Senin, 29 Desember 2014

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A compendium of slips of the tongue and just plain stupid statements from politicians, celebrities, social leaders, sports figures and average joes.

  • Sales Rank: #17084939 in Books
  • Published on: 1996-01
  • Original language: English
  • Dimensions: 4.50" h x 2.75" w x .75" l,
  • Binding: Audio Cassette

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  • Binding: Paperback
  • 192 pages

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The Clone Wars Campaign Guide (Star Wars Roleplaying Game), by T. Rob Brown, Rodney Thompson, J.D. Wiker, Gary Astleford, Patrick Stutzman

Bring your Star Wars Roleplaying Game campaign into the epic battles of the Clone Wars.

This book includes new information for heroes on both sides of the war, including new talents, feats, prestige classes, and equipment designed to tailor characters to the unique feel of the Clone Wars conflict. More than just information for players, The Clone Wars Campaign Guide provides Gamemasters with descriptions and statistics for starships, vehicles, allies, opponents, and planets and features in-depth information on material drawn from Lucasfilm's new CG animated series, The Clone Wars.

  • Sales Rank: #656084 in Books
  • Brand: Star Wars WOTC Saga Edition
  • Published on: 2009-01-20
  • Released on: 2009-01-20
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.27" h x .61" w x 9.32" l, 2.50 pounds
  • Binding: Hardcover
  • 224 pages

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24 of 25 people found the following review helpful.
Kaleesh! Mass Combat! Quinlan Vos!
By J. Trevor Hock
Chapter by Chapter breakdown:

Chapter I: Species:

New species include Dug, Gen'Dai, Iktochi, Kaleesh, Kaminoan, Kerkoiden, Nautolan, Nelvaanian, and Vurk

Some really great species here that have been missing for too long; most notably the Iktochi, Kaleesh, and Nautolan. Gen'Dai is a little bit overpowered in my personal opinion, and I would be hesitant to let a player make one.

Chapter II: Heroic Traits

Every base class receives new talents, most notably a couple that allow you to gain and command followers. Unfortunately, Jedi and Scoundrels are left out on the follower love here. I think the real reason is because they're going to put Jedi followers in the upcoming Jedi Academy book, but its still disappointing. In my opinion, the coolest talents belong to the new soldier tree: Trooper. Really awesome stuff.

There's a lot of new feats here also, with a little bit of something for everyone.

Chapter III: Prestige Classes

Ace Pilot, Elite Trooper, Force Adept, Gunslinger, Jedi Knight and Officer all get new talents. Elite trooper and Jedi Knight get entirely new trees (Melee Specialist Republic Commando for ET, and Jedi Archivist and Jedi Healer for JK). I have mixed feelings on these new trees. Melee Specialist would have been better suited for the Melee Duelist PrC that was introduced in the KoTOR book. Republic Commando is really cool, as is Jedi Archivist, but Jedi Healer really steps on the toes of Force Adept. I mean FA arguably doesn't have much going for it already, and now Jedi Knight has one of their best talents (Force Treatment).

Three new prestige classes: Droid Commander, Military Engineer, and Vanguard. At first I thought Droid Commander should have just been an Officer tree, but their class ability is actually really unique and useful. Military Engineer should have just been combined with The Force Unleashed's Saboteur for a Tech Specialist prestige class. Vanguard is a unique concept, but I think that a lot of the talents are fairly weak for a prestige class and it probably could have functioned as a Scout tree.

Chapter IV:

The Force

Lots of new Force Powers here (Cloak, Levitate, Malacia, Morichro, Phase, Rend, Shatterpoint, and Technometry). Some of these are really cool, specifically Cloak, Phase, and Technometry. I think that Shatterpoint is somewhat overpowered (potentially dropping a target's damage threshold down 20 points)while Rend (which deals 3d6 damage, 5d6 with a force point) is really weak. Theres a whole bunch of new force talents, techniques, and secrets, as well as three new Force Tradition trees.

Chapter V: Equipment and Droids

Lots and lots of weapons and droids. The coolest thing here, in my opinion, is Vibroknucklers and new Wrist Rocket ammo.

Chapter VI: Starships

A couple of new ships here, only one of which gets a deckplan (the Barloz-class freighter). It's actually a pretty cool ship, and fairly affordable, and I think my players will be purchasing one as their first vessel.

Chapter VII: Clone Wars Campaigns

This is where the book gets awesome in my opinion. There's lot's of advice on how to capture the feel of the Clone Wars through subtle details, as well as rules for Mass Combat (which are simplified, though extremely effective). There's also a sidebar on playing as a Clone, which has embarrassingly bad stats, 21 point buy I think :[.

Chapter VIII: Galactic Gazetteer

Updated Information for all the planets, as well as several new ones. These chapters tend to bore me. Moving on.

Chapter IX: The Jedi

After about five pages of fluff on the Jedi Service Corps and the various Jedi Councils, this chapter dives straight into predominantly stat blocks. There's the obvious guys (Anakin, Obi-Wan, Mace Windu, etc.) and a few cooler ones (Aayla Secura, Saesee Tiin, Quinlan Vos). The chapter ends with a few Jedi-oriented starfighters.

Chapter X: The Republic

This is a really great chapter with tons of valuable information to give a sense of authenticity to your Clone Wars campaigns. It details a lot of the bureaucratic inner workings of the Republic, even going so far as to give the colors for Clone ranks. Then the necessary stat blocks and lots and lots of vehicles. Most of which are awesome.

Chapter XI: The Confederacy

Same general layout as the Republic chapter, detailing the different factions of the Separatists and then lots of droids and vehicles.

Chapter XII: The Fringe

Really really short chapter.We're talking under ten pages. Just a few stat blocks (young Boba Fett, Chewie, a few others) and some vehicles.

Overall, this is an awesome book but it's got a lot more fluff than previous supplements. The mass combat rules are invaluable to any era really, but you might want to consider how much you're willing to spend on those rules before you buy this. Almost the entire book is very Clone Wars specific and unless you're playing in that era (or an era very close to, such as the Dark Times or Rebellion), you're probably only going to be using four or so chapters of this book.

6 of 6 people found the following review helpful.
An Excellent Source Book w/ new mass combat rules
By Peter Miller
This new source book provides new feats and talents for all classes, introduces new prestige classes, equipment and races as the norm for the Star-Wars source books, but the true value of this book for any campaign are several of the new rule systems.
"Followers" allow Nobles, Scouts or Soldiers to attract a non heroic follower to them, while somewhat limited, they can be a great boon if used properly.
The New Squad rules allow you to build Large and Huge "combined" units from several low CL creatures - Build a CL 5 "Huge" squad from 9 B1 battle droids or Large squads of 3 Super Battle Droids.
For Mass Combat, Clone Wars uses the normal Vehicle scale rules to build Collosal "units" of similar creatures. Units provide full cover to any named character in them while allowing those characters to take roles (similar to vehicle positions) in massive combats using the starship scale rules.
Add to that equipment, droids, weapons and ships from the Clone Wars era, movie and TV show, and you have a wonderful combination, for any campaign
Do you need Clone Wars to play? No. You can even run a Clone Wars campaign without it, but it adds a whole new dimention to any campaign.

5 of 6 people found the following review helpful.
Lots of good information
By Beth Hughes
As my first actual campaign guide, this book blew me away with the amount of information it contains (in a good way). There are discussions on what the Force and Jedi were like in this time period, the Republic including both the military breakdown of units and the factions of the Galactic Senate, and a detailed description of the entities that make up the Confederacy of Independent Systems (Banking Clan, Techno Union, etc.)

The much-advertised "mass-combat system for resolving large-scale battles" is interesting to read, but it seems pretty complicated. I haven't put in the time to learn the rules, which looks to be a LOT of time and effort. I dare say that these rules are almost as confusing as the infamous grappling rules of other roleplaying games. Okay, not that bad, but, daunting enough that as a GM I I will have to spend a few more hours studying the system before I feel comfortable throwing mass-battles at my players.

The rules for Followers on the other hand, are pretty easy to grasp. Followers are inherently weaker so they don't overshadow other players' characters. It looks like it could be fun, but personally, I would not want to spend my precious talents on acquiring followers.

The only other thing that was disappointing (albeit something I expected) was the lack of famous Republic and Confederacy starships. They have plenty of the less well-known ships (and some popular ones like the Invisible Hand and Malevolence), but most of the silver-screen ships like the Venator-class Star Destroyer and the Banking Clan (Munificent-class) Frigate, are in the Starships of the Galaxy (Star Wars Roleplaying Game) supplement, so they didn't include them in here. They don't even have the V-19 Torrent, which has been made more popular by the animated series. I'm just glad I already have the Starships supplement so I can recreate exciting starship battles like the engagement over Ryloth as seen in the Clone Wars animated series. But then if you like starships like I do, you probably already own that book, too.

There isn't enough space in a review like this to cover all the awesome bits of info and new gameplay actions that make this book a good buy. Simply stated: if you want to play a Roleplaying adventure set in the Clone Wars era, this book is a must. Literally. You can't run a half-way decent campaign without this. If you aren't planning on having Clone Wars era adventures anytime soon, it won't hurt you to skip out on this one.

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An Interesting Life: Selections from Mama Makes Up Her Mind, by Bailey White

Bailey White began telling her stories on NPR's All Things Considered in the summer of 1990. Here is a collection of the south Georgia teacher's finest essays.

  • Sales Rank: #452187 in Books
  • Brand: Brand: Audio Literature
  • Published on: 1995-01
  • Original language: English
  • Number of items: 1
  • Dimensions: .67" h x 4.25" w x 6.97" l,
  • Binding: Audio Cassette
Features
  • Used Book in Good Condition

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1 of 1 people found the following review helpful.
Familiar Stories
By Marsha N.
I would recommend this collection of stories to anyone who has grown up with a strong female role model or mother. I had to laugh & cry through these stories, the kids especially loved the alligator! As a family we can relate to much of what happens in the essays here and love sitting around listening to them. We have both the kindle & audio versions. Definitely one of our favorites!

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Magic of Incarnum (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by James Wyatt, Frank Brunner, Stephen Schubert

A new source of power for the Dungeons & Dragons® roleplaying game!
This supplement introduces a magical substance called incarnum into the D&D game. With this book, the players characters can meld incarnum—the power of souls living, dead, and unborn—into magical items and even their own bodies, granting them special attacks, defenses, and other abilities (much as magic items and spells do). Incarnum can be shaped and reshaped into new forms, giving characters tremendous versatility in the dungeon and on any battlefield.
This book also features new classes, prestige classes, feats, and other options for characters wishing to explore the secrets of incarnum, as well as rules and advice for including incarnum in a D&D campaign.

  • Sales Rank: #141957 in Books
  • Brand: Dungeons & Dragons 3rd Edition d20 - Sourcebooks
  • Published on: 2005-09-01
  • Released on: 2005-09-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.17" h x .72" w x 8.59" l, 1.80 pounds
  • Binding: Hardcover
  • 224 pages

About the Author
James Wyatt won an Origins award for City of the Spider Queen™. He also wrote Oriental Adventures™ and co-authored numerous roleplaying game products, including the Eberron™ Campaign Setting, Sharn: City of Towers™, Draconomicon™: The Book of Dragons, and Book of Exalted Deeds™. He lives in Washington State.
 

Frank Brunner has been working in the game industry for four years and has written several articles for Dragon® Magazine and adventures for Dungeon® Magazine.
 
Stephen Schubert, has written for Dragon® Magazine, Star Wars® Gamer, and the Wizards of the Coast website.  He also cowrote Heroes of Battle™. He now works as a developer for roleplaying games and miniatures at Wizards of the Coast, Inc.

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47 of 52 people found the following review helpful.
Introduce a new magical element into your game!
By Peter Craig
Magic of Incarnum brings you a new magic system to add to your D&D 3.5 game. When I opened the book, I felt the same excitement I felt when I opened the Expanded Psionic Handbook and Weapons of Legacy. The book introduces something entirely new into your campaign, which requires a great deal of work on the part of the DM and also an above average effort on the side of the Players. Magic of Incarnum brings a new color into your campaign, but it is up to you to decide if you like this color or not.

Just as in the case of psionics, it is not enough to let players create incarnum using characters, as if you only do this, you will quickly discover that incarnum users are much too powerful. Just as any other kind of magic or psionics would be unbalanced if only the players had access to it, Magic of Incarnum should be introduced into all levels of gameplay (like background motivations, monsters, locations, NPCs, etc.) If you integrate incarnum magic completely into your game, you will find that it is balanced.

With that said, those who are prepared to make the effort will find everything they need to do it in this book. The book describes the system how incarnum works, introduces new races, classes, PRCs, skills and feats, spells, monsters and adventure ideas. The book also has several small maps to be inserted into any campaign.

24 of 25 people found the following review helpful.
One of the better D&D game supplements presented this decade.
By D. Weber
When it comes to supplement books to the Dungeon & Dragons game, players and Dungeon Masters alike must learn to pick and choose their battles. I say this because while many D&D books can prove to be quite viable in introducing new material into the game (e.g., new spells, character feats and options, monsters, and adventures), others can be a tad redundant and perhaps even useless to a given campaign. Luckily, Magic of Incarnum--released back in the September of 2005--is of the former eventually and not of the latter, as the idea it introduces into the core D&D game is one that neither TSR, Inc., nor Wizards of the Coast had ever tried before until this past year.

See, Incarnum is the soul energy that manifests itself within living beings. Anyone and everyone who either lives in the present, has ever lived in the past, and will soon be born in the future has a touch of this substance within them, although certain beings are more blessed by and intuitive about it than others are. The human-born azurin, for instance--one of the four races introduced in Magic of Incarnum--are especially aware of that which composes their very essence and utilize it in their careers as adventurers, aiming to either right the wrongs of the material world or subjugate the masses to their will to fulfill more malignant objectives. Similarly, there are the wild, gray-skinned dusklings, whose ties to incarnum blesses them with an innate knowledge about it and the knack for manipulating the energy of their spirits in an effort to mimic the powers of mystic beasts via the Totemist Character Class. The final two races presented in this manual--namely, the rilkans and the skarns--are offshoots of an ancient reptilian race called the mishtai that, when they existed, aimed at attaining "perfection of form" via a philosophy that espouses both physical and mental discipline and development as well as the use of incarnum. Unfortunately, the mishtai failed in this well-meaning yet lofty goal of theirs and eventually became extinct, hence spawning these two peoples and the bitterness they have toward one another as the result of the polar opposition of their general personalities (the nimble rilkans being friendly, outgoing, and daring and the skarns being studious, strictly disciplined, and somewhat scornful of those races they think are beneath them).

More important than the new races, however, are the three Character Classes this book introduces, all of which allow participants to utilize incarnum to aid them in their adventures within their home realm. The aforementioned Totemist, for instance, uses incarnum to forge different artifacts of magical power called Soul Melds that enable her to mimic the properties of the many magical beasts that populate the typical D&D world, from unicorns and blink dogs to manticores and chimera. The Soulborn, in contrast, uses his inner soul energy to bolster his martial prowess and smite those who oppose his moral philosophy, which can be noble or wicked in nature. Finally, the incarnate--the book's focal Character Class--is the very embodiment of law, chaos, good, or evil for her people and is the most adept of the three Classes in using incarnum to form Soul Melds that bolster her fighting skill, rend her foes asunder, or aid her and her fellow adventurers in various other ways. There are also plenty of Prestige Classes for PCs to attain once they reach higher levels, such as the noble Incandescent Champion, the arcane Soulcaster, the mage-hunting Witchborn Binder, and the sinister Necrocarnate. Throw in fifteen keen new monsters, numerous spells and psionic powers for magic- and psionics-wielding PCs (including the Incarnum domain for clerics), a full list of Soul Melds for incarnum-wielding characters, numerous additional feats for PCs and NPCs alike, and three campaign adventures centered around the presence of incarnum, and you've got one impressive book.

To summarize, while there exists the occasional Dungeons & Dragon supplement that just doesn't live up to its potential, there also exists that one manual that proves its worth within every page. Such is what Magic of Incarnum is in its success to provide D&D players with a new take on their favorite pencil-and-paper role-playing game. Indeed, it's the one book by Wizards of the Coast that gets one thinking in more ways than one, which is precisely what an RPG supplement is supposed to do. If you can find this manual, grab it. It's worth every penny!

12 of 13 people found the following review helpful.
For those who like variation and trickyness
By Amazon Customer
This book is fantastic! Incarnum can be dropped into any setting easily with no changes. In fact, WoTC layed the groundwork for this system way back in Bastion of Souls. Basically, incarnum is "creation-energy". You draw upon the essence of the universe that is responsible for life - and the power of souls past. You don't draw power from others like a leech, you know how to use the stuff of the universe to create enhancements on yourself.

Incarnum is based around flexibility. Each day you get to decide upon your enhancments for the day, and moment to moment you decide how powerful any one enhancement is. This magic system ain't easy. Anyone expecting to pick a list of spells to throw will be disappointed. Anyone looking to use a techie class to help fill holes in a party with some fun variation will be rewarded.

For example, my party was going into a heavy combat zone, so my character built himself up to handle front line fighting. He had a xd6 electricity touch attack, and a xd6 fire based shield. Every time he scrapped with an opponent, the opponent took touch damage and then fire damage if they hit back. He cleared his way through a group of goblin worg riders while the cleric kept him standing. The next session was more exploratory so he wore a get up that removed all conceleament benefits so the party couldn't be surprised by shadow dwellers. The third session he took up the range attacker spot. He was doing 4d6 ranged touch attack damage with acidic spit, and a magically enhanced armor class.

Final example: I played the totemist with shark pounce and a blink dog shirt. He would pounce for massive damage, next round he would strike and blink away 10', and then next round pounce, repeat ad infinitum.

Incarnum requries knowing the rules well and manipulating the different abilities for max collaborative benefit. It can be tricky and functions differently than every other class in the game. It also has a learning curve as you explore and understand how it all really works together. An excellent way to add spice and variation to any campaign.

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  • Brand: Axis & Allies
  • Original language: English
  • Dimensions: 4.40 pounds

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  • Sales Rank: #430082 in Books
  • Brand: Brand: Kendall/Hunt Publishing Company
  • Published on: 1997-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.00" h x 8.50" w x 1.00" l,
  • Binding: Paperback
  • 379 pages
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Martial Power 2: A 4th Edition D&D Supplement, by Richard Baker

New options for fighters, rangers, rogues, and warlords...

Sharpen your sword and tighten your bow! This must-have book is the latest in a line of player-friendly game supplements offering hundreds of new options for D&D® characters, specifically focusing on martial heroes. It provides new archetypal builds for fighters, rangers, rogues, and warlords, as well as new character powers, feats, paragon paths, and epic destinies.

  • Sales Rank: #411081 in Books
  • Brand: Wizards of the Coast
  • Model: 25123
  • Published on: 2010-02-16
  • Released on: 2010-02-16
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.16" h x .52" w x 8.57" l, 1.15 pounds
  • Binding: Hardcover
  • 160 pages

Most helpful customer reviews

19 of 19 people found the following review helpful.
Worthwhile purchase.
By J. R. Smith
I actually liked this one a bit more than the initial Martial Power entry, but I can chalk that up more to finding specific builds and options contained inside more interesting on a personal level than the last.

Aside from the inclusion of the usual additional content (build options, feats, paragon paths, epic destinies) I particularly enjoyed the inclusion of the Martial Practices, which is an analog to the Rituals contained in the base handbook, but with an availability to all classes.

So why 4 stars and not 5? I'm picky. Simple as that. It was a good book, clearly written, well illustrated as usual and contained everything in it I'd expected and a bit more... but I generally reserve 5 stars for things I consider to be absolute "must haves." It didn't change my life, rearrange my world view, or even significantly alter the way I view gaming. But it was worth every dime I spent on it, and it's certainly made my gameplay more interesting.

6 of 8 people found the following review helpful.
Well thought out material.
By Arlough the Wonderfuzz
I bought this and PHB3 at about the same time, and I must say that of all the source material I have purchased for 4th edition, these two books are the most balanced and well thought out since PHB1. Instead of increasing the power of the martial classes, the authors worked hard to produce viable other options for the classes. With the exception of one or two powers, nothing in this book ended up being banned in our games, and I felt like it expanded the experience, rather than upping the ante.
Overall, this is a book for players who want to explore different types of fighter, rogue, ranger, and warlord. On the other hand, if you are just looking for a greater DPR, perhaps you should investigate the Player's Handbook Heroes, or Dragon Magazine.

1 of 2 people found the following review helpful.
Arrived in great condition!
By PR
I bought this game book for my "old" nephew & he loves it! He is enjoying every moment of it and he received it in a timely manner.
I would recommend it to anyone.

See all 14 customer reviews...

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Rabu, 24 Desember 2014

!! Ebook Download The Silent Blade: The Legend of Drizzt, Book XI, by R.A. Salvatore

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The Silent Blade: The Legend of Drizzt, Book XI, by R.A. Salvatore

Can the Crystal Shard be destroyed at last?

Drizzt is determined to destroy the evil Crystal Shard, and seeks out the help of the scholar-priest Cadderly. But instead, his worst fears are realized, and Crenshinibon falls into the hands of the dark elf mercenary Jarlaxle and his unlikely ally Artemis Entreri.

The Silent Blade is the book that brought Drizzt back to the Realms, and was a New York Times best seller on its initial release--and has been in print every day since. Like the rest of the Legend of Drizzt(R) reissues, The Silent Blade features beautiful new cover art by award-winning illustrator Todd Lockwood.

  • Sales Rank: #226738 in Books
  • Brand: Salvatore, R. A.
  • Model: 21969
  • Published on: 2009-02-03
  • Released on: 2009-02-03
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.87" h x 1.05" w x 4.13" l,
  • Binding: Mass Market Paperback
  • 416 pages

Amazon.com Review
Everybody's favorite introspective dark elf butt-kicker is back. And if you're one of the many fans of R.A. Salvatore's phenomenally popular twin-scimitar-swinger, you won't be disappointed. The Silent Blade is old-school Drizzt, an adventure that brings together the original gang: the lovely Cattie-brie, the plump and mischievous Regis, the gruff dwarven father-figure Bruenor, and the even more gruff barbarian hammer-hurler Wulfgar. Better yet, The Silent Blade brings back Drizzt's best worst nemesis, master assassin Artemis Entreri. Throw in the evil artifact Crenshinibon (a.k.a. the Crystal Shard, the namesake of the first Drizzt Do'Urden book), and you know you're in for a good time.

The plot follows three intertwined threads: Drizzt and Co.'s road trip to destroy Crenshinibon, Wulfgar's struggle to overcome the scars of his imprisonment at the claws of the demon Errtu, and Artemis Entreri's long-awaited return to the seamy streets of Calimport. The action is as lively as ever, with giants and goblins and thieves all getting their deserved lumps at the hands of our heroes, and of course Drizzt continues his meditations on life with a capital L. The book's highlight, though, comes when Do'Urden and Entreri cross paths once again, this time with surprising results. And the promise of that matchup should keep you flipping the pages quickly. --Paul Hughes

About the Author
R.A. Salvatore has spent so many years winding himself into fantasy worlds that he's still trying to figure out how to unwind. He is the author of more than forty novels and more than a dozen New York Times best sellers, including The Two Swords, which debuted at or near the top of many best seller lists.


From the Hardcover edition.

Most helpful customer reviews

0 of 0 people found the following review helpful.
Great plot
By A Customer
He did a great job with branching out with this one. The story branches out and intersects in an interesting way. A good read.

0 of 0 people found the following review helpful.
good read
By anthony j armstrong
it is everything one would expect from the author, quick paced, exciting, and full of intrigue, i enjoyed it very much

9 of 9 people found the following review helpful.
Excellent, there had better be more...
By A Customer
I have grown to genuinely feel for the characters in Salvatore's Dark Elf Series. The characters are almost real, their trials becoming the reader's trials.
This book was excellent, and paved the road for many more to come (hoping, of course, that Mr. Salvatore has no intention of ending the series).
The ending was slightly confusing, since Entreri's burning need to face his arch-nemesis once and for all on fair ground is brought into play. The end of this fight seems a bit anticlimactic, however, unles it plays a larger role later. Jarlaxle communicates to Drizzt after the fight the Entreri will no longer bother him because Drizzt is believed to be dead.
The problem as I see it with this line is this: In a world where Drizzt Do'Urden has made such a far-reaching impression as to be accepted almost universally despite his drow heritage, news of his still being quite alive and well would not be long in reaching the ears of Artemis Entreri.
Future conflict? Perhaps, but how many more continually unresolved fights can there be between them?
As for Wulfgar, he always took far too much of the world upon his shoulders. His apparent descent into the world of evil is a fitting continuation for a man haunted by demons he has created for himself. These can be far more effective than the tortures of the Abyss...

See all 342 customer reviews...

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Minggu, 21 Desember 2014

@ PDF Download Fiend Folio (Dungeons & Dragons d20 3.0 Fantasy Roleplaying), by James Wyatt

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Fiend Folio (Dungeons & Dragons d20 3.0 Fantasy Roleplaying), by James Wyatt

Vanquish Terrible Evil

The noblest heroes must contend with the foulest monsters. Whether torn from the darkest planes of existence or spawned as blights upon the natural world, the creatures bound within these covers will challenge stalwart adventurers of every experience level.

This accessory for the D&D game captures over 150 monsters, including some of the most diabolical beings imaginable. While focused on extraplanar and otherworldly creatures, you'll also stumble across new creatures of every type, with Challenge Ratings that range from 1/8 to 25. Along with three new fiendish prestige classes, six new templates, and rules for swarms, grafts, and symbionts, the Fiend Folio offers a multitude of challenges for every hero.

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

  • Sales Rank: #588933 in Books
  • Brand: Dungeons & Dragons 3rd Edition d20 - Dungeon
  • Published on: 2003-04-01
  • Released on: 2003-04-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.12" h x .67" w x 8.44" l, 1.90 pounds
  • Binding: Hardcover
  • 224 pages

About the Author
James Wyatt joined the R&D department at Wizards of the Coast, Inc. as a game designer two years ago. His most recent credits include Oriental Adventures, The Speaker in Dreams, and City of the Spider Queen and contributing to Deities and Demigods and the Epic Level Handbook.

Most helpful customer reviews

9 of 9 people found the following review helpful.
Better Than Most Monster Manuals
By brantala
As an avid DM, I own about seven different 3E monster manuals, a few from third-party publishers.
Out of what I have, the Fiend Folio is quite possibly the best.
The book is populated mainly by monsters that make the most despicably evil and ugly things in the original monster manual look like guests at your tea party. Most of the monsters are demons, devils, undead, or creatures with a decidedly malevolent and unpleasant nature about them. While there are a couple of monsters that buck this trend (there's a few celestials), they serve to round the book out nicely in the end.
Fiend Folio is probably the first of WotC's monster manuals to implement more complete monster statistics. Listed for your convenience is the monster's base attack bonus and grapple bonus, things which don't appear in the original Monster Manual--three cheers for the grapple bonus especially, a listing that comes in all too handy; a lot of the monsters in D&D need to use grappling to execute their special abilities, and the formula for calculating a monster's grapple bonus is not an easy one to do one the fly unless you are exceptionally familiar with the rules for doing so. "Exceptional familiarity" is not something that beginner DMs have.
I find the art to be four stars. The majority of the creatures are fun to look at, though there are a few shoddy illustrations. Some people think that 3E art in general is too cartoonish, but I find this to be quite untrue. For one, the art is a massive step up from 2E, which was brimming with overly simplistic monster drawings (probably resulting from the fact that a single artist did most of the 100+ monsters in the manual for 2E) and full-page paintings that depicted scenes that were utterly disinteresting. While some of the 3E art is more suited to comic books (a prime example of this is Wayne Reynolds), it would only be suitable for well-done comic books, and the creatures depicted are far more vibrant than before. Rarely is this more true than in the Fiend Folio. Check out wizards.com/dnd to see the art from the books yourself.
I recommend Fiend Folio if you were either unimpressed with the Book of Vile Darkness's monster fare, or just simply felt that you needed additional creatures of an especially wicked and/or grotesque nature. You will not be disappointed.

10 of 11 people found the following review helpful.
Great Monster Book
By A Customer
Better than the slightly disappointing MM2. The art is vivid, and many of the beasts are fiendishly creative and scary. As far as the monsters already covered in Tome of Horrors, yeah, there is some stuff that has been redone, maybe 5 to 10 monsters we've seen elsewhere, but it's interesting to see a different take by another designer (particularly the disenchanter, which has a FF CR 17!)

35 of 35 people found the following review helpful.
Outsiders, undead and constructs, oh my
By J. Roberts
I held off on buying the Fiend Folio for a while. There was no real reason, other than the fact that the first time I had the chance to look at the book, I'd just been to the optometrist and my eyes were all woogly. I didn't take the chance to look at it again until later. I'm glad I took that second chance.
The clear emphasis in this book is on outsiders, undead and constructs. The back of the book says that the major focus is on "fiends," which is a trifle misleading as there aren't that many new true fiends, meaning baatezu or ta'anari. The ones included basically flesh out what was once available in the second edition Planescape compendiums and other sources, so it was very much appreciated.
The remainder of the book has some lovely creatures as well, including a number of neutrally aligned inevitable and rilmani, giving the party more than just demons and angels to cope with.
CRs are quite high in this book, but again the cover warns you of this, and a simple glance through will show this. Few of the monsters are in the truly unkillable category, though, and many of the high CR guys would make suitable behind-the-scenes villains, bad guys for a low-level party to take on after taking out the beasties minions. This book also doesn't suffer from the Monster Manual II's overemphasis on the Improved Grab feat, which makes for some powerful monsters that won't just grab the PCs and never let go.
The grafts section is interesting, providing a way for willful PCs to increase their raw power, for a price. I really liked the fiendish prestige classes, which enable you to create a barbaze or even a lemure with just that extra edge of power and ability to drive the PCs nuts.
Once again, though, WotC has decided to shuffle the templates in with the monsters, which is needless and a little confusing. There are also some minor typos and some slight disagreements between the main body of monsters and the stat block, or between the description and the picture. All these issues are easily resolveable, but for [$$], I expect them to be resolved BEFORE I buy.

See all 23 customer reviews...

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