A Hero's First Steps
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Playtest: Wizard
Playtest: Wizard Illustrations by William O’Connor and Steve Ellis Why This Is the Class for You: You like to master the battlefield and control your enemies, while also having the tools to handle any situation you face. Some things no person is meant to know, some powers no mortal should ever wield, and some mysteries are best left buried in the lost manuscripts. Common wisdom advises all this, yet wizards have little use for such quaint warnings and plunge headlong into the occult without fear. For this reason, most people fear wizards, or if they don’t fear them, they at least steer clear of them—for who knows what magic they work in their laboratories or what terrible secrets they have unearthed? If wizards notice such an attitude, they pay it no heed or, perhaps, cultivate it to keep the uninitiated from peering too closely at the forces these magicians wield. A wizard, it has been said, is an arcane scion, a gifted individual trained in the mystical arts who accesses the power that permeates the cosmos and molds it into useful and often destructive forms. A wizard’s approach to magic is one of scholar- ship and accomplishment. To a wizard, there is no easy path to power; there is only research, discipline, and intellect. Those who circumvent the proper order, such as the dubious warlocks and their untamed cousins the sorcerers, pervert magi- cal energy—or, worse, are ruled by it. For this reason wizards guard their secrets well, teaching their lore only to those worthy candidates who have both the mental acuity and the strength of will to use it. -
Cult of the Dragon
Cult of the Dragon by Dale Donovan And naught will be left save shuttered thrones with no rulers. But the dead dragons shall rule the world entire, and . Sammaster First-Speaker Founder of the Cult of the Dragon Dedication To my mother and my father, who always encouraged me, no matter how seemingly strange my interests may have appeared. Thanks to you both I had the chance to pursueand obtainmy dream. While it may seem curious to dedicate a book about a bunch of psycho cultists to ones parents, I figured that, of all people, you two would understand. Credits Design: Dale Donovan Additional and Original Design: L. Richard Baker III, Eric L. Boyd, Timothy B. Brown, Monte Cook, Nigel Findley, Ed Greenwood, Lenard Lakofka, David Kelman, Bill Muhlhausen, Robert S. Mullin, Bruce Nesmith, Jeffrey Pettengill, Jon Pickens, and James M. Ward Development & Editing: Julia Martin Cover Illustration: Clyde Caldwell Interior Illustrations: Glen Michael Angus Art Direction: Dana Knutson and Dawn Murin Typesetting: Angelika Lokotz Research, Inspiration, & Additional Contributions: Robert L. Nichols & Craig Sefton Special Acknowledgment: Gregory Detwiler, Ed Greenwood, Jamie Nossal, Cindy Rick, Carl Sargent, Steven Schend, and the stories of Clark Ashton Smith & Edgar Allan Poe Campaign setting based on the original game world of Ed Greenwood. Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson. ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEONS & DRAGONS, DUNGEON MASTER, FORGOTTEN REALMS, MONSTROUS COMPENDIUM, PLAYERS OPTION, and the TSR logo are registered trademarks owned by TSR, Inc. COUNCIL OF WYRMS, ENCYCLOPEDIA MAGICA, and MONSTROUS MANUAL are trademarks owned by TSR, Inc. -
Muls Beyond the Desert
Winning Races: Muls beyond the Desert By Robert J. Schwalb F Illustration by Slawomir Maniak Bred to be slaves, born to fight and toil, muls are Of all the unusual races populating the world of shaped by reckless magic and a prevalence of psionic the bedrock of Athasian society. In another world, a Dark Sun, muls are the most iconic. They embody the magic, combined with all the other distinctive ele- blending of dwarf and man would be unthinkable, challenge inherent in the setting while possessing the ments, a Dark Sun game is unlike any other Dungeons but to the crafty minds of the templars and those strength and grit to overcome them. They are peer- & Dragons® experience. Even if you don’t play in a sorcerer-kings who rule them, the mul is a near per- less warriors, bred for battle, tireless in their pursuits, Dark Sun campaign, its concepts and options provide fect creation. A young mul faces a bitter life full of and unflinching in danger’s face. It is no wonder muls interesting additions to any world. Plundering is a big hardship with only a shallow grave and dry eyes to have enjoyed enduring popularity since their debut in and important part of D&D, and this article shows mark his or her passing. 2nd Edition AD&D. you one way to do it for one of the more distinctive Yet not all muls are content to accept the poor The Dark Sun Campaign Setting presents a world races on Athas. hand fate has dealt them. -
Drow of the Underdark
™ 95726720_Ch00.indd 1 2/22/07 3:03:16 PM Shadowborn Warrior . .52 Clothing . .98 Spider Companion . .52 Tools . .101 Contents Spiderfriend Magic . .52 Artifacts . .103 Introduction . 4 Staggering Critical . .52 Surprising Riposte . .52 Chapter 5: Chapter 1: Umbral Spell . .52 Monsters of the Underdark . 105 All About the Drow . 7 Vermin Trainer . .53 Adamantine Spider . 106 A Day in the Life . .7 Verminfriend . .53 Chwidencha . 108 Society and Culture . .9 Versatile Combatant . .53 Draegloth . .110 Law, Tradition, and Government . .10 Ambush Feats . .53 Dragon, Deep . .114 Drow Psychology . .13 Gloom Strike . .54 Elf, Albino Drow (Szarkai) . .118 Religion . .15 Sickening Strike . .54 Goblinoid . 120 Rites and Rituals of Lolth . .15 Terrifying Strike . .54 Husk Vermin . 126 CONTENTS TABLE OF Servants of Lolth . .17 Venomous Strike . .54 Kuo-Toa . 129 Lolth . .19 Divine Feats . .54 Lizard, Giant . .133 Houses of the Drow . .20 Divine Intercession . .54 Quaggoth . 136 Structure and Composition . .20 Lolth’s Boon . .54 Shunned . .140 House Authority . .21 Lolth’s Caress . .54 Spider, Monstrous . .141 House Interaction . .21 Profane Agony . .54 Troll . .145 Duties and Benefi ts . .22 Vile Feats . .55 Venom Ooze . .148 Family Units . .24 Unspeakable Vow . .55 Drow Life . .26 Vow of Decadence . .55 Chapter 6: Leisure . .27 Vow of the Spider Queen . .55 Campaigns and Adventures . 150 Arts and Crafts . .27 Vow of Vengeance . .56 Drow Campaigns . 150 Technology and Magic. .28 Weapon Style Feats . .56 Drow Cities and Environs . 153 Love . 29 Despana School . .56 Sample Drow . 160 War . 30 Eilservs School . .56 Anybys Velifane . 160 Death . .31 Inlindl School . .56 Keveras Lorakythe . -
Martial Adept a Fan-Made Class for D&D 5Th Edition Version 0.7
MARTIAL ADEPT A FAN-MADE CLASS FOR D&D 5TH EDITION VERSION 0.7 Designer Notes: Tome of Battle is an interesting book from the end of 3rd edition’s life cycle featuring truly large-than-life martial classes. It doesn’t translate perfectly to 5e at all, as 5e is a much lower-numbers, lower-action-economy game. However, the setup of psionics in July’s Unearthed Arcana inspired me to give it a try, basing stances and maneuvers off the CREDITS passive/active concentration setup of psionic disciplines. Designer: Kittenhugs My main worry currently is that the martial schools alone Last updated July 27, 2015 outshine other martials. From the get-go this appears to be an exercise in balancing downward. A lot of the options here are Based on Tome of Battle: The Book of Nine Swords by Richard interesting and strong, but there may be far too many available Baker, Matthew Sernett, and Frank Brunner, which is property of for any one given character at a time. Wizards of the Coast. D&D and related product names are property of Wizards of the Coast. Martial Adept – D&D 5th Edition Homebrew THE MARTIAL ADEPT Proficiency Adept Adept Level Bonus Features Points Maximum 1st +2 Blade Magic, Martial School (1st) — — 2nd +2 Adept Power 4 2 3rd +2 Martial Discipline 6 2 4th +2 Ability Score Improvement 6 2 5th +3 Extra Attack 14 3 6th +3 Martial School (2nd) 14 3 7th +3 Martial Discipline feature 17 3 8th +3 Ability Score Improvement 17 3 9th +4 — 27 5 10th +4 Disciplined Focus 27 5 11th +4 Martial School (3rd) 32 5 12th +4 Ability Score Improvement 32 5 13th +5 — 38 6 14th +5 Skilled Adept 38 6 15th +5 Martial Discipline feature 44 6 16th +5 Ability Score Improvement 44 6 17th +6 — 57 7 18th +6 Martial School (4th) 57 7 19th +6 Ability Score Improvement 64 7 20th +6 Stance Mastery 64 7 Adepts can be found in all roles in combat. -
Montesquieu on the History and Geography of Political Liberty
Montesquieu on the History and Geography of Political Liberty Author: Rebecca Clark Persistent link: http://hdl.handle.net/2345/bc-ir:103616 This work is posted on eScholarship@BC, Boston College University Libraries. Boston College Electronic Thesis or Dissertation, 2012 Copyright is held by the author, with all rights reserved, unless otherwise noted. Boston College Graduate School of Arts & Sciences Department of Political Science MONTESQUIEU ON THE HISTORY AND GEOGRAPHY OF POLITICAL LIBERTY A dissertation by REBECCA RUDMAN CLARK submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy December 2012 © Copyright by REBECCA RUDMAN CLARK 2012 Abstract Montesquieu on the History and Geography of Political Liberty Rebecca R. Clark Dissertation Advisor: Christopher Kelly Montesquieu famously presents climate and terrain as enabling servitude in hot, fertile climes and on the exposed steppes of central Asia. He also traces England’s exemplary constitution, with its balanced constitution, independent judiciary, and gentle criminal practices, to the unique conditions of early medieval northern Europe. The English “found” their government “in the forests” of Germany. There, the marginal, variegated terrain favored the dispersion of political power, and a pastoral way of life until well into the Middle Ages. In pursuing a primitive honor unrelated to political liberty as such, the barbaric Franks accidentally established the rudiments of the most “well-tempered” government. His turn to these causes accidental to human purposes in Parts 3-6 begins with his analysis of the problem of unintended consequences in the history of political reform in Parts 1-2. While the idea of balancing political powers in order to prevent any one individual or group from dominating the rest has ancient roots, he shows that it has taken many centuries to understand just what needs to be balanced, and to learn to balance against one threat without inviting another. -
4E Player's Handbook I Index
4e Player’s Handbook I Index Compiled By: Propagandroid On The Web at: HTTP://www.thegamerdome.com Please support this project and the many others at The Gamer Dome, by visiting us online at http://www.thegamerdome.com/support blast 272 controller 16 dominated 277 A blinded 277 cooperation, skill checks 179 double move 284 ability check 26 bloodied 293 core mechanic 11 dragonborn 34 ability modifiers 17 Bluff skill 183 counting distance 273 draw a weapon 289 ability scores 16 bonuses 275 coup de grace 288 drinking a potion 255 generating 17 break or burst DCs 262 cover 280 driving 222 acrobatic stunt 180 bright light 262 crawl 288 drop held items 289 Acrobatics skill 180 bull rush 287 creature size 282 drop prone 289 action points 259, 286 burst 272 critical hits 278 Dungeoneering skill 183 and extended rest 263 customizing ability scores 17 durations, effect 278 and paragon paths 53 dwarf 36 action types 267 C cantrips 158 dying 295 adjacent squares 273 D carrying 222 daily powers 15, 54 administer a potion 255 chainmail 213 damage die 219, 276 advancing a level 29 E character advancement 29 damage roll 276 effect of a power 59 adventuring gear 222 charge 287 damage types 276 eladrin 38 aid another 287 checks, making 25 damage, ongoing 278 eldritch blast 132 alignment 19 class feats 192 darkness 262 Elemental Chaos 181 appearance of a character 24 class-specific feats 208 darkvision 262 elf 40 arcana knowledge 181 class skills 178 dazed 277 encounter powers 54 Arcana skill 181, 300 classes 50 dead, raising 311 end of turn 269 arcane -
Dragon Magazine #236
The dying game y first PC was a fighter named Random. I had just read “Let’s go!” we cried as one. Roger Zelazny’s Nine Princes in Amber and thought that Mike held up the map for us to see, though Jeff and I weren’t Random was a hipper name than Corwin, even though the lat- allowed to touch it. The first room had maybe ten doors in it. ter was clearly the man. He lasted exactly one encounter. Orcs. One portal looked especially inviting, with multi-colored veils My second PC was a thief named Roulette, which I thought drawn before an archway. I pointed, and the others agreed. was a clever name. Roulette enjoyed a longer career: roughly “Are you sure you want to go there?” asked Mike. one session. Near the end, after suffering through Roulette’s “Yeah. I want a vorpal sword,” I said greedily. determined efforts to search every 10’-square of floor, wall, and “It’s the most dangerous place in the dungeon,” he warned. ceiling in the dungeon, Jeff the DM decided on a whim that the “I’ll wait and see what happens to him,” said Jeff. The coward. wall my thief had just searched was, in fact, coated with contact “C’mon, guys! If we work together, we can make it.” I really poison. I rolled a three to save. wanted a vorpal sword. One by one they demurred, until I Thus ensued my first player-DM argument. There wasn’t declared I’d go by myself and keep all the treasure I found. -
Monster Manual
CREDITS MONSTER MANUAL DESIGN MONSTER MANUAL REVISION Skip Williams Rich Baker, Skip Williams MONSTER MANUAL D&D REVISION TEAM D&D DESIGN TEAM Rich Baker, Andy Collins, David Noonan, Monte Cook, Jonathan Tweet, Rich Redman, Skip Williams Skip Williams ADDITIONAL DEVELOPMENT ADDITIONAL DESIGN David Eckelberry, Jennifer Clarke Peter Adkison, Richard Baker, Jason Carl, Wilkes, Gwendolyn F.M. Kestrel, William W. Connors, Sean K Reynolds Bill Slavicsek EDITORS PROOFREADER Jennifer Clarke Wilkes, Jon Pickens Penny Williams EDITORIAL ASSITANCE Julia Martin, Jeff Quick, Rob Heinsoo, MANAGING EDITOR David Noonan, Penny Williams Kim Mohan MANAGING EDITOR D&D CREATIVE DIRECTOR Kim Mohan Ed Stark CORE D&D CREATIVE DIRECTOR DIRECTOR OF RPG R&D Ed Stark Bill Slavicsek DIRECTOR OF RPG R&D ART DIRECTOR Bill Slavicsek Dawn Murin VISUAL CREATIVE DIRECTOR COVER ART Jon Schindehette Henry Higginbotham ART DIRECTOR INTERIOR ARTISTS Dawn Murin Glen Angus, Carlo Arellano, Daren D&D CONCEPTUAL ARTISTS Bader, Tom Baxa, Carl Critchlow, Brian Todd Lockwood, Sam Wood Despain, Tony Diterlizzi, Scott Fischer, Rebecca Guay-Mitchell, Jeremy Jarvis, D&D LOGO DESIGN Paul Jaquays, Michael Kaluta, Dana Matt Adelsperger, Sherry Floyd Knutson, Todd Lockwood, David COVER ART Martin, Raven Mimura, Matthew Henry Higginbotham Mitchell, Monte Moore, Adam Rex, Wayne Reynolds, Richard Sardinha, INTERIOR ARTISTS Brian Snoddy, Mark Tedin, Anthony Glen Angus, Carlo Arellano, Daren Waters, Sam Wood Bader, Tom Baxa, Carl Critchlow, Brian Despain, Tony Diterlizzi, Larry Elmore, GRAPHIC -
Credits Special Thanks
Credits Special Thanks Developers: Scott Holden Joseph Carriker and Anthony Pryor, co-developers of the Authors: Bill Ashbless, Jason Bolte, Chris Cowger, Adam original Scarred Lands; Rich Thomas and Stewart Wieck, current Eichelberger, Nathan Knaack, Chris Sims, Eddy Webb co-owners of the Scarred Lands license; and the many fans and backers of the Kickstarter. Without all of you, this book would Editor: Dixie Cochran be a fond dream, not a reality! Other Contributors: Too many other authors and fans to count, who submitted material for any one of the many first- edition Scarred Lands books Art Direction and Design: Mike Chaney Cover: Aaron Riley Interior Art: Bryan Syme, Brian Leblanc, Andrew Trabbold, Subroto Bhaumik, Mitch Malloy, Shen Fei, Steve Wood, William O’Brien, Seth Rutledge, Aaron Riley, Eric Lofgren, Felipe Goana, James Denton, Claudio Pozas, H.H. Ambrose, Michel Gorgi, Matt Lewis, Mitch Byrd, Jeff Holt, Langdon Foss, Jeff Rebner, Rich Thomas, Ron Spencer, Jason Alexander, Andrew Bates, Leann Buckley, Steve Ellis, Talon Dunning, Matt Mitchell, Jim Nelson, Anthony Hightower Cartography: Richard Thomas Scarred Lands Player’s Guide is © 2016 Onyx Path and Nocturnal Media. All rights reserved. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. Scarred Lands, Onyx Path, Nocturnal Media, and their associated logos are trademarks of Onyx Path and Nocturnal Media. Open game content may only be used under and in the terms of the Open Game License. Onyx Path and Nocturnal Media are not affiliated with Wizards of the Coast™. Onyx Path and Nocturnal Media make no claim to or challenge to any trademarks held by Wizards of the Coast™. -
Logan Bonner
LOGAN BONNER [email protected] 2125 Blaine Cir SE Renton, WA 98055 (206) 979-8837 (cell) Professional Experience Freelance Game Designer/Editor Renton, WA, 2009–present • I have worked with Wizards of the Coast, Open Design, and Crafty Games on several projects, as well as working on my own game designs. I focus on providing thorough work on deadline, and working closely with collaborators. Wizards of the Coast Experience • Completed numerous articles for D&D Insider as a designer or editor. • Designed adventures for the D&D Championship and similar events that require an in-depth knowledge of rules and play experiences. • Contributed both development and editing to the Shadowfell boxed set. Open Design Experience • Led a team of freelancers, mostly first-timers, to create a lengthy sandbox adventure for 4th Edition D&D. • Interacted with the Open Design patrons to choose and vote on ideas that would go into the product. Game Designer/Editor Hasbro/Wizards of the Coast, Renton, WA, 2006–2009 • During my time in Wizards of the Coast RPG R&D, I went from being an editor to a game designer, and served on development teams as well. Each one demanded different skills, and I was able to transition between these roles as needed. General Experience • Worked under deadlines and completed rush projects that had few resources. Frequently worked on one major project with several smaller projects simultaneously. • Worked collaboratively to create new content, determine design directions/objectives, develop existing content, and discuss game theory. • Designed and/or edited dozens of published hardcover books, in addition to adventures and online articles. -
Swordsworn: a Sorcerer Origin He Magic That Ebbs and Flows Through Your Bonded Weapon Quirks Body Comes from an Ancient Arcane Hero
Swordsworn: A Sorcerer Origin he magic that ebbs and flows through your Bonded Weapon Quirks body comes from an ancient arcane hero. You d4 Quirk might trace your abilities back to an ancestor who participated in a seemingly endless war or 1 While you're bonded with your weapon you you may have been blessed by one of these occasionally hear the hero's voice emanate from it. powerful ancient warriors, or have the still 2 Small visual or sensory appearances change on the burning soul of one of these warriors in you. bonded weapon, from its color, general condition, T ornamentation, sound, and smell. Regardless of the means in which you gained these abilities, the warrior's pride, dedication, and power found its way into 3 Any small damages and bloodstains magically repair you. and clean themselves from the weapon just as soon Many of these heroes were the first into combat while on as they are made. the frontlines and fought valiantly wielding both might and 4 While wielding the weapon strange runes, symbols or extremely potent magic in a seamless and deadly blur - tattoos appear on your forearm, only to disappear though they were never without fault. Their magic was once it leaves your grasp. exceedingly difficult to control and often led to the hero finding solace in a personalized ancient weapon ritual known Chaotic Magic Quirks as a Bond that centered and tempered the magic into their d4 Quirk weapons for better control. This same unstable magic is within you. At your option, you can pick from or roll on the 1 You feel naked, uncomfortable, or deeply emotional without your bonded weapon on your person.