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Complete Warrior (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Andy Collins, David Noonan, Ed Stark

Complete Warrior (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Andy Collins, David Noonan, Ed Stark List Price: $29.95
By: Wizards of the Coast
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Customer Reviews:
Total reviews: 40 Average rating: 3.5 of 5

Editorial Review:

Forge your name in battle!

The Complete Warrior provides you with an in-depth look at combat and provides detailed information on how to prepare a character for confrontation.

This title was not only compiled from various D&D sources, but contains new things as well, including new battle-oriented character classes, prestige classes, combat maneuvers, 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. The Complete Warrior 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.

To use this accessory, a Dungeon Master also needs the Player’s Handbook, Dungeon Master's Guide, and Monster Manual. A player needs only the Player's Handbook.

Complete Adventurer: A Guide to Skillful Characters of All Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)

Jesse Decker

Complete Adventurer: A Guide to Skillful Characters of All Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) Jesse Decker Amazon Price: $19.77
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Customer Reviews:
Total reviews: 18 Average rating: 4.0 of 5

Great book for Gamers 5 out of 5 stars.
4 of 11 people found this review helpful.

I find this book very helpful in my D&D games. With the new prestige classes introduce, I have completed my characters and so have my fellow gamers. I would recommend that any serious gamer aquire this book for their collection. It could be a life saver.

Helpfull material 5 out of 5 stars.
2 of 22 people found this review helpful.

This book, besides new classes, and prestige classes, contain a lot of information about new spells for all classes and feats that may lead your new adventures. I rate it OK. a must have book.

Editorial Review:

The essential sourcebook for any D&D character looking to build adventuring skills.

Complete Adventurer™ serves primarily as a player resource focused on adventuring skills for characters of any class. 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, classes, 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.

Complete Scoundrel: A Player's Guide to Trickery and Ingenuity (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Mike Mcartor, Wesley Schneider

Complete Scoundrel: A Player's Guide to Trickery and Ingenuity (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Mike Mcartor, Wesley Schneider List Price: $29.95
By: Wizards of the Coast
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Customer Reviews:
Total reviews: 25 Average rating: 4.0 of 5

great buy 5 out of 5 stars.
1 of 1 people found this review helpful.

This book is pretty good. It is unreasonable to expect that every person is going to use every bit of this book. No one has that much time, or that many characters. Unless of course your characters are suicidal and you roll up a new one every session. To me, if you can pick up a supplement book, pluck out a few classes, feats, and some other good information out of it, chances are its a good buy. Especially considering you can bring that to your gaming group and someone else there might like something that you didn't have a use for. The prestige classes are pretty interesting in terms of class abilities, but I wasn't crazy about them. The enrichment material at the front of the book is excellent though, just like the stuff in PHB2. Solid gold for helping you role-play or just concept a character. The feats and skill tricks presented in this book are also good. In my current campaign I play a Scout (from Complete Adventurer) and I like the character a lot. The problem was, I wasn't getting the full statistical output that my character's personality supports. With the feats in this book, I was able to customize my character by multiclassing in some things without losing some of the Scout class ability progression, which let me make the character into who I felt he should be. The book also has many other feats that make it a lot more appealing to multiclass with levels in a Scoundrel-type class. The skill tricks also add a lot of flavor to your character as well as giving them some cool abilities like some feats give, but with the limitation that they can be used once per day. The book isn't all for the Rogue type, though. It has a fair amount of prestige classes and feats and skill tricks for various casters. To name a few, this book contains the Grey Guard prestige class, sort of like a Paladin with less remorse and more freedom of action. It also has a skill trick that lets anyone with 5 ranks in the Heal skill heal some damage when they stabilize. All in all, I won't use everything in this book, but I will use a good amount of it and it is likely that some of my other players will, too.

Complete Psionic (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)

Bruce R. Cordell, Christopher Lindsay

Complete Psionic (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) Bruce R. Cordell, Christopher Lindsay List Price: $29.95
By: Wizards of the Coast
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Customer Reviews:
Total reviews: 17 Average rating: 3.0 of 5

Editorial Review:

Think You Know Everything about Psionics?
Think Again.

In ages past, those who wielded psionic power were ignored. Then, as folk witnessed firsthand their strange abilities, they were scorned and treated like outcasts. Over time, they have carved niches for themselves in society. Now you can rub shoulders with them at the local inn, trade with them in the bustling streets, and follow them on some great adventure. Psionic characters are everywhere, and your world is all the better for it.

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.


For use with these Dungeons & Dragons® core books
Player’s Handbook™ Dungeon Master’s Guide™ Monster Manual™
Expanded Psionics Handbook™

Book of Exalted Deeds (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)

James Wyatt, Darrin Drader, Christopher Perkins

Book of Exalted Deeds (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) James Wyatt, Darrin Drader, Christopher Perkins List Price: $32.95
By: Wizards of the Coast
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Customer Reviews:
Total reviews: 29 Average rating: 4.0 of 5

Editorial Review:

Strike Down Evil with the Sword of Enlightenment

Only those who are pure in word, thought, and deed may look upon the knowledge gathered within this blessed tome. For the blinding truths inscribed within offer nothing but redemption or destruction for the wicked. May these consecrated pages forever illuminate the paths of the righteous.”

-- Raziel the Crusader, ruler of the Platinum Heaven

As the Book of Vile Darkness was a resource book on the most evil elements of campaign play, the Book of Exalted Deeds focuses instead on the availability of good resources and features in the D&D spectrum.

Included are new exalted feats, prestige classes, races, spells, magic items, and descriptions and statistics for a host of creatures and celestial paragons to ally with virtuous characters. The Book of Exalted Deeds also provides descriptions and statistics for a host of creatures and celestial paragons to ally with virtuous characters.

Book of Exalted Deeds is the second title in the line of Dungeons & Dragons products specifically aimed at a mature audience.

To use this supplement, a Dungeon Master also needs the Player’s Handbook, Dungeon Master's Guide, and Monster Manual. A player needs only the Player’s Handbook.

Forgotten Realms Campaign Setting (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting)

Ed Greenwood, Skip Williams, Sean K Reynolds, Rob Heinsoo

Forgotten Realms Campaign Setting (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting) Ed Greenwood, Skip Williams, Sean K Reynolds, Rob Heinsoo Amazon Price: $39.95
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Customer Reviews:
Total reviews: 70 Average rating: 4.5 of 5

love forgotten realms 5 out of 5 stars.
2 of 4 people found this review helpful.

just recently had a chance to use the forgotten realms campaign setting, i love this book it was so helpful with forgotten realms lore, and not to mention npcs to use thanks amazon for carrying so many fine products like this,

Return to the best setting ever! 5 out of 5 stars.
2 of 4 people found this review helpful.

I was very unsettled when the old parent company TSR went under in 1997. I loved the lavish boxed set filled with maps and cards. The novels was what it was about for myself. I loved the Dragonlance Chronicles in the mid 1980s. Then I happened upon the old gray box called the Forgotten Realms. I thought it revolutionary as an open-ended adventure setting. I didnt have many friends interested in playing the game at the time, so I began reading and collecting the novels.

The stories are not classical liturature, however, they are a lot of fun! I collected all that was published until 1997. It seemed all was lost for old TSR. I decided to stop reading these stories as well. I honestly liked the Birthright setting more, but its lifespan was short indeed, a year or so. It only spawned a few novels.

In the short time of TSR's hiatus, the Forgotten Realms was uncovering its hidden past-Netheril, Cormanthyr, and others that seemed very enticing to me. I began playing the game itself upon my PC. Baldurs Gate, Icewind Dale were very familiar to me. The action became real for once.

The books gathered dust as did the endless supplements besieging my bookshelf. Yet, for sentimental reasons, I could not part with them. Lord of the Rings became a major revival for the genre. It is widely accepted that D&D is a tribute to Middle Earth. I feel it goes much deeper than this, as the architypes can be found all over popular culture. Harry Potter to Star Wars is a little of the magic of old TSR.

That brings us to the present and my rediscovery of the fabulous Forgotten Realms. I approached it with much caution. What had they done to my baby? Absolutely the greatest honor. The entire world is here, with all the vivid details I remembered. It was a little expensive and short on maps but worth it! I have every map 10 time over on my fantasy shelf. Now, I would like to see Kara-Tur, Maztica and Zhakara updated in this format. It is very tidy and easier to carry around in a single book. Now back to the novels, there are about 20 I have to catch up on. Its that old cliche-so many books, so little time.

Thank you, to all that have kept the dream alive! For it is fully developed and ready for the next generation of dreamers! Elminster, if you read this, thank you for your magical input.

Editorial Review:

The first in-depth look at Waterdeep, the shining jewel of the Forgotten Realms setting, in many years. City of Splendors: Waterdeep offers an in-depth examination of the great city of Waterdeep in the Forgotten Realms setting. An overview of the city includes history, a who'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.

Dungeon Master's Guide II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)

Jesse Decker, David Noonan, Chris Thomasson, James Jacobs, Robin D. Laws

Dungeon Master's Guide II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) Jesse Decker, David Noonan, Chris Thomasson, James Jacobs, Robin D. Laws List Price: $39.95
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Customer Reviews:
Total reviews: 20 Average rating: 4.0 of 5

Useful to Any DM 4 out of 5 stars.
11 of 11 people found this review helpful.

All right. Let's begin with a discussion of irony. Not irony as in the Alanis Morissette song (the greatest irony of which almost none of the things she calls ironic actually are). Instead we will talk about true irony.

Those of you who have read my previous reviews may have noticed a certain resistance to a phenomena I call "prestige class bloat." DMG II arrived at my door a bit late for a review copy, and I had some time to think about how I would view the prestige classes in this book. Every other book has drawn my anger, my disdain, sometimes even my pity for their prestige classes. But this book, I thought, "You know . . . I'm gonna give them a pass on this book. They might put the contents into the SRD at some point (it's possible). I'll let this one go."

And there are no prestige classes in this book.

I might weep. I might actually weep.

Anyway. We won't hold that against them. We won't. My review will be objective. Honest.

Actually, that won't be very hard. There's a lot to like in this book. Almost everything is useful. Some of it is downright insightful. When I reviewed the first DMG all those year's ago (all right, the first 3.x DMG . . . I'm not that old, people) I was amazed at how good the advice was. This wasn't just a set of DM specific rules, it really was a guide to being a good DM.

So here we are, years later, holding DMG II.

Chapter 1 deals with the actual running of a game. Now, in many ways this chapter resembles the Gamemaster's Law product from ICE. For years I've said that was the best book on GMing ever written. I'm friends with one of the authors. I'm crushed to say this, but, I like this one better. The bits on how to actually run are pretty blaise, although if your DM routinely shows up surly, sleepy and unwashed you might make him read this book. No, the true genius is the treatment of the different play styles. There was a lot of insight here I've missed over the years. In this section they talk about the different type of players and how to tailor a game for them . . . most importantly, they talk about how to avoid the pitfalls caused by these players. For instance, I've had problems with "Outliers" over the years. These are the players that choose strange class/race combinations, bizarre backgrounds, and seem to set themselves up to fail. An outlier can cause a great deal of trouble in a game if they go out of control at a bad moment. This book gave the simplest advice, to give the outlier the opportunity, a specific set up, to allow him to fail spectacularly early in the session, when it won't hurt anything. By doing this you'll avoid the problem of the character imploding later and taking your plot line with him. It's the simplest advice, but I've missed it for years, and now I know. I'm anxious to put it into use.

Chapter 2 deals with adventures. Now, this was sort of a ho hum chapter for me. When it's useful, I expect it to be very useful, but otherwise I doubt I'll ever look at it. It gives a section on using published adventures that I hope no one needs to read (but if you do, study it. I'm going into business as an e-publisher). It follows this up with some new traps, which are probably the most consistently useful thing in the chapter. Then it moves on to strange locations, such as the tree top city and all the rules necessary for play there. Then it moves onto special encounter rules, such as how to deal with mobs, which again, could be useful. Finally it wraps up with miniature and encounter advice, which was fine.

Chapter 3 deals with building a campaign. Most of the advice is pretty good, but the detailed examples of some medieval environments was truly spot on. I've studied a lot about medieval culture (I'm no expert, but above the gamer layman) and I thought they did a fine job here, especially in examining the fine line between realism and the style of play that is conducive to a good game. You absolutely need to compromise to find the perfect ground between the two, and I loved this book for even trying it. The rest of the chapter treats with general subjects like building a city or magical events and I looked upon it and I called it good.

Chapter 4 outlined the city of Saltmarsh. You know, I could have done without this chapter. I mean it was fine and all, but I thought the locale was a little too evocative of specific images to be as universal as a city in a book like this needed to be. We needed a Homlet, or better yet, a location that doesn't carry the baggage of roleplaying history with it (either good or bad). This chapter just didn't work for me as is. No offence to the writer. I believe this one went astray at conception (and as a game designer, I know the feeling. I've taken the fall for decisions that weren't mine in at least one book.)

Chapter 5 deals with NPCs. Its starts with a treatment of contacts and hirelings, plus a section on unique abilities. Then it hops into my favorite part, the complex NPCs. Lets face it, when you suddenly need a Blackgaurd, you need it now and it's not something you can wing and do it justice. This section gives a nice sampling of these types of difficult-to-improvise characters.

Chapter 6 is the character chapter, it starts with apprentices and mentors and moves on to running a business. Then it hits on teamwork benefits, like those given by special training in Heroes of Battle. I'm still glad these were added into the D&D system and I'm anxious to see more. Then it moves onto prestige classes. Sigh. Now, I was willing to see a few prestige classes in this book, hoping they'd make it into the SRD. Let's face it, only so many people can create versions of the Knight before you're accidently stepping on a half-dozen copyrights. I doubt anyone would sue you over retreading the same ground as everyone else, but we need to stop beating this poor horse. Still, they went a different way. This section is on how to build even more prestige classes. When I read the words, "Why make your own prestige class?" I wanted to find a set of precision needles and stick the one after another into my eyes. Flash forward ten years. "Why did he kill so many people, officer?" "Well, prestige class bloat was bad enough, but then they came out with DMG II. It was the beginning of the end." The chapter wraps up with some stuff on PC organizations.

Finally, the finishes with expanded magic item rules. The book needed this section, and I was happy with it. Of particular note is the section on magical locations which are essentially giant, immobile magic items. These types of locations have worked their way into my campaigns several times over the years. I was happy to see them here.

Overall, I enjoyed this book. I would recommend that everyone who intends to run a game read at least the first chapter. I thought it alone was worth the cover price, and so if you can find a good use for the other material in the book, so much the better. Now I'm going to take a nap an imagine a world where prestige classes are few, balanced, and in some way prestigious.

Editorial Review:

A follow-up to the Dungeon Master's Guide, designed to aid Dungeon Masters and reduce game preparation time. The Dungeon Master's Guide II builds upon existing materials in the Dungeon Master's Guide. It is specifically designed to facilitate play, especially when the Dungeon Master has a limited amount of preparation time. Chapters include discussion on running a game, designing adventures, building and using prestige classes, and creating campaign settings. Ready-made game elements include instant traps, pre-generated locations, treasures, and a fully realized and rendered town.

Dungeons and Dragons 4th Edition For Dummies (For Dummies (Sports & Hobbies))

Bill Slavicsek, Rich Baker

Dungeons and Dragons 4th Edition For Dummies (For Dummies (Sports & Hobbies)) Bill Slavicsek, Rich Baker Amazon Price: $14.95
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Customer Reviews:
Total reviews: 21 Average rating: 4.0 of 5

Editorial Review:

Explore the fantasy world of D&D and delve into dungeons, slay monsters, and gain treasure!

If you've been thinking of playing D&D or you've played before and you want to get up to speed on the all-new 4th Edition, this is the book for you. Here's what you need to know to join the fantasy fun.

  • D&D terminology — understand what ability check, modifier, saving throw, AC, gp, hp, and XP mean

  • Roll the dice — add modifiers and see if you rolled the d20 high enough to beat the challenge

  • Minding your manners — know D&D etiquette so you'll be welcome in any adventure

  • Character building — select your character's race and class, and choose the best powers, skills, feats, and gear

  • Roleplaying — give your character a background and personality quirks

  • Combat — use combat rules, a battle grid, and miniatures to play out furious battles

Open the book and find:

  • Everything a new player needs to get started playing D&D

  • Details on four fantasy races and four iconic classes

  • Explanations of every number and statistic on the character sheet

  • The best magic items and equipment for characters of all classes

  • Advice on roleplaying and teamwork

  • A ready-to-use adventure to get you started as a Dungeon Master

  • A ready-to-use battle grid with character and monster markers

Dungeons & Dragons Character Record Sheets: Roleplaying Game Character Sheets, 4th Edition

Dungeons & Dragons Character Record Sheets: Roleplaying Game Character Sheets, 4th Edition Amazon Price: $9.95
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Customer Reviews:
Total reviews: 26 Average rating: 1.5 of 5

Worth the cards? 4 out of 5 stars.
2 of 4 people found this review helpful.

This is basically a folder with to formats of character sheets and some cards. Worth $10? I'm not sure, but I like it. First the character sheets. One is the standard one found in the back of the players handbook. But I really like the horizontal one, which gives you more room on the table for your battles (or snacks). The cards are for your powers (at-will, encounter, and daily), for magic items, and for utility powers. They are color and good quality. Worth $10? Almost...

One of The Worst RPG Products Ever 1 out of 5 stars.
1 of 1 people found this review helpful.

Seriously, Wizards of The Coast? Four actual character sheets? Really?

Come on! I know 4th Edition D&D is all about milking the customers, but this is just sad.

Editorial Review:

Official character sheets for the 4th Edition Dungeons & Dragons® Roleplaying Game.

Encased in a handy pocket folder, these official Dungeons & Dragons character sheets contain all the information players need to build, run, and track their 4th Edition D&D Roleplaying Game characters. Each character sheet is double-sided and designed for optimal playability. In addition, these character sheets are designed to support characters of all classes and levels.

Tome of Battle: The Book of Nine Swords (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Richard Baker, Frank Brunner, Joseph Carriker Jr.

Tome of Battle: The Book of Nine Swords (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Richard Baker, Frank Brunner, Joseph Carriker Jr. Amazon Price: $19.77
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Customer Reviews:
Total reviews: 33 Average rating: 4.0 of 5

broken but fun (review is for ppl who know the game) 3 out of 5 stars.
5 of 5 people found this review helpful.

I haven't totally devoured the entire book. However, i am currently playing a third level Warblade (class level of four) in a very active campaign. I made sure to OK the class with the DM before using it. I made sure he was aware of how some people declare the class is broken, but he said it would be fine.

I have to admit, i didn't think it was broken until i had taken a few levels in the class. In short, my character just seems over powered, in combat. At the cost of next to nothing, he can add an extra d6 of damage to every other attack...and that is only one of the five "maneuvers" he has in his repertoire. As he continues to level, the amount of extra damage dice continues to climb. Along with these dice come other perks, such as disallowing your enemy to move for a round, or to bypass damage reduction. It just seems too easy to accomplish spell-like abilities for no real cost to the character.

It feels as though these maneuvers not only take the place of figher feats, they are far superior to them. Also, the Warblade gets some pretty decent class features, that make it almost swashbuckelerish, without any real penalties. My character is a Dwarven tank.

I should note that we are playing a rather high powered campaign. Strength and Constitution are both 18 and he has points in Intelligence to aid with the class abilities of the Warblade. He also has no negative modifiers on any of his abilities (all are 10 or above). However, all other characters were made using the same sytem.

I certainly wouldn't say the book is bad. The system they lay out for maneuvers and stances works and is consistent. I certainly have fun playing the axe-wielding cuisinart who mops up the bad guys. Our campaign has a deep enough storyline that just excelling in combat doesn't make for an over-powered character compared to the other characters.

But just be warned, that if you have a large party, with more than one front-line fighter, there may be some jealous glances thrown the way of your Warblade. And if your players aren't mature enough, you may find some arguments breaking out.

Editorial Review:

Tome of Battle introduces a new combat subsystem for the D&D game. Tome of Battle introduces new rules for players who want new and interesting combat options for their characters. The nine martial disciplines presented within allow a character with the proper knowledge and focus to perform special combat maneuvers and nearly magical effects. Three new martial adept base classes are presented that allow a character to develop their discipline even further. Also included are new feats and prestige classes that build on the disciplines, new magic items and spells, and new monster and organizations.

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