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Book of Exalted Deeds focuses on the availability of good resources and features in the D&D spectrum. Included are new exalted feats, prestige classes, races, spells, magic items, and descriptions and statistics for a host of creatures and celestial paragons to ally with virtuous characters. This also provides descriptions and statistics for a host of creatures and celestial paragons to ally with virtuous characters.

This provides a Dungeon Master with unflinching access to subject matter that will broaden any campaign. Included in a detailed look at the nature of evil and the complex challenge of confronting the many dilemmas found within its deepest shadows. Along with wicked spells, wondrous items, and artefacts, there are descriptions and statistics for a host of abominable monsters, archdevils, and demon princes to pit against the noblest of heroes.

This is a must-have for Dungeon Masters and a should-have for players. It gathers all the magic items and magical enhancements for weapons and armours from all the various supplements into one book. New enchantments listed by weapon or armour, and how much they cost to put on. New utility item, and new charts for treasure generation. Body 'slots' where a magical item can be worn or used are more clearly defined.

Dragon Magic changes the way dragons are used in D&D campaigns. By imagining a world in which dragons openly share their magical secrets with humans and other races, this supplement encourages characters to form associations with dragons and learn ancient dragon secrets. Dragon Magic offers players new feats, spells, and magical items tied to dragons, while it gives DMs information on how to run a challenging new setting or enrich a current campaign.

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

Everything to play and run a horror-oriented campaign or to integrate elements of creepiness & tension into their existing campaigns. Players can develop heroes or anti-heroes using new feats, new spells, new base classes and prestige classes, and new magic items. The tomb presents new mechanics for different types of horrors, including rules for dread and tainted characters, and plenty of new horrific monsters and adventure seeds.

Cityscape 3.5 by WotC     Three Stars
Cityscape features city-building rules, new options for city-based characters, city-based encounters, and rules for urban terrain. The game material is completely compatible with the D&D core rulebooks and includes timesaving tools and tips for any urban campaign. The material in this supplement is appropriate for both D&D players and Dungeon Masters and includes content that appeals to both.

This presents three new kinds of magic (pact magic, shadow magic, truename magic) that can integrate easily into any Dungeons & Dragons campaign. These magic subsystems function alongside the existing magic system and offer new game mechanics, character options, and adventure possibilities. There are 3 new standard classes, new spells, feats, prestige classes, monsters, and magic items tied thematically to each.

Heroes of Battle provides everything one needs to know to play a battle-oriented D&D campaign. Players can build military characters with new feats, spells, uses for traditional spells, and prestige classes. Information is given on tools specific to the battlefield, including siege engines, weapons, magic items, steeds, and other exotic mounts. Battlefield terrain aspects are discussed with plenty of illustrative maps and new rules. Specific types of battlefield encounters are discussed in detail..

This introduces a magical substance called incarnum into the D&D game. 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. Incarnum can be shaped and reshaped into new forms, giving characters tremendous versatility in the dungeon and on any battlefield.

A guide to integrating planar travel into any D&D campaign. This is specifically designed to make travel to other planes of existence an easy part of any D&D campaign. The rules are written in a modular fashion, allowing choice of only the material most suited to their current campaign. Considered a complementary product to Manual of the Planes, it includes new material, new rules subsets, player races, feats, spells, magic items, equipment, and vehicles.

Arcana is a collection of dozens (hundreds, if you count like a marketer) optional rules, many of which conflict with one another.

The Book of Dragons takes a comprehensive look at the dragons of the D&D world from a variety of perspectives. Includes information on playing dragons and dragon-like creatures, how to run a dragon in a fight, and how to both fight dragons and work with them as allies. There are statistics on dragons of every type and at every age category, and examples of lairs, hoards, and minions. New rules, feats, spells, prestige classes, magic items, and other materials associated specifically with dragons including illustrated lairs and rules for creating treasure hoards.

Dungeonscape is designed to provide plenty of focused material on Dungeon Delving to augment the dungeon experience. The tactical design of dungeon encounters is excellent, it provides a template that can be expanded upon and really lets you think out your encounters with the bad guys. A good amount of the book provides details on dungeon design, dungeons as systems, etc. A section on designing dungeons by theme provides some refreshing ideas for novel dungeons.

This begins a new series of releases that focus on how the environment can affect D&D gameplay in every capacity. Frostburn contains rules on how to adapt to hazardous cold-weather conditions, such as navigating terrain with snow and ice and surviving in bitter cold or harsh weather. There are expanded rules for environmental hazards and manipulation of cold weather elements, as well as new spells, feats, magic items, and prestige classes. New monsters associated with icy realms are included, as well as variants on current monsters. There is enough adventure material included for months of gameplay.

The ultimate guide to magic items, especially weapons of rich heritage. Included are many defined weapons, outlining their names, history, powers, stats, necessary rituals for unlocking their powers, and adventure hooks. How the weapons can gain power is discussed, as well as the feats with which they might be used. There are discussions of other magic items such as magic armour, rings, and staves.

A complete guide to playing D&D in sea and storm. The third in a series of beautifully illustrated supplements focusing on play in specific environmental climes, Maelstrom contains rules on play in watery environments. There are rules for sea campaigns, water environments and dungeon adventures. Includes extensive information on lakes and rivers; hazards such as exposure, storms, and waterspouts, races; including non-aquatic races associated with the sea; equipment, detailed deck plans for ships; monsters; magic, including psionic elements; skills; feats etc.

A complete guide to playing D&D in arid wastelands. This beautifully illustrated supplement continues a series of releases that focus on how the environment can affect D&D gameplay in every capacity. It contains rules on how to adapt to hazardous hot and arid weather conditions, such as navigating desert terrain and surviving in fierce heat or harsh weather. There are expanded rules for environmental hazards and manipulation of hot weather elements, new spells, feats, magic items, and prestige classes. New monsters associated with deserts and wastelands are included, and variants on current monsters.

In the midst of Izrador's tyranny and death, one rough-and-tumble port city beats the dark lord at his own game: Baden's Bluff, the center of an underground resistance for all foes of evil. In Midnight more than in any other world, a place of sanctuary is needed to continue the fight. This sourcebook for Baden's Bluff is appropriate for players looking for organizations to join, for new equipment and feats designed to evade the magehunters and assassins of the dark lord, and for new classes that allow PCs to bring the fight to the treacherous legates on their own battleground of intrigue and intimidation. DMs will find a wealth of setting material that describes Baden's Bluff as both a place of refuge for their campaign's heroes, as well as one of adventure and danger on the dark streets and the sewers below. Baden's Bluff is an ember of hope, as well as a culling ground, for those who try to survive under the shadow.

The classic Grimtooth traps are represented for the nostalgia buffs. This tome is a compilation of the Best of the Grimtooth's trap series. It preserves the original creativity, while giving a DM Search and Disable Device DCs for each trap. The art work is still very nice, and nearly all the traps, objects, hallway, and doors are depicted in nice B&W sketches. From whirling blades of death, gravity wells, whipped cream filled pits, and waterfalls made of shaved diamond shards.

 
Dungeons and Dragons 4.0
Dungeons and Dragons 3.0
Advanced Dungeons and Dragons (2nd Ed)
Advanced Dungeons and Dragons
Dungeons and Dragons

 

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