boyd - 2005
    An overview of thecity includes history, a whoâ��s who, information on laws, and rules for running and playing in a Waterdhavian campaign. Information on the people of Waterdeep covers non-player characters, arcane schools, armed forces, guilds, nobility, prestige classes specific to the city, and more. Also included in the book are discussions of specific Waterdeep locales, adventure locales, and new monsters. An extensive appendix gives information on new equipment, magic items, psionic powers, poisons, spells, and more. ERIC BOYD is a software developer who has written extensively about the Forgotten Realms setting for Wizards of the Coast, Inc. His most recent credits include Lost Empires of Faerûn â�¢, Faiths & Pantheons â�¢, Races of Faerûn â�¢, and Serpent Kingdoms â�¢.

Princes of the Apocalypse


John-Paul Balmet - 2015
    Are these events all some bizarre coincidence, or is there a deeper reason behind them?Working through its prophets, the Elder Elemental Eye has emerged to spread chaos across the Forgotten Realms. How will the adventurers prevent absolute devastation?A Dungeons & Dragons adventure for characters of levels 1-15

Clanbook: Tremere


Keith Herber - 1995
    they are also the clan with the most to fear, for their enemies are everywhere, especially within their own ranks. Clanbook: Tremere includes: the dark history of the clan, and rumors of its even darker future; ten sample characters suitable for players and Storytellers; and in-depth information on the powerful Discipline of Thaumaturgy.

Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers (Dungeons & Dragons Accessory)


Mike Selinker - 2001
    Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers contains strategies for creating specific types of characters, as well as advice for Dungeon Masters and players on how these types of characters could impact a campaign world. This volume contains details of skills, feats, and equipment for players who want to play a specific type of character beyond the information available in the Player's Handbook.

In Search of the Unknown


Mike Carr - 1979
    Introductory module for character levels 1-3 for the Dungeons & Dragons game.This package ( a cover folder with maps & descriptive booklet within), forms a complete module for use with Dungeons & Dragons Basic Set.It is especially designed as an instructional aid for beginning Dungeons Masters & Players, specifically created to enable new Dungeon Masters to initiate play with a minium of preparation.

Pathfinder Roleplaying Game: GameMastery Guide


Cam BanksKenneth Hite - 2010
    Fortunately for GMs, the Pathfinder RPG GameMastery Guide is here to back you up. Packed with invaluable hints and information, this book contains everything you need to take your game to the next level, from advice on the nuts and bolts of running a session to the greater mysteries of crafting engaging worlds and storylines. Whether you've run one game or a thousand, this book has page after page of secrets to make you sharper, faster, and more creative, while always staying one step ahead of your players.The 320-page Pathfinder RPG GameMastery Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. 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.The Pathfinder RPG GameMastery Guide includes:- Tips and tricks for preparing and running a better game, suitable for beginning GMs and battle-hardened veterans.- Step-by-step walkthroughs for creating campaign worlds, cities, cosmologies, feudal systems, and alternate dimensions.- Difficult player types, and how to handle them gracefully.- New rules for subsystems like hauntings, chase scenes, fortune-telling, gambling games, mysteries, and insanity.- Charts to help you generate everything from interesting NPCs and fantastic treasures to instant encounters in any terrain.- Advanced topics such as PC death, game-breaking rules, overpowered parties, solo campaigns, and derailed storylines.- Sample NPC statistics for dozens of common adventuring situations, such as cultists, guardsmen, barmaids, and pirates.... and much, much more!Cover art by Wayne Reynolds

Hammerhal & Other Stories


David Annandale - 2017
    A great warhost of Tzaangor beastkin, creatures devoted to Tzeentch, the Architect of Fate, defile the once-verdant lands of Ghyran. All that opposes them are the noble Stormcast Eternals of the Hallowed Knights. Reforged in resplendent sigmarite and wielding the lightning of Azyr, few can stand against these heroes. But Tzeentch's followers are cunning, and as the Hallowed Knights wage bloody war, a second attack on the city of Hammerhal, which the Stormcasts are oath-sword to defend, is coming to pass. Both the warriors without and the hunters within the city must act fast or the truth about the Hexwood will undo everything they have fought so hard to protect.Also within this book is a host of awesome short stories giving you a flavour of the many warring armies that exist within the worlds of Warhammer Age of Sigmar.CONTENTSThe Keys to Ruin by David AnnandaleBeneath the Black Thumb and Great Red by David GuymerHeartwood by Robbie MacNivenAssault on the Mandrake Bastion, Hammerhal and The Prisoner of the Black Sun by Josh ReynoldsVengeance Eternal by Matt Westbrook

Delta Green: Strange Authorities


John Scott Tynes - 2012
    But he's keeping a secret that may unlock a darker destiny. FINAL REPORT “Entry One has been breached. Time to get this show on the road. They have no idea the kind of Hell I've prepared for them. May God have mercy on my soul.” MY FATHER’S SON A Delta Green agent with a mysterious past may learn more than he ever wanted to know when his current case leads where he never dared to go. THE DARK ABOVE In the face of madness and horror, two lonely Delta Green agents reach out to each other. Can they really afford such fragile bonds when the secrets of the night surf roll in? THE RULES OF ENGAGEMENT An agent’s disappearance pulls a Delta Green team into a vortex of horror in this novel of personal apocalypse. The secrets they uncover threaten to ignite a war between the Delta Green conspiracy and its bitterest enemy, Majestic-12 — secrets buried within time itself. Foreword by Kenneth Hite.

All Flesh Must Be Eaten


Al Bruno - 2003
    In it, you will find: Eleven different Deadworld settings allowing customization of the storyline. A comprehensive zombie creation system to surprise and alarm players. A list of equipment crucial to surviving a world of shambling horrors. Detailed character creation rules for Norms, Survivors, and the Inspired. A full exposition of the Unisystem game rules, suitable for any game in any time period. Open Game License conversion text for porting AFMBE to any modern-day campaign featuring a twenty-sided dice game mechanic.

RuneQuest


Steve Perrin - 1978
    These early chapters show the secret workings of the 'world machine.'• Combat Skills - contains information on use, cost, training, and problems with weaponry. It provides a unique combat system free of ambiguities.• Battle Magic - everyday spells available to all characters. You can enhance weapons or armor, detect items, or combat spirits• Other Skills - available in a wide variety are such useful personal skills as Riding, Tracking, and Picking Pockets.• Rune Magic - provides spells which deliver the power of the the gods to their devoted followers; also discusses the cults which channel such powers and the deadly tribal shamans.• Monsters — from Aldryami to zombies, this extensive chapter gives stat' guidelines for a menagerie of beast (dumb and smart) which can menace players and make life difficult.• Treasure - there are complete guidelines for compiling treasure which is commensurate with the comparative 'toughness' of the monsters to be dealt with.• Referee Notes - useful guidelines for the novice or professional referee, including optional rules.• Charts and Tables - included are play-aids for running a campaign in the Dragon Pass area; among others are encounter, reaction, and experience tables.• Convenient Pull-outs - the center sheets of the book make up a digest of the most important charts, tables, rules, and procedures, which can be lifted from the book for easy access.

Final Fantasy IX: Offical Strategy Guide


Dan Birlew - 2000
    Using this printed guide along with Squaresoft's online guide at PlayOnline.com will enable players to access additional resources for this epic adventure.

Manual of the Planes


Jeff Grubb - 2001
    From the depths of Hell to the heights of Mount Celestia, from the clockwork world of Mechanus to the swirling chaos of Limbo, these strange and terrifying dimensions provide new challenges to adventurers who travel there. "Manual of the Planes" is your guidebook on a tour of the multiverse. This supplement for the D&D game provides everything you need to know before you visit other planes of existence. Included are new prestige classes, spells, monsters, and magic items. Along with descriptions of dozens of new dimensions, Manual of the Planes includes rules for creating your own planes. 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."