The Power Gamer s 3.5. Credits

Similar documents
The Dungeon Awaits! Dungeon Crawl Classics: All new adventures just like you remember them

WIZARD. The Power Gamer s 3.5. Strategy Guide. Credits. The 100% Official Guide to Kicking Monster Butt and Winning the Game _ Mage Style!

Concept Cover & Interior Diagrams Project Lead Editing & Proofing Writers Editor-in-Chief

Dungeon Crawl Classics #9 Dungeon Geomorphs

The Complete Druid's Handbook (Advanced Dungeons & Dragons 2nd Ed Rules Supplement) By David Pulver READ ONLINE

Defenders of the Realm: Battlefields 1. Player seating arrangement -

WRITTEN BY ED TEIXEIRA INTERIOR ARTWORK BY JAMES SMYTH COVER BY PAUL KIME DIGITALLY EDITED BY CRAIG ANDREWS

Roll 4d6, six times Note results on scrap paper. Drop lowest score and add up the three highest scores.

Table of Contents. How does this game work? What do I need to play? What kind of character can I play? What are stats? What is proficiency?

The Complete Thief's Handbook: Player's Handbook Rules Supplement, 2nd Edition (Advanced Dungeons & Dragons) epubs

Converting to SEG. The following is a correlation between CoC Characteristics and SEG Attributes:

DUNGEONS & DRAGONS ERICK LEE EDWARDS F I F T H E D I T I O N BASED ON THE WORKS OF

Albion Barbarian Warband

4e Fighter Handbook Hard As A Rock

Neverwinter Strategy And Leveling Guide -- >> Click Here Visit Website >> CHECK HERE

Shaun Austin Jim Hartman

2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A.

Dungeon Cards. The Catacombs by Jamie Woodhead

Epub Dungeons & Dragons Player's Handbook: Core Rulebook I V.3.5

A Clash of Arguments

DUNGEON CRAWLER LABYRINTH

The Halls of Durrag-Dol

Introduction. Contents

Tobril Contributor Guidelines v1.4

The Basic System. Stun Points (SP) Natural Abilities

Dungeon Crawl Classics First Annual Open Tournament Crypt of the Devil-Lich

Wolfgang Kramer & Michael Kiesling

Fantasy Grounds II: Adventure Module Creation Tutorial (v1.0) by Xorne (Jason Hibdon)

Hybrid role play / cards A simple ruleset to have a quick and intuitive role-playing game.

A Bad Baby Product, All rights reserved, version 1.0, All comments, suggestions and contacts can be made at

Savage Species: Playing Monstrous Characters (Dungeons & Dragons Supplement) Download Free (EPUB, PDF)

THE RULES 1 Copyright Summon Entertainment 2016

ATTENTION ORGANIZERS!

Tiny Quest: Races: Choose one of the 4 races, which has the listed effect: * Human: Class skills +1.

English as a Second Language Podcast ESL Podcast 295 Playing Video Games

Race. Human. Dwarf. Racial Bonus +2 to any ability score. Bonus Feat At 1 st level, human PCs start with two feats instead of one.

Tonight you sit quietly in a dark corner of the Inn s large common room, with a cup of ale and a piece of hard, brown bread in front of you.

Fully compatible with all the other Arcanum expansion, you will find this just adds more fun and options to the already fun mix.

ForgedAnvil s D&D 5E Character Generator v2.0 Instructions for Use

Sample file 620_ _DSG_Guts.indd 1 7/25/07 9:45:48 AM

Monte Cook Presents Iron Heroes (Iron Heroes D Fantasy Roleplaying Download Free (EPUB, PDF)

DWA R F! CLERIC! Cool! Here are some of the things you can do: You gain 1d10 HP at every level!

Understanding Systems: the Mage Class in WoW Jeff Flatten

LION RAMPANT Medieval Wargaming Rules OSPREY WARGAMES. Daniel Mersey. Osprey Publishing

Game Overview 2 Setting 3 Story 3 Main Objective 3. Game Components 3. Rules 4 Game Setup 4 Turn Sequence 5 General Rules 9 End Game Conditions 9

Setup. Character Creation. Card Management. Conflicts Between Cards and Rules

Stick man rpg unblocked

Prepare the Adventure Begin Play Sample file

Lineage2 Revolution s Gameplay Tips for Beginners

Fantasy and Magic Casting spells Casters level Blocking Spells Continuing spells Summoned Creatures

RACE (2), CLASS (4), OTHER (3), Rerolls 3

While there are lots of different kinds of pitches, there are two that are especially useful for young designers:

Unofficial Bolt Action Scenario Book. Leopard, aka Dale Needham

Q: How do I get a copy of the Game System License? A: You can access the Game System License at

HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com

Dungeons And Dragons 5e Player's Handbook Pdf

Quest Night. How The Game Works. You have all evening to complete as many quests as you can!

Against all Evil. Summary: Know your enemy

Rules. Game Overview. Introduction. Rules Objective. Audience & Number of Players. Play Time. Object of the Game. Page 1.

Setup. Starting and Finishing the Game. Card Management. Character Creation. Conflicts Between Cards and Rules

ERRATA & FAQ MAGIC ITEMS ENCOUNTERS ADVENTURES FEATURES COMPONENTS. QUIVER OF HUNTING ARROWS +1 Change Instead <B3> to: Instead <B1>

Create Your Own World

Prototype Character Creation

Entanglements. A Story Mapping Tool for RPGs Version by Ewen Cluney

The Green Dragon Adventure Player s Guide is for the use of a play by post game hosted at

Free Sample. Clash of Clans Subway Surfers Unofficial Game Guide (Android, ios, Secrets, Tips, Tricks, Hints)

Design Document for: Name of Game. One Liner, i.e. The Ultimate Racing Game. Something funny here! All work Copyright 1999 by Your Company Name

DUNGEON THE ADVENTURE OF THE RINGS

Rags to Riches. Written by Allan JC Smith IV. Sample file. Art by Mitchell Nolte Layout by Craig Judd

Notes: It s loosely based on the Keep of the Shadowfell in terms of section headers and layout. YMMV in terms of you re liking it or now.

Quests Created By Jordan Hawkey

Contents. Introduction

GETTING STARTED. STAR WARS D6: New Player Starting Guide. Become Your Character. Use Your Imagination. Keep Things Moving. Combat As Last Resort

DUNGEON. SUBMISSION GUIDELINES By the DUNGEON Staff

Budget Battle. Phil West

READ THIS FIRST! Your D&D Miniatures Battles Begin Here

Everyone played make-believe during childhood. Whether you played

Rules Cyclopedia Addendum

Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring

The Dwarvenhold Campaign

COPYRIGHTED MATERIAL. Learning to Program. Part. In This Part

THE CLASS HACK For Use With The Black Hack

The Triquetra. By: MACE

GenCon 2015 Pregenerated Characters

What do I need to play? How does it work?

Introduction. Components

EN WORLD EN5IDER STYLE & SUBMISSION GUIDE

UPD RRP RRP

Official Moonrise FAQ. Contents Getting Started... 2 Moonrise Basic Training... 4 Moonrise Advanced Training... 6 Expert Warden Training (PvP)...

D&D Frequently Asked Questions Version 3.5: Date Updated 02/27/04

USER EXPERIENCE DESIGN: UXD16 FINAL PRESENTATION. d&d companion

How to play Underworld. It isn t as simplistic as you may think!

Assassin's Creed Brotherhood Fighting Controls Ps3

Ultima IV Quest of the Avatar

Sample file. Dungeon Crawl Classics #14 Dungeon Interludes. by Jason Little SIX ADVENTURES FOR CHARACTER LEVELS Table of Contents.

Sample file. IMPACT and MELEE GALLIC FURY. A Simple Game of Ancient Warfare between the. Early Roman City State and the Gallic Tribes of N.

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3

Defenders of the Realm board game Published by Eagle Games 2010; Designer Richard Launius

We get a lot of questions about what tools I use to run and market powerdojo, so I figured why not answer it for everyone who asks.

Maldin s 2 nd Edition AD&D Character Sheets

Transcription:

The Power Gamer s 3.5 WARRIOR Strategy Guide The 100% Official Guide to Kicking Monster Butt and Winning the Game! Credits Concept: Joseph Goodman Developers: Josh Sawyer and Robert Schwalb Graphic Design: Andy Hopp Cover & Interior Diagrams: Clayton Bunce Cover Design: Andy Hopp and Thomas Denmark Rules Editor: Rob Baxter Editor-in-Chief & Layout: Joseph Goodman Publisher: Goodman Games Page 1

Table of Contents Introduction: Building the Perfect Warrior...3 Chapter One: Ability Scores...5 Chapter Two: Races...7 Chapter Three: Classes...13 Chapter Four: Skills...29 Chapter Five: Feats...38 Chapter Six: Equipment...64 Chapter Seven: Combat...73 Page 2

Introduction Building the Perfect Warrior Min/maxing gets a bad rap. Sure, there s little role-playing involved in stat-monsters, and not a lot of background to create an immersive gaming experience. But in every gamer lurks the secret munchkin, wanting even craving a bad-ass character able to survive nearly any threat, overcome any trap, and kick the living crap out of anyone or anything getting in the way. This is where the Power Gamer s 3.5 Strategy Guides come into play. The Warrior Strategy Guide gives you all the strategy and advice you need to play a combat character, whether you sling arrows or swing a sword. While most of this book covers fighters, barbarians, monks, rangers and paladins, there is sure to be useful information in this guide for any other character. Rogues, clerics and even druids can become combat monsters with multiclassing or the right selection of skills and feats. Likewise, war wizards can benefit from the information by studying the strengths and weaknesses of their enemy. In short, there s something for everyone. Where s the New Stuff? The Power Gamer s Strategy Guide s primary purpose is to make sure you can use it. Instead of loading this book with questionable prestige classes, sketchy feats, and yet another way to use the Profession skill, we ve torn apart the mechanics of the 3.5 game, looked at them, and slapped them back together. With just the 3.5 core mechanics, this book gives you everything you need to roll up the character of your dreams. Moreover, because everything is straight out of the three core books, no one can stop you from using it. Period. It s 100% official. How Do I Use this Book? You use this book the same way a football coach uses a playbook, the same way a video game champion uses his cheat codes, and the same way an auto mechanic uses his repair manual. This book gives you the strategies and techniques you need for winning 3.5 combats. If you re rolling up a new character, the chapters on ability scores, races, and classes will help you get started on the right foot. If you have an existing character, the chapters on skills and feats will help you plan his progression. No matter where you are in your campaign, the chapter on equipment will always be useful. And then there s the gold mine: Chapter 7, Combat. This chapter is all about how to kick monster ass in the most efficient manner possible. Like we said, it s a playbook, cheat code, and repair manual all wrapped into one handy guide for winning every combat you ever step into. Listen Up! They re Called Archetypes Instead of spending all of our time on specific classes, we use archetypes. What s an archetype? An archetype is a prototype, a kind of model everything else is based on. In this book, an archetype represents a particular style of warrior: archer, cavalry or tank. With the right feat and class choices, you can build a warrior modeled after any one of the archetypes. On the other hand, it s not necessary to use one of these types there s plenty of info in this book to keep it useful no matter how you handle it. Nonetheless, the archetypes are handy for organization and thematic choices, perhaps opening a door to a combo or feature you hadn t though of before. Figure out what kind of warrior you want to play, and see if one of the archetypes matches. If so, you won t be disappointed. Archer The archer s the guy in the movies that makes the impossible shot. Specializing in ranged attacks, most archers employ some sort of bow, but this could include anyone who makes more ranged attacks than melee attacks. Archers are typically fighters or rangers. HIDE THIS BOOK! While everything in this guide is legit it comes straight out of the core rulebooks you don t want your DM to read it. Just think, all these useful tips and suggestions in the hands of the guy who runs the monsters! Shudder. Keep this one tucked away or you ll regret it. Page 3

Other Products from Goodman Games Goodman Games publishes a wide variety of high quality games. For more information, please visit our web site at www.goodman-games.com, or write to Goodman Games, 672 Woodland Ave. SE, Atlanta, GA 30316. The Wanderers Guild Beautifully illustrated monster manuals designed with a spirit of adventure. Dungeon Crawl Classics New adventure modules with a classic feel. Retro design and art, with a back-to-basics approach to the adventure. Monsters of the Endless Dark GMG4000, $18.00 Nominated in 2003 Gen Con ENnie Awards: Best Graphic Design Best Monster Supplement The Complete Guide Monsters of the Boundless Blue GMG4001, $18.00 Monster sourcebooks covering everything from culture to combat including guidelines for PC play of the creatures. Dungeon Crawl Classics #3: The Mysterious Tower GMG5002, $10.99 Adventure Guides Dungeon Crawl Classics #4: Bloody Jack s Gold GMG5003, $10.99 World-neutral sourcebooks for playing unusual kinds of adventures, designed to be used in ongoing campaigns. Complete Guide to Beholders GMG3004, $22.00 Complete Guide to Liches GMG3003, $13.00 Underdark Adventure Guide GMG2003, $28.00 Aerial Adventure Guide GMG2004, $27.99 Complete Guide to Wererats GMG3001, $11.00 Complete Guide to Doppelgangers GMG3000, $11.00 Also available: Complete Guide to Treants GMG3003, $13.00 Complete Guide to Drow GMG3006, $13.00 Other Titles From magazines to martial arts, from dinosaurs to drow, Goodman Games has got it! DM Campaign Tracker GMG9700, $4.99 Beyond Monks: the Art of the Fight GMG4300, $20.00 Morningstar Campaign Setting GMG4100, $30.00 EN World Player s Journal GMG9004, $5.00 Page 96