Psionics Handbook


Bruce R. Cordell - 2001
    This mental manipulation is not magical, nor is it the stuff of superstitious gossip. It is the art of psionics.This supplement for the D&D game provides psionic character classes and prestige classes, psionic skills and feats, a psionic combat system, and a plethora of psionic powers, items, and monsters -- everything you need to include psionics in your campaign.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.

Ars Magica, Third Edition, First Printing


Ken Cliffe - 1992
    

Unapproachable East


Richard Baker - 2003
    Tales from beyond the Easting Reach are told with awed voices and hushed tones. Known to most of Faerun as the homeland of the Simbul, the hathrans, and the Red Wizards, the Unapproachable East is filled with dark secrets, insidious plots, and untold adventure. Discover the people, politics, cities, and societies of the region, along with the monsters, nefarious organizations, and other perils that await unwary travelers in this treacherous corner of the Forgotten Realms game setting. * 12 new prestige classes * 21 new spells * 19 new monsters To use this accessory, you also need the Forgotten Realms" Campaign Setting," the "Player's Handbook," the "Dungeon Master's Guide," and the "Monster Manual."

Divine Power: A 4th Edition D&D Supplement


Rob Heinsoo - 2009
    New options for clerics, paladins, and other divine characters.This tome focuses on the divine heroes: characters whose powers rely on their faith as much as their sword, providing new archetypal builds for the cleric, paladin, and other divine classes, including new character powers, feats, paragon paths, and epic destinies.

Kobold Guide to Plots & Campaigns (Kobold Guides Book 6)


Margaret WeisRobert J. Schwalb - 2016
     Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you're creating memorable and effective NPCs and villains? We've got you covered. Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you'll find all the tips and advice you need to take on the best role in roleplaying--and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals.

Vampire: The Masquerade Revised


Mark Rein-Hagen - 1991
    They are the blood-drinking fiends of whispered legends - Kindred, Cainites, the Damned. Above all, they are vampires. Their eternal struggle, waged since the nights of Jericho and Babylon, plays itself out among the skyscrapers and nightclubs of the modern world. But the vampires' grand Masquerade is imperilled, and the night of Gehenna draws ever closer.Until the End of All ThingsThe new edition of Vampire: The Masquerade is an updated, revised version of the popular classic. In this mammoth volume can be found all 13 clans, all major Disciplines, and a host of brand-new information on both the Kindred and the. . . things. . . that hunt them. This book compiles everything that a Vampire player and Storyteller needs to know about the Kindred and the World of Darkness™ for the new millennium. Plus, the new edition provides all-new information on the changes that afflict the clans, and on the beginning of the end of the Camarilla. Finally, the first of the Storyteller rulebooks is the best again.

Song and Silence: A Guidebook to Bards and Rogues


John D. Rateliff - 2001
    Packed with new ways to customize even the most artful characters this book includes: New feats, prestige classes, weapons, spells, magic items, and equipment. Complete guidelines for trapmaking, including 90 sample traps. Descriptions of a wide range of thieves' guilds and bardic colleges. Detailed rules for flanking opponents in combat. Dungeon Masters and players who want to add a new dimension to their bards and rogues will find a wealth of indispensable material within these pages. To use this accessory, 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."

Vampire: The Dark Ages


Jennifer Hartshorn - 1995
    In the WORLD OF DARKNESS series, this book includes everything necessary for playing the Damned of the Middle Ages, allowing characters to experience the events that have influenced our age.

Clanbook: Lasombra


Richard Dansky - 1996
    Unseen even by mirrors, these lords of darkness glide through the night they rule, orchestrating the rise and fall of Kindred and kine alike. From the Sahara Desert to the Spanish Main, from the monasteries of Seville to the mean streets of New York City, no other clan so embodies what it means to be a vampire.Clanbook: Lasombra includes:* The History of the clan and the foul diablerie of its progenitor;* Details on the clan's sinister rites and depraved games;* New Merits, Flaws and Obtenebration powers.

Rogue Trader: Core Rulebook


Owen Barnes - 2009
    Your ship will take you to new worlds and uncharted reaches of the void, where you will encounter rivals, pirates, aliens, and possibly even creatures of the warp. You will acquire and spend great wealth and riches, and fame or infamy will follow. You will discover ancient and forgotten mysteries and search out the unknown to find lost human worlds or never-before-seen celestial phenomena. You must survive the dangers of space, for beyond the threat of vacuum and deadly radiation lurk things Man was never meant to find... To be part of a Rogue Trader's crew is to stand on the threshold of nearly unlimited opportunity. Vast profits await for you and your fellow Explorers to find and claim. Fame and fortune reward the bold, but the unwary find only an anonymous death. Begin your players' path to wealth and glory with a complete starting adventure that puts the Explorers right into the middle of the action. The Rogue Trader core rulebook contains everything you need to start your adventure in the Warhammer 40,000 universe.

The Complete Book of Gnomes & Halflings


Douglas Niles - 1993
    Brilliant burglars and easygoing farmers. Now The Complete Book of Gnomes and Halflings reveals the secrets of these two popular races - their culture, beliefs, and subraces (including two new subraces), as well as twenty-eight new character kits, from the gnome Goblinsticker to the halfling Forestwalker. If you enjoy playing gnome or halfling characters, or if you're a DM interested in creating an all-gnome or all-halfling campaign, this is the book for you!

Monster Manual 2: A 4th Edition D&D Core Rulebook


Rob HeinsooGreg Bilsland - 2009
    Classic monsters such as centaurs and frost giants make their first 4th edition appearance here. In addition, this book includes scores of new monsters to challenge characters of heroic, paragon, and epic levels.

Encyclopedia Magica (Advanced Dungeons and Dragons), Vol. 2: D-P


Dale Henson - 1995
    

Faiths & Avatars (Advanced Dungeons & Dragons: Forgotten Realms, Campaign Expansion/9516)


Julia Martin - 1996
    Detailed in this 192-page core supplement are the most prominent religions and deities of the Realms. Each divine power is covered in depth by an entry that includes information about the deity's appearance, personality, worshipers, portfolio, aliases, domain name, superior, allies, foes, symbol, worshipers' alignments, avatar, manifestations, church and specialty priests. The information on each religion includes its core dogma, day-to-day activities of priests, holy days and important ceremonies, major centers of worship, affiliated orders, and the priestly vestments and adventuring garb of members of the clergy. Finally, each entry contains spells specific to each of the religions - some new, some long unavailable or hard to find and some updated to conform with the current AD&D game rules. Faiths & Avatars includes: • All the greater, intermediate and lesser deities of the Faerûnian pantheon • The honored dead, including Bane, Bhaal, Moander, Myrkul and Leira, among others • Expanded and clarified specialty priest classes and specific spells for all religions with priesthoods • Color illustrations of priests from every faith in ceremonial dress • Four additional general priest classes now official to the Forgotten Realms campaign setting: crusaders, monks, mystics and shamans.

Clanbook: Ravnos


Robert Hatch - 1997
    From Bel Air to Bombay, from Shanghai to Sarajevo, these nomadic vampires wander where their citybound Kindred fear to tread. Now learn of the Ravnos' secret arts, and the centuries of hate that can lie behind a jester's smile. Clanbook: Ravnos includes: * The history of the clan, from Mohenjo Daro to Birkenau. * Information on Ravnos around the world, and the bitter schism between Gypsy and giorgio. * New Merits, Flaws and Chimerstry powers.