Martial Power 2

February 17th, 2010
by fjamison

Steel and courage are your tools. You do not wield earth-shattering magic. No gods or spirits channel power through you. You rely on strength, agility, skill, and cunning when facing foes. From these simple ingredients, you have the power to forge legends.

In this book, you’ll find hundreds of new powers for martial characters. You can build a fighter who slashes and pummels at close quarters or a rogue who employs stealth as a lethal weapon. Alternatively, you might create a ranger who darts through the battlefield or a warlord who unleashes a barrage of arrows. By mixing and matching new choices with existing martial options, you can build any character you can imagine. Yet for all the choices and combinations, this book doesn’t change the essence of what it means to be a martial warrior – that you are a hero of weapon and body.

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Player’s Handbook Races: Dragonborn

January 20th, 2010
by fjamison

To be a dragonborn is to stand above the masses of mortals, to be something more – kin to the majestic and mighty dragons, and bearers of the legacy of once great Arkhosia. To play a dragonborn adventurer is to embrace this proud race as your alter ego in the game, to take on the persona of a scion of Arkhosia, armed with a breath weapon and draconic durability to strike down your foes and weather their attacks.

Player’s Handbook Races: Dragonborn is your guide to creating and playing a dragonborn character. It provides a comprehensive introduction to the history, beliefs, behavior, and attitudes of dragonborn in the world of the Dungeons & Dragons game. It explores these elements of the race by presenting a wealth of resources for developing your character: background elements, feats, powers, paragon paths, and an epic destiny to help your character strive toward the draconic model of perfection.

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Underdark

January 20th, 2010
by fjamison

The gods of the surface world live far away in the astral realm, kept from interfering in mortal affairs by their agreement with the primal spirits. But at the bottom of the Underdark, the evil god Torog tortures his victims in the flesh. Elsewhere in the Deeps, the mysterious drow, followers of the insane goddess Lolth, have carved kingdoms of night. And below both Torog and the drow are worse creatures, monsters that slip through cracks in the reality of the flawed creation of the Underdark to threaten the entire world.

This book discusses the mythic events that created the Underdark and the physical and supernatural realities that affect every adventurer who seeks to explore the realm under the world and contains everything a Dungeon Master needs to run adventures or campaigns set in the vast underworld of his or her D&D campaign, including new monsters and hazards, ready-to-play encounters, monster lairs, and detailed information on various dark-dwelling “movers and shakers”.

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The Plane Below: Secrets of the Elemental Chaos

December 17th, 2009
by fjamison

The Plane Below: Secrets of the Elemental ChaosA riotous realm, the Elemental Chaos is incomprehensible to those who have not experienced it firsthand. Here, flame speaks and lightning dreams, iron hates and seas hunger.

Islands of earth, ash, mud, salt, or semisolid smoke and flame, some as vast as continents, float amid an endless sky. Rivers of water, lava, or liquid air flow from oceans bounded by nothing solid, cross landscapes of broken crystal, and spill over cliff faces made of tangible lightning. Winds of heavy vapor are gUided by currents of chaos, whipping into enormous storms of burning hail and sharp-edged thunder.

As disconcerting as the substance of the Elemental Chaos is, worse still awaits visitors. Direction has no meaning. Locations shift constantly. Even gravity is capricious, exerting its pull differently on living things than on objects.

This game supplement describes the Elemental Chaos in detail, featuring key locations throughout the plane. It also presents a multitude of new monsters, mighty primordials, and powerful demons, as well as adventure hooks, encounters, hazards, and everything Dungeon Masters need to make the Elemental Chaos a featured setting in their campaigns.

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Draconomicon 2: Metallic Dragons

November 6th, 2009
by fjamison

Draconomicon 2: Metallic DragonsFew creatures can match the power and splendor of dragons. Armed with claws and fangs that can rend steel, armored in scales as tough as iron, faster than an eagle in flight, and strong enough to shatter castle gates, a full·grown dragon is an awesome foe. Dragons would be exceedingly dangerous creatures even if they were dumb, ordinary beasts, because of their size and power. But they are also gifted with cold, calculating reason and furnaces of elemental energy that provide them with terrible breath weapons.

In some places and times, dragons are scarcely more than legend, creatures so rare and mysterious that centuries pass without a sighting of one. In other times, dragons rule over the world, darkening the skies and destroying or subjugating lesser beings. The current age falls somewhere between these extremes. In the few centers of civilization, dragons are a rare sight. The typical farmer or merchant might see a dragon only once or twice in his life. But in the borderlands or the great wide wildernesses surrounding those domains, dragons are much more common.

Dragons have soared through the skies of the world and roamed the far reaches of the cosmos since the earliest days of creation. They are the greatest of mortal creatures, although few in number compared to the myriad hosts of humankind or the numberless hordes of goblins or orcs. Although scores, perhaps hundreds, of dragons are remembered in the myths and the legendary histories of the mortal world, only a handful of sages know the tale of the world’s first dragons.

Draconomicon 2: Metallic Dragons describes several varieties of dragons, including gold, silver, copper, iron, and adamantine dragons. It also introduces several other kinds of metallic dragons suitable for any D&D campaign.

This supplement presents dragons both malevolent and benign, and gives details on each dragon’s powers, tactics, myths, lairs, servitors, and more. In addition, this book provides new information about the roles that metallic dragons fill in a D&D game. Story and campaign elements in the book give Dungeon Masters ready-to-play material that is easily incorporated into a game, including adventure hooks, quests, encounters, and pregenerated treasure hoards.

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