Kamis, 23 April 2015

>> Download PDF The Reign of Istar: Tales, Volume IV, by Margaret Weis, Tracy Hickman

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The Reign of Istar: Tales, Volume IV, by Margaret Weis, Tracy Hickman

The Reign of Istar: Tales, Volume IV, by Margaret Weis, Tracy Hickman



The Reign of Istar: Tales, Volume IV, by Margaret Weis, Tracy Hickman

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The Reign of Istar: Tales, Volume IV, by Margaret Weis, Tracy Hickman

A recover of The New York Times best-selling Tales series.
 

This collection of tales is edited by the creators of the Dragonlance mythology. The Reign of Istar contains a number of short stories by popular Dragonlance authors as well as a novella by Weis and Hickman.  

  • Sales Rank: #3853829 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2005-09-01
  • Released on: 2005-08-30
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.70" h x 1.00" w x 4.10" l, .38 pounds
  • Binding: Mass Market Paperback
  • 352 pages
Features
  • Used Book in Good Condition

About the Author
Margaret Weis is the co-creator of the Dragonlance world. She has authored or co-authored several New York Times best sellers set in the Dragonlance world. Weis lives in Wisconsin.
 

Tracy Hickman is the co-author of many of the Dragonlance novels, as well as other series such as Darksword and the Death Gate Cycle. Hickman lives in Utah.

Most helpful customer reviews

2 of 2 people found the following review helpful.
Most stories good, a couple disappointing
By A Customer
As I am not a huge fan of short stories, I was surprised to find most of these excellent. 'Colors of Belief' was an further insight as to how the Games of Istar worked after Caramon's experiences in the Legends. 'Kender Stew' was very funny and a nice little story. 'The Goblin's Wish' was my favourite, a saddening tale of how different races banded together to fight Istar. 'The Three Lives of Horgan Oxthrall' was not so good. The scribe's narration is just silly, I think Douglas Niles could've just told the story and got on with it. Far and away the worst story was 'Filling the Empty Places'. I find myself being more and more disappointed by Nancy Berberick's work. Stormblade was okay, but her writing style has definitely gone downhill since. 'Off Day' was hilarious. And finally, 'The Silken Threads' again showcased Margaret Weis and Tracy Hickman's wonderful talent which puts them at the forefront of the DL world.
Those disappointed by the other Tales books will find this a better one, with more information into a neglected part of Krynn's history.

1 of 1 people found the following review helpful.
"By Istar, that was good!"
By Koby itzhak
Well, having read The Cataclysm before this, I was prepared for more worthless depressing stories except one or two (see my review on it). However I was pleasently suprised. Nearly all the stories have the same moral, but each one shows it in a different light. "Six Songs For The Temple Of Istar" was rather good, considering I usually don't appreciate poetry. "Colors Of Belief" however, was very good, showing how even the gods of evil contribute their share to the balance. It was very inspiring to see a dark elf have compassion for other races who were (for the most part) righteous. "Kender Stew", was a gay tale, and showed some small revenge on the part of The Knights Of Solmania on Istar, despite having no true moral. "The Goblin's Wish", despite being sadly tragic showed how we should unite instead of trying to win for ourselves. The only two who came out clean were the elf who wanted to defeat the madness of Istar and the kender, who was pure of heart and got his beautiful and moral wish for peace for his friends and him. "The Three Lives Of Horgan Oxthrall", showed again the beauty of mercy and how it comes back to you as said "send your bread upon the water, for one day you will find it". "filling Out The Empty Places", was a not written as good but, again showed the beauty of mercy and its rewards."Off Day", was another gay story about the clan of Bulp, but, unlike "Kender Stew", made a profound impact upon the world and showed how one small thing, gully dwarves emptying a cask of wine, changed the world. Finally last and best, "The Silken Threads", showed us once again the power of love and started a beautiful tale which continued in "The Cataclysn" (again, see my review). Also, Raistlin appears and as always, the last story gives us (at least me) the proof that even when all seems dark, there is hope and love.

4 of 5 people found the following review helpful.
A nice anthology
By A Customer
Let me start off by saying this is MUCH better than Kender, Gnomes and Gully Dwarves (few stories relate to the races on the title, not very funny like the title implies) I liked most of the stories (The Goblin's Wish and the Kender trying to join the Knighthood were both really nice) Read this if you like Dragonlance and short stories.

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Minggu, 19 April 2015

~~ Ebook Complete Scoundrel: A Player's Guide to Trickery and Ingenuity (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Mike McArtor, F. Wesle

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Complete Scoundrel: A Player's Guide to Trickery and Ingenuity (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Mike McArtor, F. Wesle

Complete Scoundrel: A Player's Guide to Trickery and Ingenuity (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Mike McArtor, F. Wesle



Complete Scoundrel: A Player's Guide to Trickery and Ingenuity (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Mike McArtor, F. Wesle

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Complete Scoundrel: A Player's Guide to Trickery and Ingenuity (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Mike McArtor, F. Wesle

What's Included? (1) Complete Scoundrel: A Player's Guide to Trickery and Ingenuity scourcebook for Dungeons and Dragons with bonus map Specs: Title:  Complete Scoundrel: A Player's Guide to Trickery and Ingenuity Published By: Wizards of the Coast Type: Dungeons & Dragons supplement Edition/Version: 3.5 Circa Year: 2006 Overall Condition: 8 out of 10 - While we feel confident in our grading, we do not make any guarantees about the official grading potential for this or any item.   - Slightly blunted corners - General wear on the covers - The pages are in tact and free of markings, "dog-ears", or other damages/blemishes.

  • Sales Rank: #110633 in Books
  • Brand: Dungeons & Dragons 3rd Edition d20 - Pla
  • Published on: 2007-01-16
  • Released on: 2007-01-16
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.17" h x .55" w x 8.44" l, 2.00 pounds
  • Binding: Hardcover
  • 160 pages

Most helpful customer reviews

57 of 61 people found the following review helpful.
Can We Get a Reroll?
By S. Johnson
Admittedly, Complete Scoundrel is a title that I've been anticipating for a couple of months now. Complete Mage was a superb follow up to the Complete Arcane (and for someone who does not care for arcanists, this was hard for me to admit). Perhaps my dillema with this book was that I was looking at this to be a sort of follow-up to Complete Adventurer. Sadly, it is not.

One of the things I have enjoyed about the releases since the Player's Handbook II was the alternative class features, but Complete Scoundrel entirely lacks this selling point. Instead we have the "Making a Scoundrel" section which offers class, prestige class, feat, and skill trick suggestions for different types of personalities. While this is a nice touch, most of the feat suggestions are from the other Complete manuals.

Most of the feats are directly set to the expected classes: Rogue, Bard, Swashbuckler, Scout, and Ninja. Several of the Ambush feats are recycled directly from Dragon Magazine #344. Despite the discussion that any class can display scoundrel-like tendencies, not any class can use these feats. To make up for that, we have the "Luck Feats," which provide an in-game way to do what many players may try to get away with at the table anyway: reroll a result you don't like.

The skill tricks are, as described in the book, like mini-feats that have limited uses per day. Each skill trick requires 2 skill points to learn, which is exceptionally nice if you have a character that's gaining 8, 6, or even 4 + Int modifier skill points on a level up. But again, your 2 + Int mod characters will probably want to spend those 2 or 3 precious skill points trying to permanently increase their chances of success on their more important class skills, rather than gaining a couple of 1/day special actions that most often require a successful skill check anyway. Flashy, yes, but universally available, no.

The Prestige Classes and the Organizations are perhaps the most interesting sections. The Combat Trapsmith has been long-awaited, and the Gray Guard - a paladin who has been granted the freedom to pursue justice by any means necessary - is a superb concept. The Master of Masks is like a theatrical version of the Tattooed Monk from Complete Warrior. Even the psions have access to a new personalized prestige class that meshes well with the Shadowmind from Complete Adventurer.

Very little love is shown for new items and spells. Perhaps we're still reveling from the Spell Compendium and awaiting the Magic Item Compendium.

All in all, it is my belief that a lot of this release felt like an extended section of the Class Acts from Dragon Magazine. Perhaps it was the high expectation I had after being impressed by Complete Mage. Perhaps I'm still wondering why we require at least 5 pages of every manual to describe the changes to polymorph and to define the swift and immediate action, especially if we're constantly being referenced to feats and prestige classes previously published. Complete Scoundrel seemed to define a scoundrel with an immensely broad definition in its introduction (imagine if Complete Divine claimed that any character who ever questioned the existence of a god was a "divine" character), but failed to live up to all parts of its definition.

Bottom line: Collectors should pick this one up. Anyone who wants to add a few flashy maneuvers for their diplomats or their rogues should pick this one up. If you don't already have Complete Adventurer, don't pick it up. If you occassionally let your players have a pity-reroll from time to time, don't pick it up.

32 of 39 people found the following review helpful.
Complete Scoundrel, almost complete waste of money!
By C. Pinnell
When I buy a book called Complete Scoundrel, I expect a tome filled with things to make your Rogue, or Bard, a better criminal or thug. When I opened the cover of the book, I was impressed by how little this book resembled my expectations. One of the first rules of character-making that I learned, was not to mirror a character on Iconic TV, Movie or literary people. Instead, I learned to borrow element of those characters as guidelines. The very first chapter of this book is dedicated to listing almost every mythic scoundrel from Conan to Han Solo! I was hoping to find different ways to make a successful scoundrel character, and there were a few hints and suggestions, for 11 pages out of a total of 157. The book gets worse from there. The next 47 pages are dedicated to Prestige classes. It is an indication of fuzzy thinking, and a drive to publish more material, without giving adequate thought to the quality of the content. Scoundrels are made at the beginning, not in the middle. To think that the writers of this book believe that prestige classes are more important than the basics of character-building is outragious. While some of the prestige classes were indeed interesting, most of them were targetted on warrior or melee characters. The feats and skill tricks section, another 33 pages, seems to dedicate a huge amount of space to Luck related feats. I understand that luck must play a part of every rogues career, but for a player class to revolve around re-rolling bad dice throws is ludicrous! How does being lucky make one a scoundrel! Honestly, the only section of this book I found truly helpful, was the Equipment chapter. When I take this book as a whole, I have to say it was obviously rushed into production, before anyone gave thought to what should be between the covers. I found better ideas for making a scoundrel in Complete Adventurer, than I did in this obviously inferior work. It has been growing more obvious that WotC has lost sight of game play in favor of publishing an ever more confusing array of source books. I've been playing D&D, as a player and a DM, since the days of Gary Gygax, and I've seen a lot of changes in the game over the years. WotC is making the same mistake that TSR made in Second edition. Too many rules and source books, and not enough emphasis on role playing. Enough preaching, and I wish you happy gaming!

18 of 22 people found the following review helpful.
This is NOT the "Complete Rogue"
By Gary Long
I ordered this book because I play a rogue and was hoping to get access to new feats, enhance my skills, maybe get a new prestige class worth aiming for with my rogue. The Complete Adventurer really whet my appetite for a rogue-based "complete" book, since it provides so much of value for new feats, weapons, and prestige classes. Unfortunately, the Complete Scoundrel is nowhere near as useful as any other "Complete" book.

Don't get me wrong, there is plenty of new material. The catch is that all of it requires that you design your campaign with that new material. And THAT means that any existing game can not simply plug these new prestige classes, skills, or feats in. There are some new spells that can be used, and there are some new ways of hiding blades and some new alchemy items that might be easily used, but about 95% of this book ends up being useless in an existing game. If you want to DM and have a fairly wild world, this is a good book for you and your players. If you are a player, talk to your DM first before buying this book. If you don't, the Complete Scoundrel might be collecting dust on your bookshelf just like my copy does.

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Sabtu, 18 April 2015

? PDF Ebook Homeland: The Dark Elf Trilogy, Part 1 (Forgotten Realms: The Legend of Drizzt, Book I) (Bk. 1), by R.A. Salvatore

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Homeland: The Dark Elf Trilogy, Part 1 (Forgotten Realms: The Legend of Drizzt, Book I) (Bk. 1), by R.A. Salvatore

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Homeland: The Dark Elf Trilogy, Part 1 (Forgotten Realms: The Legend of Drizzt, Book I) (Bk. 1), by R.A. Salvatore

The paperback edition of the first book in Salvatore’s classic dark elf tales.
 

This is the paperback version of the stunning new release of the classic R.A. Salvatore novel that begins the tale of his signature dark elf character, Drizzt Do-Urden™.

  • Sales Rank: #17935 in Books
  • Brand: Wizards of the Coast
  • Model: 95397
  • Published on: 2005-12-01
  • Released on: 2005-12-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.85" h x .91" w x 4.18" l,
  • Binding: Mass Market Paperback
  • 384 pages
Features
  • Used Book in Good Condition

About the Author
R.A. Salvatore has published numerous Forgotten Realms novels with Wizards of the Coast, Inc., most of which have been New York Times bestsellers. He is also known as the best-selling author of the Star Wars®: Episode II Attack of the Clones novelization from Del Rey.  

Most helpful customer reviews

114 of 118 people found the following review helpful.
The primer on drow culture
By F. Brown
Of many fine Forgotten Realms novels R.A. Salvatore has written, this one is probably the most creative and easily the most important. In Homeland, Salvatore fleshes out an entire race for D&D by giving us the first deep look into drow or dark elf civilization. By doing so, he also gives us new insights into the enigma that is Drizzt Do'Urden, the dark elf ranger and Salvatore's signature character.

Homeland begins the Dark Elf Trilogy and follows Salvatore's Icewind Dale Trilogy, serving as a "prequel" to that series. We learn of Drizzt's life from birth to early adulthood in the malevolent society that is Menzoberranzan, the City of the Spider Queen. Equally important for the FR world, Salvatore introduces the important institutions, noble houses and religious practices of the drow, which sets the backdrop for many other novels in the FR setting.

Salvatore does not seek to develop deeply any particular characters here besides Drizzt. Instead, he develops the entire drow culture, showing the amoral, individualistic and sadistic behavior of the drow, with an emphasis on the oppression of males in the matriarchal society brought about by the worship of Lloth. Drizzt's struggle as he matures to harmonize his own ethos to that of the drow culture is the central plotline of the book, and when the naive, sincere and ethical Drizzt finally resolves the struggle in three fateful encounters with his father, his enemies and his family, Drizzt as we know him is born.

Some suggest Homeland should be the first book someone new to the Drizzt saga should read. However, I recommend reading the books in the order written, as Drizzt's past is even more engrossing when the reader knows of his present.

Highly recommended. Popular fantasy doesn't get any better than this.

36 of 39 people found the following review helpful.
The beginning of an excellent saga....
By R. Madrilejos
"Homeland" is one of the most excellent novels I've ever read. I read it for the first time 9 years ago and I've not come across another novel yet that has touched me in the manner this book has.
The novel, about the childhood and past of one of the Forgotten Realms' most beloved characters, Drizzt Do'Urden, is a novel of intense passion, of intense inner turmoil, of intense character. It's a prequel to the The Icewind Dale Trilogy and explains why Drizzt is the way he is - stoic and burdened yet content and happy with his life. The storyline and plot are solid and phenomenally detailed as is the character development. The descriptions of the settings, the characters, the battles, the _emotions_ create a novel that is gripping and exciting, while at the same time conveying a feeling of reflection and self-examination. Through his use of amazing detail, Mr. Salvatore allows the reader to feel Drizzt's pains, his triumphs, and his insatiable search for something good in his life.
This is a complete novel; all aspects work well together and create a timeless Forgotten Realms story that is enjoyable on many levels. I highly recommend this book and consider it Mr. Salvatore's best novel.

32 of 36 people found the following review helpful.
Beyond excellent
By Tom
I am an avid reader of every genre. I have read all the great Fantasy authors from Tolkein to Jordan, to Brooks. R.A. Salvatore is far and away the best. I have read all 10 of his books that deal with Drizzt (the main character) and plan on reading the next one. This book masterfully paints you pictures of swordplay, emotion, and the interesting settings. I read the first two of his books in one day, because they were so good, and finished all 10 in a week. ANYONE who hates this book is because they have an inherent fear of being a follower. This is not some hyped up review. I first picked up this book because I was going on a long car drive. I knew nothing of the author or the book. I had never even had heard of them. 10 hours later I stopped at another bookstore to get the sequel. All my friends love this book and my mom, who hates fantasy, loves it. This book makes me wish that I was not such a fast reader so that the experience of living the story would last longer.

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^ Free Ebook Guitar Basics: A Beginning Guitar Method Book 2, by CHRISTIANSEN MICHAEL, MUSIC VIDEO PRODUCTIONS INC

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Book by CHRISTIANSEN MICHAEL, MUSIC VIDEO PRODUCTIONS INC

  • Sales Rank: #1979124 in Books
  • Brand: Brand: Kendall Hunt Publishing
  • Published on: 2001-06-12
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.00" h x 8.50" w x .50" l,
  • Binding: Spiral-bound
  • 80 pages
Features
  • Used Book in Good Condition

Most helpful customer reviews

0 of 0 people found the following review helpful.
Five Stars
By Randy Herron
Yes very Excellent book to have

0 of 0 people found the following review helpful.
Five Stars
By Sasha Duff
Knowledge

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Jumat, 17 April 2015

* Ebook Stone of Tymora: Forgotten Realms, by R.A. Salvatore, Geno Salvatore

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Stone of Tymora: Forgotten Realms, by R.A. Salvatore, Geno Salvatore

Praise for Stone of Tymora:
 “This fast-paced fantasy . . . is a perfect pick for . . . readers seeking powerful characterization and complex, fast-changing stories.”—Midwest Book Review
“[T]he lucidly described action and swift pace will keep the pages turning and anticipation of further adventures simmering.” —Booklist
“The pace never falters, the cast is positively festooned with pirates and menacing magical creatures (such characters from parallel stories as Drizzt Do'Urden the Dark Elf also put in appearances) and Maimun's narrative ends on a cliffhanger that will leave readers slavering for the next episode.” —Kirkus
 
Overview:
Meet Maimun—an orphan who couldn’t imagine how unfortunate it would be to discover a stone that makes him forever lucky. Fleeing a powerful demon named Asbeel, Maimun stows away aboard the ship Sea Sprite, where he encounters a cast of characters well-known to Salvatore fans: Captain Deudermont, Drizzt Do’Urden, Wulfgar, Catti-brie, and the dwarf Bruenor. Drizzt becomes a mentor to Maimun and aboard Deudermont’s ship, they sail the treacherous seas of the Forgotten Realms. Hunted by a demon, haunted by a mysterious spellcaster, and chased by a pirate, Maimun, with Drizzt’s help, must unravel the secrets of the Stone of Tymora before his luck runs out!
 
Read More:
If you are looking for more about Drizzt, search for “Homeland” by R.A. Salvatore, the first book in the epic Legend of Drizzt.
If you are looking for more epic fantasy series featuring young heroes, look for “The God Catcher” by Erin M. Evans, about a young thief and a woman who may be a dragon—or who may just be criminally insane.
If you are looking for more adventure fantasy, search for “The Shard Axe” by Marshiela Rockwell, a chilling mystery set in the world of Dungeons & Dragons Online.
If you are looking for more stories set in the Forgotten Realms, search for “Twilight Falling” by Paul Kemp, about Erevis Cale, an assassin with a conscience.
If you are looking for more sword and sorcery, search for “Shadowbane” by Erik Scott de Bie, featuring a vigilante hero in the tradition of Batman and V for Vendetta.
For more about R.A. Salvatore and Geno Salvatore, go to DungeonsandDragons.com

  • Sales Rank: #291502 in Books
  • Published on: 2012-10-02
  • Released on: 2012-10-02
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.40" h x 1.20" w x 6.40" l,
  • Binding: Hardcover
  • 448 pages

About the Author
R.A. SALVATORE is the author of forty novels and more than a dozen New York Times best sellers, including Neverwinter which debuted at #4 on the New York Times best seller list in Fall 2011.

GENO SALVATORE has collaborated on several R.A. Salvatore projects including Fast Forward Games R.A. Salvatore's The DemonWars Campaign Setting and R.A. Salvatore's The DemonWars Player's Guide. He co-authored R.A. Salvatore's DemonWars Prologue, a DemonWars short story that appeared in the comic book published by Devil's Due Publishing.

Most helpful customer reviews

18 of 21 people found the following review helpful.
A Poor Effort
By Psy
The book can be summed up by the following lines in the book:

"You would be Malchor Harpell," I said. "I'm Maimun, and this is Joen. We've been looking for you."

Then, on the very next page...

"You could take the stone from me any time you want to," I said, and the wizard nodded. "But you want me to hand it to you."
"I am not your enemy, young Maimun."
**"How do you know my name?"**

Apparently, Geno Salvatore forgot that the character introduced himself to the wizard on the previous page. This sort of thing, alongside a poor protagonist (I am really at a loss as to how G. Salvatore managed to make an orphan who has so many bad things occur to them into a completely unsympathetic character) makes this book a tedious read.

To put it extremely bluntly, do not buy this book. There is much better fiction out there for you to become absorbed in.

8 of 9 people found the following review helpful.
Good, but not great
By Michael T
First off, to avoid any confusion the ebook states: "Originally published in hardcover in three volumes: The Stowaway (2008), The Shadowmask (2009), and The Sentinels (2010)"

There are no breaks to denote the three different books, they are just connected together in different Parts and Chapters.

Onto the book itself. I've read every book R.A Salvatore has published, this collaboration with his son reads more like The Spearwielder's Tale (1993) than The Ghost King (2009). The characters are flatter, pacing a little slower. It's not a bad book, it's just not that A+ Quality you would expect. It took R.A. time to perfect his craft, and maybe his son Geno will be able to do the same.

0 of 0 people found the following review helpful.
Dammit!
By Brody DuPerry
Was fun, hoped it would not end how it did! Will wait for follow up. Get to it R. A.

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Rabu, 15 April 2015

? Download PDF Bronze Dragon Codex (The Dragon Codices), by R.D. Henham

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Bronze Dragon Codex (The Dragon Codices), by R.D. Henham

R.D. Henham returns with another Practical Guide to Dragons adventure!

Could a "good" dragon really be evil?

Witness to the kidnapping of her younger siblings' eggs, young bronze dragon Simle has good reason to think that all humans are evil. Tatelyn, whose brother was killed by a dragon who was supposed to be good, also has good reason to distrust even metallic dragons.

But when thrown together on a mission to recover their magical powers, Tatelyn and Simle realize that they have more in common than they ever imagined.

  • Sales Rank: #173353 in Books
  • Brand: Mirrorstone
  • Model: 21824
  • Published on: 2008-06-10
  • Released on: 2008-06-10
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.23" h x .89" w x 5.70" l, .81 pounds
  • Binding: Hardcover
  • 256 pages
Features
  • Used Book in Good Condition

About the Author
R.D. HENHAM is a scribe in the great library of Palanthas. In the course of transcribing stories of legendary dragons, the author felt a gap existed in the story of the everydragon: ordinary dragons who end up doing extraordinary things. With the help of fellow scribes and Sindri Suncatcher, R.D. has filled that gap with these books.

Most helpful customer reviews

3 of 3 people found the following review helpful.
A suffering dragon
By Chelonia
Tatelyn has hated dragons ever since her brother was killed by a metallic one.
Now she is part of a group that moves about Krynn, persuading people to ban dragons from the land.

Simle has hated humans ever since her siblings were stolen by them and probably turned into draconians.
One day her mother is badly injured trying to protect pilgrims. Her mother gives her a jewelry in a chain she'd been given as a reward. In a rage Simle sets out to get her revenge on the ones responsible.

When their paths cross, Simle notices that Tatelyn has a pendant like the one her mother gave her. Wen the two pieces connect, Tatelyn and Simle must set out to find a way to undo the magic.

This is a wonderful story. Both Tatelyn and Simle are sympathetic characters who have suffered a great deal in their short lives. They are both motivated by a deep grief and are in need of healing. It's easy to relate to them and root for these two.
This one is my favourite DC book so far.

I really like the way the author lets us know how the dragon feels and think.
I also love the way these books are about the everyday dragon. It's not about epic battles or famous heroes. That make these books a great addition to any Dragonlance collection.
A must for dragon lovers.

2 of 2 people found the following review helpful.
The Codexs Reader's Point of View
By A Customer
I think for this book I have to side with the dragon. It starts with a dragon and a girl hating the other race. I liked this book for it's action and adventure. I recommend this book to 9-16 year old humans.

1 of 1 people found the following review helpful.
Awesome book!!!!
By A Customer
I got this book as a gift about four years ago, after enjoying the Red Dragon Codex a lot. I am a HUGE fan of the series, and Bronze is by far my favorite dragon. This book is wonderful and the book has a wonderful flow to it. Simle is my favorite Dragon Codex dragon, and I think that people of all ages would enjoy this book as much as I have. The most common game I play with my brother and sister is Dragon Codex Dragons, and I think this is a book that you'll never forget.

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Player's Handbook 3: A 4th Edition D&D Core Rulebook, by Mike Mearls, Rob Heinsoo, Robert J. Schwalb



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Player's Handbook 3: A 4th Edition D&D Core Rulebook, by Mike Mearls, Rob Heinsoo, Robert J. Schwalb

Rules for psionic, divine, and primal heroes.

Player’s Handbook® 3 expands the range of options available to D&D® players with new classes, races, powers, and other material.

This book builds on the array of classes and races presented in the Player’s Handbook and Player’s Handbook 2 core rulebooks, presenting old favorites and new, never-before-seen options to the game. Player’s Handbook 3 also adds the psionic power source to the 4th Edition D&D game, along with several new classes that harness this power source.

  • Sales Rank: #152791 in Books
  • Brand: Wizards of the Coast
  • Model: 25124
  • Published on: 2010-03-16
  • Released on: 2010-03-16
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.14" h x .60" w x 8.59" l, 1.85 pounds
  • Binding: Hardcover
  • 224 pages
Features
  • Manufacturer: Wizards of the Coast / Designer: Robert J Schwalb

About the Author
RICHARD BAKER is a senior game designer at Wizards of the Coast as well as a "New York Times" best-selling author of the Forgotten Realms(R) novel "Condemnation," His previous design credits include the "Tome of Battle: The Book of Nine Swords"TM supplement, "The Forge of Fury" adventure, and the "Red Hand of Doom"TM adventure.
MIKE MEARLS is the lead developer for the Dungeons & Dragons(R) game at Wizards of the Coast, Inc. In addition to his design and development work on 4th Edition, Mike has developed numerous 3rd-Edition game products including the "Tome of Battle: The Book of Nine Swords"TM supplement and "The Shattered Gates of Slaughtergarde"TM adventure.

ROB HEINSOO is a Senior Game Designer at Wizards of the Coast, Inc. He co-wrote the "Forgotten Realms"(R) "Campaign Setting," worked on several sets for the "Dungeons & Dragons"" Miniatures Game," and designed the popular "Three-Dragon Ante"(TM) card game.

ROBERT J. SCHWALB is a staff designer and developer for Green Ronin Publishing. His design credits for Wizards include the "Player's Handbook"(TM) "II," "Tome of Magic"(TM), and "Fiendish Codex II: Tyrants of the Nine Hells"(TM) supplements. Robert lives in Tennessee with his patient wife and pride of cats.

Most helpful customer reviews

89 of 93 people found the following review helpful.
Great Ideas
By TheScientistDM
The Player's Handbook 3 is Wizards of the Coast's latest Dungeons and Dragons player supplement. Like the Player's Handbook 2, it introduces the player to new classes, races, feats, items, and character generation rules. While these rules are well-implemented and generally thoughtful in concept, a few oversights decrease the book's overall quality.

The PH3 adds the long-awaited Psionic power source to the player's arsenal, and this new resource is very different from the past 4e power sources. Every role is filled, and the overall game mechanics are changed notably by three of these classes in order to provide a unique play experience. Instead of gaining encounter powers, Ardents, Battleminds, and Psions gain power points, a per-encounter resource that can be used to augment many of their daily powers, replaceable at-will powers, and even item powers. These augments might change the range, damage, or control effects of a given power. While it may take a while to fully understand the balance implications of these revisions, at first glance this mechanic appears fresh and useful.

To complement the new classes, WotC included four races for player use. The Githzerai, Minotaur, Shardmind, and Wilden are all in this source book, and are given PH2 style racial paragon paths. These races fit the new classes well, and as usual grant the player a +2 to two ability scores. The twist is that, in all cases, the player is given a choice between two ability scores to increase. For example, the Shardmind always receives a +2 to Intelligence, but the player can choose between Wisdom and Charisma as a second ability score bonus. This flexibility increases the player's control over the character and provides more possible variety in the race roster.

In terms of feats, items, and skills, it appears that the PH3 has the usual fare, with one notable exception. Skill powers allow players to swap utility powers for new powers that correspond to trained skills. This new option is flavorful and makes your character's skills more useful both in and out of combat. As usual, expect to find interesting new items and feats that work well with the new classes and races.

Perhaps the most far-reaching development in the PH3 is the addition of Hybrid class rules. These rules allow an effective combination of character classes starting from level one, and result in more of a 50/50 split between the 2 classes than the PH1's multiclass rules. Every class is given a hybrid write up (features only, so you still need another source for powers), and the player is given rules for picking two of these write ups and combining them into one class. Many notable class features are lost, but some can be regained through the Hybrid Talent feat and more powers and features can be gained by forgoing a Paragon Path (much like Paragon Multiclassing). Hybrid rules do not stop a player from multiclassing into a third class, and this feature could result in some truly interesting three-class characters. Indeed, these rules will strongly affect every player supplement released in this edition of D&D, as every new class and class feature will need a hybrid version printed to be compatible with this rule.

Finally, I have a few critiques to note. First, as I read, I ran into many powers and class features that are not well-edited. The Battlemind in particular may have real problems if the DM does not allow for some slight rule flexibility to make his features work as the rules clearly intend (if you are curious about a lot of these issues, I encourage you to check out the D&D forums). Second, a major inconsistency really bothered me. The Monk, a psionic striker in this edition, does not follow the power point rules that every other psionic class follows. While the Monk has its own interesting mechanics, it could have easily fallen under the martial source given its nature, and it's very disappointing to me that no striker exists that uses power points. Third, and probably most important, the Runepriest and the Seeker feel like filler classes. While they may be robust and interesting in terms of gameplay, they do not fit the psionic mold of the book, and unlike the PH2, the PH3 only adds six classes. These strange new divine and primal additions simply feel out of place, and I think the PH2's approach of adding four classes from one source and two from two others made it a better read.

The PH3 is a buy for players who enjoy D&D and want psionic options, or even for those who just care about hybrid rules. The new player options are plentiful and are sufficiently different from past material that a simple reflavoring of other power sources will not do psionics or hybrid rules justice. A few implementation problems keep these great ideas from perfection, but I certainly hope WotC continues in this general direction for future supplements.

30 of 31 people found the following review helpful.
Very cool new classes and powers but not for beginners.
By Maurice G. Tousignant
Summary:
Like Player's Handbook 2, PHB three offers a wide variety of new character options. There are 4 new races, 6 new classes, prestige classes to go with these, 6 new Epic destinies, a slew of new feats and a bunch of Magic items. New to PHB3 are rules for Hybrid Characters and Skill Powers.

The new races are Githzerai, Minotaurs, Shardminds and Wilden. The Shardminds have to be the oddest race released so far for any edition. They are made up of living crystal that shattered off of the gate to The Far Realm. Odd just odd. The Wilden remind me of Dryad's from Warhammer Fantasy as they can take on different aspects based on the seasons. The Githzerai and Minotaurs are old races that it's nice to see get the 4e treatment.

The new classes are Ardent, Battlemind, Monk, Psion, Runepriest and Seeker. Most of these are psionic classes and full rules for how psionics work are included. Basically you get a set of power points that renew each short rest. You use these to improve your powers (augment). Instead of getting encounter powers your at-will powers have 3 different power levels each, a basic 0 cost version and then versions that cost 1 or more power points. It's an interesting change from the old Psi point system to be sure.

The new psionic classes are the Ardent, Battlmind and Psion. The Ardent is a psionic leader. The Battlemind a psionic Defender. The Psion is a psionic controller and has many of the powers from the orgiinal psionic handbooks (Id insinuation ring a bell?).

The Monk has a psionic power source but doesn't use powerpoints. At first I thought this was odd but then when you think of a Martial Artists focusing of Ki it actually does fit the psionic theme. Monks are quite a bit different from previous editions but do keep their mobility and things like Flurry of Blows.

Two non-psionic classes fill the last two spots. The Runepriest is a Divine Leader and the Seeker is a Primal Controller.

Hybrid character rules allow players to make what would have been a dual class character from previous editions. This is more in depth and more of a mix of two classes then the previous multiclass rues where you used a feat and got to select some powers from another class. These rules fully integrate two classes into one new class. Basically there is a hybrid version of each character class that gives you so many hit points, specific skill training, proficiencies, defense bonuses and powers. You chose two of these and combine the powers, bonuses and abilities from both. There are also suggestions on how to make an effective hybrid character.

The chapter on skill powers gives all characters of all races and classes new options. Skill powers are utility powers that you can take when you would normally gain a utility power for your class. These are all based on being trained in specific skills and allow you options based on that training. There are multiple levels of power for each possible skill. There also is also a feat in the feat section of the book that lets you take a skill power without using up one of your 'class based' utility slots.

Next you will find a ton of new Feats, most of which are specific to the races and classes in this book. Feats are followed by new magic items. What's interesting here are the new Ki Focuses and Rune powers which are totally new types for this book. There are some new expendable items as well. Also included are enhanced implements. These rules compliment the rules for special weapons and armour released in previous books (e.g. Adamantine Armour)

A summary of how to read a power finishes the books. There are some rule updates in here as well mostly dealing with Implements and Weapons as Implements.

The Good:
I love the Skill Powers section! There are so many great character options here and they are open to any character of any race and class. They give some great alternative powers to the ones offered by the classes. They also really let you compensate for a characters weaknesses or even more so a parties weakness. For example: if you have no Leader in the group but you have characters trained in Heal, then have everyone train on the Heal Skill Powers Healers Gift and Physician's Cure. The Endurance Skill Powers are especially juicy finally giving reason for characters to train in what was an undervalued skill.

The new classes, at least the ones I have played or played with are really great. They really offer a lot of options and combos on the battlefield. I personally love my Ardent that I put through Dungeons and Dragons encounters. I really liked all the reactive things I could do and the buffs I provided the party as long as they stayed close. I'm also a real fan of the Monk, I've played with two different players playing Monks and they have impressed me each time. I really like the way the Runepriest works as well getting two options an aggressive one and a defensive one with most powers really open up the options. If Darksun wasn't the next encounters campaign I would be trying out a Runepriest.

The Bad:
All of the included classes are more complex then the base PHB classes and are more suited to experienced players. All of them have a lot of options in their powers and most give a wide range of temporary buffs and de-buffs that need to be tracked. This is great for players who want more options but I suggest avoiding these classes for new players.

I'm not sold on the Shardmind. It's just too odd. A living piece of a shattered gate bent on destroying Aberrant creatures. The whole 'every shardmind has a different view on how to fight the abyss' thing seems forced and a cop out for why they don't just all get together and fix the gate. This seemed to me to be a race better suited to Dragon Magazine then a core rulebook.

I did not like the way the rules changes were just there mixed in with all the re-stating of existing rules in the 'how to read a power' section. It would have been nice to highlight where rules have been enhanced or clarified. I almost skipped over this section except for the fact that I knew ahead of time that there were some rule changes.

The Ugly:
I'm not a fan of the Hybrid rules. This seems like something WotC put in because fans wanted to play their old Fighter/Thief from previous editions. It just doesn't seem to mesh well with the other class rules and seems like it could be widely unbalancing in both making characters too weak and too powerful. I had no problem with the feat based multiclass rules and think they sufficed. Not that I should be complaining that a company is catering to their fans but these rules seem unneeded by 4th edition.

Overall:
I know it looks like I had more bad to say then good this time around but that's not the case with my overall impression of this book. The new races are cool enough (except for the Shardmind which is just too weird) but the new classes are excellent. I really like the way psionics are handled and I like what they did with the old favorrite The Monk. The rules on Skill Powers really top this one off as a great book. I personally don't like the Hybrid rules but I'm sure there are gamers out there that have been waiting for these rules since 4e was released. A word of warning for new players though, these new classes are quite a bit more complex then the basic ones in the PHB and I recommend skipping this book until at least your second character.

11 of 14 people found the following review helpful.
Growing your game
By J. D. Nava Ortega
As usual, Wizards of the Coast has released another book with more fully-playable races and new classes for Dungeons & Dragons. There's nothing really different, except for the Hybrid character options that allows to combine classes to make a more sophisticated PC that can sustain one or two of the roles of each class, or at least change its aproach to its primary role.
Something that seems very interesting is the introduction of Skill Powers, which represent specific ways of using one of the skills your character have in form of in-combat powers. This seems like a nice way to increase your hability roster, besides giving options that enrich greatly your role-playing during combats.
There are, however, some flaws on this book. The races featured are the Minotaur, the Githzerai, the Wilden and the Shardmind. These Shardgminds and Wilden are new races, and I do find them interesting both. However, why did they choose the Githzerai and the Minotaur? I'm not complaining, but of the great array of creatures that D&D has featured along four editions, a larger selection could have been presented in the book. Why the Minotaurs and Githzerai, then? Why not the Gnoll (also explored thoroughly in Dragon Magazine), or the Aasimar from past editions? Why not all six, to say something, or another six?
The classes in this book are all nice; however, some of them are more appealing than others. The Monk (striker) and the Psion (controller) are, I believe, the main course in the book, but also the Runepriest has a certain charm, being a Divine Leader that uses runes to achieve its goals. The Seeker is a controller-role version of a Ranger, or at least it feels like it, and the Battlemind is a Psionic Fighter/Paladin. The Ardent is a Psionic Leader, but the concept itself is kind of blurry. It senses and enhaces emotions, or something like that.
I have little more to say... more feats, more items... the Psionic powers are played in a different way (augmenting At-Will's instead of using Encounter's). This is a nice book. Maybe not all of the stuff will be as good as the Monk or the Psion, and you may feel the same thing I do about the races, but don't worry. I'm positive there will be another Player's Handbook in a few months.

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Player's Handbook 3: A 4th Edition D&D Core Rulebook, by Mike Mearls, Rob Heinsoo, Robert J. Schwalb PDF
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