Player's Handbook: Core Rulebook I (Dungeons & Dragons, Edition 3.5)
Average customer rating: 3.5 out of 5 stars
  • Great Updated Game
  • Player's Handbook
  • If you play D&D, you need this book.
  • Great revision
  • The nuts and bolts for the nutz
Player's Handbook: Core Rulebook I (Dungeons & Dragons, Edition 3.5)

Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 0786928867
Release Date: 2003-07-01

Amazon.com

This Revised Edition (also called 3.5) of one-third of the Dungeons & Dragons trinity of core rulebooks (the other two being The Dungeon Master's Guide and The Monster Manual) contains errata, rules updates, and outright changes to the already-published Third Edition rules. The majority of changes are made in a quest for the holy grail of game rules: balance. To prevent boredom and enable creative choices, no single ability, spell, character class, or weapon should have an overwhelming advantage over another. So what has changed?

In addition to outright rules changes and tweaks, much of the core rule content has been clarified and updated with 3E errata. The combat section, in particular, is organized much better. Even the dreaded grapple rules are now relatively clear. A much-appreciated import from the D&D Miniatures game are new and simple rules for cover and line of sight, as well as clear photographic illustrations of the concepts of facing, attacks of opportunity, and reach.

All in all, 3.5 is a welcome update. The typographical errors are forgivable, given the extent of the update. The new options available to players (in the form of new class features and feats) make the play experience more fun. Veterans will enjoy re-learning the game they love and exploring all the new character possibilities. Perhaps more importantly, they'll find that introducing new gamers to the admittedly formidable D&D ruleset is easier with 3.5 than it was with 3E--call it a +2 circumstance bonus. --Mike Fehlauer

Book Description

Endless adventure and untold excitement await! Prepare to venture forth with your bold compaions into a world of heroic fantasy. Within these pages, you'll discover all the tools and options you need to create characters worthy of song and legend for the Dungeons & Dragons roleplaying game.

The revised Player's Handbook is the definitive rulebook for the Dungeons & Dragons game. It contains complete rules for the newest edition and is an essential purchase for anyone who wants to play the game.

The revised Player's Handbook received revisions to character classes to make them more balanced, including updates to the bard, druid, monk, paladin, and ranger. Spell lists for characters have been revised and some spell levels adjusted. Skills have been consolidated somewhat and clarified. A larger number of feats have been added to give even more options for character customization in this area. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in the fall of 2003 from Wizards of the Coast, Inc.

Customer Reviews:

5 out of 5 stars Great Updated Game.......2007-08-07

Having played Dungeons & Dragons in all its incarnations back to Advanced D&D, I must say this is the best so far. I love all the updates.

Anyone who played AD&D for any length of time can tell you the biggest problem of the game was the SLOW level advancement. the group I'm in played the same characters for almost 9 years and struggled to get to 14th level. And the monsters were not hard enough once you got high level. But this issue has been addressed and solved in D&D 3.5.

Another pesky issue was that of Armor Class. I hated THACO, and the 1st ed. AD&D system was very limited plus you needed all those charts. In 3.5 there is no limit in sight. And it's easy as pie to deal with during combat. Just roll the dice and go.

My only drawback is that for a DM, it is harder to create complete NPC's, since character creation is so involved. But on the Player's side, I love that character creation is so involved. It helps me get a good feel of who my character is before we even play. Great to create role-playing opportunities.

All in all this is a really fun game that has been inproved in a wonderful way.

4 out of 5 stars Player's Handbook.......2007-05-10

The structure and overall content more or less remained the same. This is still the main book necessary for making characters and running a game. The changes were, on the whole, in the details.

Pros

* They made some good tweaks on the barbarian, making him more playable. For instance, they now have a trap sense ability and the ability to go into an advanced form of rage at 20th level.

* They played with the bard, somewhat, too. Among other things, they now have more skill points, to give them a broader use in the game.

* The druid now has the ability to convert a spell slot to a summoning spell, much like the cleric's ability to convert a spell slot to a healing spell.

* The monk has a few minor tweaks as well, notably in the attacks per round department.

* The paladin now has their powers spread out a bit, to discourage multiclassing into paladin for one level, solely for the saving throw bonuses.

* The ranger has considerably more versatility. They almost made the ranger playable, but messed it up in the end.

* There are minor tweaks in the skill section. They cut the innuendo and scry skills for instance. No one used them anyway.

* Many feats were brought to the Player's Handbook from other books. This opens them up into open game content for the d20 companies out there.

* Weapons are now based on the character's size. For instance, a longsword comes in the medium variety, the small variety and the large variety. While a halfling's longsword may seem like a short sword to a human, the hilt is the wrong size for a human to wield properly.

* There are many tweaks to individual spells that for the most part, don't detract, and usually enhance things quite a bit. Some spells were too powerful in 3.0, some not powerful enough. You can tell that a lot of thought went into adjusting game balance in this section.


Cons

* The paladin is no more playable than the 3.0 version. The fighter is still much more powerful. WotC seems to be of the opinion that because the paladin gets played a lot, it isn't broken. They don't seem to realize that people would still play paladins if they had fur and barked like dogs. The paladin is too well ingrained in the D&D psyche for people to ignore it just because the class is broken.

* The ranger almost made it. On my first read, I thought the ranger was fixed, but then I saw that they shorted the ranger in the hit dice department, so the ranger is only a bit less broken than in 3.0.

* While I liked, overall, the combat section, I was annoyed that they didn't fix a few problems I had. For instance, I think mages should get a penalty for casting a spell in the same round that they are hit with a full attack (it seems surprising that a mage can get hit five times in six seconds and still cast a spell without anything more than the casting defensively penalty). They also didn't change the one rule in D&D which annoys me the most, the fact that attacking a collar on someone's neck or a pouch on their side provokes an attack or opportunity. I'll just never get that attacking any object on another person's person (I like the sound of that sentence), makes them so confident of their safety they get a free attack on you.

5 out of 5 stars If you play D&D, you need this book........2007-05-08

Simple as that, if you play Dungeons and Dragons v3.5, you physically need this book. Doesn't matter if you're a PC or a DM, BUY IT.

4 out of 5 stars Great revision.......2007-04-22

Any review of this book is, by necessity, a review of the 3rd edition book it replaces. Regular gamers had some common complaints about the way 3rd edition came out, and this revision addresses some of them. Before I get into the details, I'd like to make a general observation for any first time gamers. D&D is THE role playing game right now. If you're looking to get into an RPG, D&D is your best choice. The D20 engine (game mechanic) is intuitive, and with an experienced DM, any group of four or five friends can be up and running in no time. Now, on to the crunchy stuff (If you're a novice, you might want to stop reading now):
1. Ranger class revision. The ranger class was often maligned as either underpowered or only worthwhile for one level. The new ranger class isn't as front loaded, and turns the ranger from a poorly armored guy with two knives and a dog to the agile wilderness warrior I envisioned. I wish they had found a way to keep the d10 hit die, but I guess it was necessary to drop the ranger to a d8 to give the extra abilities (Evasion, woodland stride, etc). I'd hesitate to say that this is worth the price of admission, but as revisions go, it's heavy-handed enough that I'd consider it a new class.
2. Nerfed magic. There were certain spells or combinations of spells that could prove overpowered in battle. Haste was the most frequent offender, and now loses its effect if the target casts a spell. I don't play casters often, so others can speak to this better than I can, but wizards and sorcerers are brought slightly more in line with other classes in 3.5. That said, at higher levels, there's still far more sorcery than sword in this sword and sorcery game.
3. Fighter improvement. OK, there isn't much to speak of. I think a couple of new fighter feats from supplements were added to the core, but those who thought the fighter was underpowered before will likely still think so now. This shortcoming is probably enough reason on its own to keep this from being a 5 star rating. The new fighter feats are largely just another logical step from their prerequisites (greater weapon specialization, greater weapon focus, a few newer forms of toughness that grant more hp, etc). There's nothing in there that wouldn't immediately be house ruled in by any DM approached with the idea by a player playing a fighter. More importantly, anyone playing a fighter would likely already have thought of these. I'll move on now, but suffice it to say that this is the major shortcoming of this book. However, I still think fighters are great first characters, and yes, I still play them even though I've been playing since college.
4. Improved skill lists. I like adding Intimidate as a barbarian class skill, giving the bard and ranger six skill points/level, etc. Basicallly, the game has been made a little more skill-friendly for folks who don't play rogues. If the lack of creative upgrades for the fighter constitute the obvious shortcoming of the revision, then this is the total opposite, a much-needed revision that is subtle, but helps game play a lot in my opinion.
4. Altered races. Dwarves get a few upgrades to make them even more fighter-friendly. I like this, and feel it adds even greater flavor to the dwarves. I just wish that something would be done with/for half elves.
Final Verdict:
I consider 3.5 a step up from 3.0. I like it, and prefer playing 3.5 if given the option. Most people stepped up pretty much immediately, though, so I'm not sure that option really exists. If you want to play a role playing game, chances are you basically have to buy/borrow this book from someone because D&D is the universal RPG. It could be better, but I'd say this is an excellent system, and an excellent use of that system to create a set of classes/races that really gel.

4 out of 5 stars The nuts and bolts for the nutz.......2007-01-16

anyone one of my friends and colleagues who ask me how to play DnD this is the first thing i hand them. i have a loaner copy that is in my house no more then 1 day out of the month. in short this is the best place to start.
Complete Scoundrel: A Player's Guide to Trickery and Ingenuity (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Average customer rating: 3.5 out of 5 stars
  • great buy
  • Who *isn't* a scoundrel?
  • I loved this book
  • A 5 star, if you're more devious, than "Conan" ;)
  • I'd rather be lucky than good.
Complete Scoundrel: A Player's Guide to Trickery and Ingenuity (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Mike Mcartor , and Wesley Schneider
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 0786941529
Release Date: 2007-01-16

Customer Reviews:

5 out of 5 stars great buy.......2007-08-14

This book is pretty good. It is unreasonable to expect that every person is going to use every bit of this book. No one has that much time, or that many characters. Unless of course your characters are suicidal and you roll up a new one every session. To me, if you can pick up a supplement book, pluck out a few classes, feats, and some other good information out of it, chances are its a good buy. Especially considering you can bring that to your gaming group and someone else there might like something that you didn't have a use for. The prestige classes are pretty interesting in terms of class abilities, but I wasn't crazy about them. The enrichment material at the front of the book is excellent though, just like the stuff in PHB2. Solid gold for helping you role-play or just concept a character. The feats and skill tricks presented in this book are also good. In my current campaign I play a Scout (from Complete Adventurer) and I like the character a lot. The problem was, I wasn't getting the full statistical output that my character's personality supports. With the feats in this book, I was able to customize my character by multiclassing in some things without losing some of the Scout class ability progression, which let me make the character into who I felt he should be. The book also has many other feats that make it a lot more appealing to multiclass with levels in a Scoundrel-type class. The skill tricks also add a lot of flavor to your character as well as giving them some cool abilities like some feats give, but with the limitation that they can be used once per day. The book isn't all for the Rogue type, though. It has a fair amount of prestige classes and feats and skill tricks for various casters. To name a few, this book contains the Grey Guard prestige class, sort of like a Paladin with less remorse and more freedom of action. It also has a skill trick that lets anyone with 5 ranks in the Heal skill heal some damage when they stabilize. All in all, I won't use everything in this book, but I will use a good amount of it and it is likely that some of my other players will, too.

2 out of 5 stars Who *isn't* a scoundrel?.......2007-07-24

I was very excited about pre-ordering this book, as it sounded like just the thing for giving sneaky, underhanded spells/feats to sneaky, underhanded characters.

However, being a scoundrel has nothing to do with being sneaky or underhanded. Or clever. Or...well, anything at all. EVERYONE's a scoundrel, as illustrated by the book's "What is a scoundrel?" section. Darth Vader and Mario (yes, that Mario) are cited as examples.

This book is full of very similar feats (more often than not, they're just "Choose to re-roll" affairs).

I would not recommend it.

5 out of 5 stars I loved this book.......2007-07-19

I really found this book helpful, as the skill tricks can be used for different classes and I tend to play a more tactical based character anyway. I've had an enjoyable time experimenting with many classes using the recommendations from this book and the luck feats are rather entertaining at times.

5 out of 5 stars A 5 star, if you're more devious, than "Conan" ;).......2007-06-27

More a sort of explanation and thought provoking book to stir your adventures and characters, than just hard "crunch", it's a good one for those who play more devious, roguish characters or settings, than a "hack n' slash" one.
So, 5 star if you like that, but 3 or 4 star if not into such things.

It's less practical than "Complete Adventurer", but if you play a more roleplay focused, or gritty/personality type of campaign, it can be just the thing.
:)

4 out of 5 stars I'd rather be lucky than good........2007-06-15

This book is an excellent addition to your D and D library, especially if you like to play a character who uses their wits in place of brawn.

If you are familiar with "The Complete X" line of books from WotC than the layout of this book is no surprise. Prestige classes, new feats, new equipment, etc... Either you need more feats to choose from or you don't, same with Prestige classes. However, please read on.

What is new in this book is what really makes this book stand out, in my opinion. Skill Tricks. These tricks are almost like mini feats. They are extremely useful and come in several varieties. Basically they add a bit more flavor to your already useful skill ranks to get a bit more milage out of a skill check. They aid in combat, movement, awareness checks and other sundry uses.

Face it, if you are attracted to this kind of character to begin with you are going to have a on of skill points, skill points gives you more options and uses for spending them.
Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Average customer rating: 4 out of 5 stars
  • Nice complement
  • A Risk Worth Taking
  • Players Handbook 2 Review
  • PHB2 in 5 easy steps, NOW WITH OVER 200% MORE FLUFF!!!
  • Bringing MMOGs to pen-&-paper
Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
David Noonan
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 0786939184
Release Date: 2006-05-09

Book Description

The Player’s Handbook II builds upon existing materials in the Player’s Handbook. This is the first direct follow up to the best-selling and most used D&D rulebook. It is specifically designed to expand the options available for players by both providing new material and increasing the uses for existing rules. Included are chapters on character race, background, classes, feats, spells, character creation, and character advancement. New rules include racial affiliations that make race matter as a character advances in level, new character classes and alternate class features for existing classes, new feats, tools for rapid character creation, and additional organization and teamwork benefits -- an option first introduced in Dungeon Master’s Guide II and Heroes of Battle.

Customer Reviews:

5 out of 5 stars Nice complement.......2007-08-15

This book is a very nice complement for creating your D&D character, specially for the new feats.

5 out of 5 stars A Risk Worth Taking.......2007-06-28

When I originally heard about this book, I was worried. I thought about how poorly they made Dungeon Master's Guide 2. However, this book turned out great! They added some great new classes and prestige classes. They really add to the game.

One thing that's really nice is that it's not needed, but it just adds a couple new dimensions to the game.

I will admit that I'm a sucker for more options and variant rules, so you should check this book out before you buy it. You might not think some of the additions are worth it.

2 out of 5 stars Players Handbook 2 Review.......2007-05-13

I eagerly awaited this book to come out, thinking it to have quite a bit of new information. It does offer some new classes and some new spells and such, but over all the book to me was a dissapointment. The book goes into more variations of the original classes and spends some time on your character's background. Most of this information is available in the DMG and other books, this book simply puts them in one place. There is an NPC generator section that was somewhat useful, a good idea and section just not for me.

Having been a gamer for over 20 years, I have read and owned my fair share of rules books, supplements and misc. books. This book in my opinion is not essential to any gamers collection nor does it truly provide much info that can not be gained from the core collection of books. The classes inside while nice, are not enough to warrant spending the money for the book.

5 out of 5 stars PHB2 in 5 easy steps, NOW WITH OVER 200% MORE FLUFF!!!.......2007-04-12

DISCLAIMER: THE AUTHOR OF THIS REVIEW IS A SELF-PROCLAIMED FRICKIN' MORON WHO IDN'T PAYIN OR BEIN' PAID JACQUE DU SQUATTE, AND, IN ADDITION, IS NOT LONG FOR THIS WORLD!.AFFILIATE YOURSELF WITH HIM AT YOUR OWN RISK!
SAFETY IS MOST ASSUREDLY NOT GUARANTEED!!!

P.S. Although...I have attempted something rather similar once before...

P.P.S. that guy, Jacques, can no longer be found at the usual address...
error 404 or some such, most likely, I shouldn't wonder...

A lot of people seem uneasy in their confidence in suggesting or purchasing this book. Being Clinically diagnosed as "thinking outside the box 24/7 and regarding the status quo, "fitting in", and "being POPULAR and commonly accepted as both bland and boring".(to put it in a positive light) or simply as a "motormouthed gibbering lump of idiocy" (The more popular kind of judgment for my ilk), I feel somewhat compelled to offer advice on the matter, as well as my perspective where the subject matter of this book is concerned.

Firstly, the 5 fool-proof (and I should know, lm...) steps to establish a grounded (so to speak) basis for opinion, judgment (should you go for that sort of thing),and so on so forth, yadda-yadda-yadda, etc., etc., ANYWAY...

1. SHARE IT

2. READ IT

3. DELETE IT

4. BUY IT

5. "5" IT!!!

if you are EPIC-impaired, you may wish to forgo one or more of steps #
2-5. The choice lies with you.

Being A rather Casual and Social group, and some of the most NPC people around (ironic, isn't it), file-sharing is hardly necessary. This is already laughably obvious to most gamers I've known, but I mention it for the sake of my friends as well as the already cataclysmically overpaid legal watchdogs what've sold their own savior into crucifixion for a quick gp or 3 long ago..

As for the book itself...

It strikes me as being an attempt of sorts to rectify mistakes of the past. Although the errors of judgment that matter the most to me go largely unaddressed to this day in ANY of their books, The Knight class makes me truly happy, as well as the much-criticized Duskblade, hailed by close friends as "groundbreaking" for taking Archetypes Boldly into new territory, though only the most observant among you will be able to see why.
(Hint: Look Closely. Read between the lines. Its Strengths rest within the details.....).Da' rest a' yas wont even see it coming.

The Paladin from #1 Pales in comparison by far, with its unoriginal recipes & Extra Stuffy Starchy, over-controlling aristocratic rules, protocols, restrictions and regulations that have always made the class unplayable unless the Dungeon Master is VERY loose in his interpretation (I.E. D.. Maxwell), requiring paladins outright to act much more like spies, charlatans, thieves, liars, scoundrels, and assassins as part of their identity as "Lawful Good" (rolling 2d0). With Stricter interpretation, the controversial Christian policy of Plenary Indulgence (forgiveness of sins based upon amount of immediately pending monetary donations), silent consent to the practice of slavery and a platform stance of non-involvement where genocide of biblical proportions is concerned...These real-life historical counterparts could make the Paladin VERY playable as well, but I would still choose the Knight Class hands down, even with ALL of these house rules and role-playing concessions, but just for those who disagree, Check pp.86-87 in "The Forgotten Realms Campaign Setting" rules supplement for a VERY SMALL section (in need, I feel, of strong fumigation) "good" ideas regarding pricing of slaves in the skin trade, should your PCs wish to commit such an unwholesome act of savagery and ruthless dominance.

The Knights of Cheval, upon which the Knight Archetype is based, and most pathetically heralded as a "Rip-off" of "mmorpgs", despite the fact that the Descendant(s) of this Knightly Organization DO NOT grant recognition of any sort to bullies, critics, and thugs who enjoy throwing their weight around among these online games. MY ANCESTORS WERE GIFTED WITH THE HONOR OF CREATING THE VERY FOUNDATION UPON WHICH THE ENTIRITY OF YOUR SILLY RICH-KIDS GAME RESTS UPON, IN ALL OF IT'S IRREVERENCE! Ahem... The Knights of Cheval, analogously speaking, are the strongest in resemblance to the much-borrowed, but still much-admired concept of the Knights-Of-The-Round, of King Arthur's fame. These Knights of Cheval adhered to a code of conscience, however, and did not bow to any mortal man, regardless of so-called sovereignty. In a way, however, I have misspoken, as it was the solemn duty, by obligation of the heart, for these Knights to serve and protect the needs of each and every person in their realm, with respect, consideration, charity, kindness, and love no less than that which they would give to their own kin. Their status, or lack thereof, as Christians, is as yet unknown to me, so I cannot speak on the matter with any due certainty or credibility where this is concerned. The Shield at their right arm is far more symbolic of their code of beliefs than the sword on their left, or any other weapon of any kind could be.

An extended rendition of the Knight's Credo can easily be found by the ones among you who are most generous of heart.
Seek...somethin'll turn up.
Ask...you'll get results.
To defend those who cannot defend themselves...

To bestow the food and shelter to each and every man, woman, and child that have none of those basic needs which are due them all...

to fight for the right to adventure and PARTY ON!


"WE ARE THE THIN VEIL THAT HOLD BACK THE NIGHT!!
WE ARE THOSE WHO HACK, TURNING WRONG INTO RIGHT!!!"

-A credo of a different sort, inspired by, and perhaps indeed from,
the Knights of the Dinner Table,
may they live long and level up!
LONG LIVE KODT! HELP ME SUPPORT TEH LOCAL GAMESTORE!


2 out of 5 stars Bringing MMOGs to pen-&-paper.......2007-03-13

I usually love new rulebooks, but this one is a stinker. It was obviously written by someone who loves multiplayer online games and is trying to bring some aspects of those games into a D&D campaign. The problem is, a lot of features that were unique to online games were created because it was impossible for a computer AI to portray certain aspects of combat in a realistic manner. They are therefore pretty contrived and unrealistic by definition.

The Knight class, for example, is a direct import of the "tank" classes from online games. And it shows. None of the class abilities have any precedent in fantasy literature -- unless you view them through a lens of computer gaming.

The Beguiler is likewise a ripoff of online "crowd control" classes, and is completely unnecessary. The same goes for many of the feats and spells.

I will admit that some of these might be fun to play, but they just feel so horribly unnatural that I cringe at the thought of introducing them into any campaign. Some of the ideas might have worked, but I see only the most minimal attempt to disguise the computer-game inspirations behind them. With a little more effort, they might have had a 3-star supplement instead of 2.
Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Average customer rating: 4 out of 5 stars
  • Great product
  • Generally ok, with a few very nice additions
  • Complete Mage: Ok but not great
  • Worth it
  • Good Book
Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Ari Marmell , and Skip Williams
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 0786939370
Release Date: 2006-10-10

Book Description

Complete Mage
A Player’s Guide to All Things Arcane


Skip Williams Penny Williams
Ari Marmell Kolja Raven Liquette

Arcane Power at Your Fingertips

Every sentient creature is born with some potential to work magic. However, true mastery of arcane magic requires skill, practice, and power beyond the reach of common folk–specifically, the power to harness raw magic and shape it into a desired effect. You are among those gifted few who have learned to channel arcane magic, shaping it to serve your creative or destructive whims.

This D&D® supplement is intended for players and Dungeon Masters. In addition to providing the definitive treatise on arcane magic, it expands the character options available to users of arcane magic, including bards, sorcerers, wizards, assassins, warlocks, and wu jen. Herein you’ll find never-before-seen prestige classes, spells and invocations, magic items, alchemical items, heritage feats, and reserve feats (a new type of feat that grants special abilities to those who remain charged with magical power). Alternative class features give other character classes–from the barbarian to the rogue–a little taste of what it’s like to be an arcanist without sacrificing their core identities.


For use with these Dungeons & Dragons® core books
Player’s Handbook™ Dungeon Master’s Guide™ Monster Manual™

Customer Reviews:

5 out of 5 stars Great product.......2007-09-06

This book really enhances the D & D system. It gives the various arcane classes alternatives on how they came into their abilities

4 out of 5 stars Generally ok, with a few very nice additions.......2007-05-13

Reading the first chapter, I was pleasantly surprised to see how the fundamentals are laid down; a quick overview of the differences between arcane magic, divine and innate magic. Then some slightly more in depth than Player's Guide articles on the various spellschools and finally very nice to read the various archetypes. I especially liked the miniguides that accompanied the archetypes, which explain why you should or shouldn't select certain spells or feats. Very nice for me anyway, because I'm not too experienced and the thought processes described really helped me think for myself.

An intriguing chapter 2 'Character Options' has a section 'Alternative Class Features' which describes how you can modify and augment some specific class. For example there's an alternative class feature called 'Spell Sense' for barbarians or rogues that allows you to swap the trap sense class features for an extra dodge bonus to your AC against spells. It adds some more options for you as player.

Then there's a section about a new type of feat: the Reserve Feat. Ofcourse the other types are still described - like heritage and tactical feats - and added feats for, but reserve feats are feats that provide secondary effects for spells you carry. For example "Acidic Splatter" allows you to cast a lower level orb of acid as long as you have an 2nd+ level acidic spell available to cast. There are various kinds of secondary effects for different feats way (including traveling plains at will). In addition to this secondary effect, most reserve feats add an extra competence bonus for castingtype-related spells. The general idea behind reserve feats is to be able to use your innate magical potential in more encounters without using your spell slots with every cast. It's like there suddenly many shades of gray between the extremes 'cast a spell' and 'don't cast a spell'. Also, they can't be countered, fail, ignore spell resistance and don't need any components.

Then there are ofcourse a handful of prestiege classes and a basket full of new spells as well as some items. I won't go into those; you can probably find those reviews anywhere on the Internet already. Plus, I'm not the guy for that anyway.

Finally there's the chapter for DM's that contains a list of hundred arcane based adventure ideas, and describes various arcane related game facets such as magic item shops, mercenary spellcasters, crafting, creature born of magic experiments and whatnot. In addition, there are the 'magical locations' as treasure, which basically states a magical location somehow made available to the player characters that in itself is the treasure because of the specialness and rewards that come from it. There are a number of predescribed magical locations ready for you to use accompanied by some maps.

Conclusion:
All in all, not everything is new and half of the book is the usual fluff. But combined with the various new features and options it makes for a nice book to join your collection. No unusual well writing or rich background history and characterization (though the archetype section does provide some), just straight up information... mostly.

3 out of 5 stars Complete Mage: Ok but not great.......2007-03-23

Some new spells and feats but a lot is just fluff.

5 out of 5 stars Worth it.......2007-03-22

Sincerely I hoped not too much for this book. There was a Complete Arcane already, and much more about wizards/sorcerers in other books. But it suprised me with some new concept, mostly in the feats section. The reserve feats are good for wizards to add them more "long-term usability" in adventures, and tactical feats have their - albeit more special - uses as well. Some prestige classes are good extensions too (master specialist for example), so all in all its a much better book than I anticipated, maybe better than Complete Arcane was.

4 out of 5 stars Good Book.......2007-02-18

I have to admit I am a bit weary of all the splatbooks that WOTC keeps pumping out. But I perused this one in the bookstore first then bought it online. It's not as good as the complete arcane was, but its got interesting feats, prestige classes and spells for the players. A good buy overall if you are currently playing a mage or want to play on in the future.
Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Average customer rating: 3.5 out of 5 stars
  • Yep, totally broken
  • Eh, it's not bad
  • People of the arcane flavor will enjoy this... others, not so much.
  • I find this book miserable.
  • average
Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Richard Baker
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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  1. Complete Divine: A Player's Guide to Divine Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) Complete Divine: A Player's Guide to Divine Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
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ASIN: 0786934352
Release Date: 2004-11-18

Book Description

A new sourcebook outlining the use of arcane magic by any D&D character.
Complete Arcane provides Dungeons & Dragons© players with an in-depth look at how to access traditional arcane magic and use that power to a character's advantage. It explains how magic affects life and gameplay in the D&D world, adding dimension to one of the most unique and popular aspects of roleplaying. Complete Arcane also contains a wealth of material for traditionally non-magical characters, so the tips and data provided will assist all class types. In addition to new feats, spells, prestige classes, and magic items, this title adds new and revised core classes to a player's character choices. There are also new arcane-related monsters and information on how to fight, join, or summon each one.

Customer Reviews:

3 out of 5 stars Yep, totally broken.......2007-04-03

This book is crazy overpowered. The Warlock class slowly makes itself invincible level by level. They've got too many hp's, too many save bonuses, too much armor, and they can imbue items w/o the item creation feats???????? WHAT???

Warlocks make clerics look like sissies, and they're not nearly as broken as the prestige classes. This book is great for Players whose DM's have an annoying habit of killing or screwing over their players, but it's a headache for the DM since you have to plan every dungeon and battle around super overpowered casters with no weaknesses.

Dual wand weild--a bard wand user can cast cure critical wounds and fireball every round...

2 out of 5 stars Eh, it's not bad.......2007-03-09

Not too much in this book impressed me. I really like the Warlock class, anda lot of the new spells are brilliant (and compliment Complete Mage well, too), but all the spells were reprinted in Spell Compendium. The feats are pretty lackluster, the monsters are mostly by-products of the prestige classes, and the prestige classes aren't so special in their own right. So really, it's just the warlock then. Whatever, I got it with Christmas money.

3 out of 5 stars People of the arcane flavor will enjoy this... others, not so much........2006-12-27

Ok, the book is good, but it's certainly not great. Most of what the book has to offer is more for giving your character flavor, and it really won't suit a min-max'er or a power gamer. But, if you're still interested (because you love the arcane classes as much as I do) then read on.

The Book offers several new core classes, each of which have a very unique feel to them. The Warlock is chaotic and/or evil, relying on a limitless supply of "Eldrich Blasts" that serve as her main offensive ability. She manipulates these blasts with invocations, and she gets very few of them. The next is a Wu Jen, which is basically a Wizard with a very oriental feel to it. The spells are more based around elements (Asian, not European) than schools, so it offers a different perspective on magic. The third is the Warmage, which, as the name implies, is a battle ready caster who is great at raining down destruction... and little else. The class offers little in the way of utility, so you could basically consider it to be the arcane equivalent of the barbarian and/or fighter.

The Prestige classes aren't fantastic, but then again, many casters loathe the idea of giving up spell progression for a few neat tricks. Luckily, the Complete Arcane offers a decent set of classes to choose from, a few of which actually let you maintain near-complete progression. Some might not see the tabletop and feel a bit like filler, but then again, it's rare to see an arcane geared prestige class. Over all, I really like the classes the book had to offer.

The feats the book has are, well, pretty damn awesome. I think this is the real shining point of the book. There are many many new metamagics (like the ability to convert any elemental damage into your chosen type, for a sort of arcane signature move), and half a dozen feats that allow non-casters the ability to use a few minor spells as spell like abilities. This section also has some very interesting sorcerer-based feats, most notably being an evolution of their draconic heritage.

Lastly, the book hold a plethora of new spells, most of which I found to be very useful. Many of the combat based spells created for the Warmage made their way to other caster's spell lists, so you can at least consider your mage to be better armed in a fight.

All in all, I really enjoyed this book. Yes, it wasn't fantastic, but jeez... Tome and Blood did an awful job of spicing up the caster classes, and I think this book really made amends to that. Being a Wizard and only being able to choose from Metamagic Feats or Spell Focus got really dull, so I was thrilled to get ahold of this book. If you like the arcane casters, and you'd like to add a bit of individuality to your mage, I definately recommend picking up this book. If you're new to the caster classes, or don't often play then, I'd say pass it on by.

1 out of 5 stars I find this book miserable........2006-09-21

I know many will disagree with me, but this is simply my reaction as a player.
I loved Complete Warrior, but as I am more likely to play a mage type character, I picked this book up. I am quite dissapointed. There isn't a single Prestigue Class or Feat I find useful for my characters. I understand that each player has his or her own style of play, but it seems my style isn't suited for Complete Arcane. Also I find the art abominable. Yes, the artists are much more talented than I, but I simply don't enjoy the art they produce. Really, this book was a disapointment, because when I shell out over $20 on a new splat book, I feel like I should be getting my money's worth.

3 out of 5 stars average.......2006-08-31

the book is average containing only one interesting class and an interesting campain for arcane users but the mosters abd the spells are disapointing
Complete Champion: A Player's Guide to Divine Heroes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Average customer rating: 3 out of 5 stars
  • Good for "core pantheon" campaigns
  • Quite Useful For 3.0/3.5e Greyhawk Campaigns...
  • It's not too bad, but not as good as most.
  • It is ok
  • Shadowstrikers!
Complete Champion: A Player's Guide to Divine Heroes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Ed Stark , Chris Thomasson , Rhiannon Louve , Ari Marmell , and Gary Astleford
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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  5. Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

ASIN: 0786940344
Release Date: 2007-06-05

Book Description

Complete Champion focuses on the divine champion and provides new rules options for characters who enjoy battling for a cause, defeating foes with divine magic, and going on quests that mean more than simply defeating the bad guy and grabbing the treasure. Complete Champion also helps Dungeon Masters run quest-themed campaigns and adventures.

In addition to providing various archetypes for characters, Complete Champion includes new feats and prestige classes. This book features dozens of deity- and belief-themed organizations, turning religion and holy (or unholy) power into something characters of all classes can use.

Customer Reviews:

3 out of 5 stars Good for "core pantheon" campaigns.......2007-09-16

All in all this isn't a bad book, it just lacks a certain level of applicability to any campaign not using the "core" deities as detailed in the PHB. More or less all of the fluff and a good deal of the crunch in this book seems to take that as a given. All in all I have been impressed with the Completes series - I was dubious of the "second round" but after Mage and Scoundrel I was generally impressed. This one seemed a far cry in utility compared to the others in the series. It has a handful of useful rules items, but all in all this isn't a great book.

4 out of 5 stars Quite Useful For 3.0/3.5e Greyhawk Campaigns..........2007-09-13

Complete Champion works best if you're campaign is set in Greyhawk and/or prominently features the core 3.0/3.5e D&D gods. It's also the most DM-centered of the "Complete" books, which are generally thought of as extensions of the Player's Handbook (PHB). While there are new feats, prestige classes (11 of them, actually) and spells, the rules for creating church affiliations and holy sites take up quite a bit of the book. While players might join one of these organizations, it's the DM who'll get the most out of this information.

Affiliations were introduced in the Player's Handbook II (PHBII) as a way of providing rules and benefits for characters belonging to various organizations. You don't need the PHBII, however, as rules for building your own church affiliations are provided in the Complete Champion. Affiliations are useful because they provide criterion for characters to rise up in the ranks of a given organization (in this case, a church) and provide increasingly valuable benefits for doing so. While all the churches presented in the book are of non-evil Core/Greyhawk deities, there are brief descriptions for the evil Core/Greyhawk deities, as well. Furthermore, rules are given to allow you to create a church affiliation for nearly any deity you choose based on their prominent domains.

Among the usual selection of feats are a new type called Domain Feats. These feats, which can be taken by any character, are each based on one of the core domains from the PHB such as Air, Destruction and Travel. These Domain Feats provides an ability, often only usable once per day, based on the powers associated with the specific domain. This provides a fun, if not always balanced, way to provide non-divine classes with the blessing of a deity, which I like, but there's certainly nothing to keep a divine class from taking these feats as well.

Many of the prestige classes are based on the Core/Greyhawk deities, as well. Pelor has the Shadowstriker and the Shadowspy which are both tied to a Pelorian church affiliation called Pelor's Shadow Guard. While this might sound counterintuitive for a sun god, the description of the affiliation does a great job at explaining how these prestige classes came to be. There's also a prestige class for Hextor (Ordained Champion) and another (The Sancctified One) which can be taken by Ehlonna, Kord, Olidammara or Wee Jas, providing differing abilities for each.

The new spells favor the cleric, but there's quite a few new things for paladins, druids and blackguards as well. There's even a few new spells for Adepts (the NPC class), which is something I haven't seen in a while. On average, the spells are 2nd-4th level spells, but clerics receive a few 5th-7th level spells, too.

Of the new items presented I particularly enjoyed the special holy symbols. These are masterwork holy symbols that each have special powers relating to the Core/Greyhawk deity they represent. There's quite a bit of variety here and these items are relatively inexpensive having more value in terms of status than monetary worth.

The final chapter covers divine quests and holy sites. Again, this is probably more befitting a DM than a player. While players who worship a certain deity will certainly want to visit the holy site and gain the favor of their gods, this material is better served in the DMs hands. Still, these can add a fun touch to any Greyhawk campaign.

Overall, I think this is a great book and I intend on using the church affiliation rules to build my own churches and expand those of the other deities in my Greyhawk campaign. If you're running a 3.0/3.5e Greyhawk campaign or favor the Core deities, this book can definitely help mesh the rules and rewards of belonging to a church to the concepts and flavor of serving a deity. If you don't have any use for the Core/Greyhawk gods, then this book will be of significantly less value to you and I suspect that may be why it's received such low ratings overall. I'm sure I'd like it a lot less if it featured Forgotten Realms or Eberron deities, for example.

So, if you like the Core/Greyhawk deities and want to find ways to make them more interesting to their followers, pick up Complete Champion right away. Otherwise, you'll probably be disappointed. But me? I think it's quite good.

3 out of 5 stars It's not too bad, but not as good as most........2007-08-23

I was a little disappointed that this book wasn't more like the Complete Scoundrel. I thought it would be the Scoundrel's complete opposite, much like the Book of Vile Darkness and the Book of Exalted Deeds.

3 out of 5 stars It is ok.......2007-07-19

While I really enjoy the concept of the domain devotion feats, there just did not seem to be very much to this book. They have interesting variants, but I wish they had more prestige classes in it.

4 out of 5 stars Shadowstrikers!.......2007-06-30

I quite like Complete Champion, which offers more depth on the major D&D religions, some cool feats and alternative class features, spells, and magic items. I didn't think too much of the prestige classes, but I rarely find prestige classes very compelling. Then again, I thought the "Shadowstrikers" have a very cool flavor: sort of a military alliance between the churches of Pelor and Heironious out to save the world. The Summon Holy Symbol and Metal Fang were a couple of handy spells that, upon reflection, should've come out years ago. The new feats include Domain Feats, each one associated with a particular domain that the cleric has to have to take it. The new reserve feat associated with healing (Touch of Healing) could revolutionize how some parties approach healing between battles: so long as you keep a 2nd level or higher cure spell in reserve, you can slowly heal your buddies up to half their total hp without casting a spell or expending a charge off a wand. (The feat is particularly useful for druids and bards.) The Holy Warrior feat is a personal favorite (constant boost to damage, but you need access to the War domain). An earlier review suggested that the book is only helpful for paladins: I couldn't disagree more. There is a divine-style alternative class feature for every class: the ones for ranger I thought were cool, and there are options for fighter and monk that enable them to align their weapons/unarmed attacks without needing a cleric to cast Align Weapon. Most of the magic items work for anybody, although some are only for druids, clerics, or paladins. The rules for joining church organizations, whether or not you're a cleric or paladin, have some neat little benefits: I thought the 1st rank benefits for followers of Moradin (+5 movement for only 500 gp and some easy criteria) is a good example of something any dwarf would appreciate. All in all, I really liked it.
Complete Divine: A Player's Guide to Divine Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Average customer rating: 3.5 out of 5 stars
  • Great Add for Divine Spellcasters.
  • Great Useful Book
  • Back and forth with this one
  • A decent book at best
  • Every Party Needs One
Complete Divine: A Player's Guide to Divine Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
David Noonan
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 0786932724
Release Date: 2004-05-01

Book Description

The most detailed resource ever released on accessing divine power and divine favor in the D&D world.

Complete Divine provides Dungeons & Dragons® players with an in-depth look at how to gain the favor of the gods and use that power to a character's advantage. There is a rundown of new gods in the D&D pantheon, in addition to new feats, spells, prestige classes, and magic items. In addition, this title adds new and revised base classes to a player's character choices, and clerics in particular are provided with many new and updated spell domains and spells.
This title also contains a wealth of material for non-cleric characters, so the tips and data provided will assist all class types, including those classes not typically associated with garnering divine power.

Customer Reviews:

5 out of 5 stars Great Add for Divine Spellcasters........2007-05-14

Me, the guy who always plays the Cleric or Druid, could'nt resist picking this up, and it was worth every penny. Lets start with the beginning:
Chapter 1: The Favored Soul, Shunenja, and Spirit Shaman are all nice classes, though I have to say I'll probably only use the first two.
Chapter 2: The best part in my opinion. Every type of Divine spellcaster, and even some arcane spellcasters, has a class here. My favorites are the Pious Templar, Warpriest, and Divine Oracle (all of whitch I hope to become in the near future.)
Chapter 3: The feats of the book where pretty good, but I'll probably only use the Wild Feats, whitch are mostly variations of other feats but with lower prequisites. Some of the divine feats are nice, like Spontanous Healer/Inflict/summoner if your not the apropriate class. It also touched on Epic Divine spellcasters, but all the feats are in Epic Level Handbook, but its good if you dont have it.
Chapter 4: The Relics where a nice touch to the book, and although its exclusive to the core Greyhawk Dieties, It gave me some ideas on artifacts for my campiagn, as well as that of my freind's.
Chapter 5: This chapter gives a synopsis of the rites, worship, temples, and practices of the core dieties as well as others, such as Bahamut and Lolth. It also touches on other minor Greyhawk deities.
Chapter 6: The descriptions of what happens after death in these chapters has silenced many arguements at the table, such as intricacy's in resurrection and how the soul reacts to its new home (Or old one if its devoted to Fharlangh or Vecna. It also decribes Religous groups, though I knew all this stuff already.
Chapter 7: 5 pages of new domains. If thats not enough, alot of new Cleric and Druid spells (As well as Blackguard, Ranger, And Paladin, though not nearly as many of them.) Though most are useful to me, some I'll never even think of agian. But there are always those spells that seem as if they were put there to address something that almost never comes up.
I really like this book, and it ranks with my top 5 most used/useful supplements at #4. I use this book whenever I'm making a Cleric, Paladin, Blackguard, or Druid. If your Pcs don't play these (Why?) then consider other books, but otherwise, read this and I believe you'll find something to make you Diviner's the best they can be.

5 out of 5 stars Great Useful Book.......2007-05-14

This book is great for anyone playing a divine spell caster. Providing good feats and prestige classes.

4 out of 5 stars Back and forth with this one.......2007-03-13

So I've been back and forth over this book a few times, especially once I first got it. After running through it a few times, I've come to the conclusion that it is pretty useful for bits and pieces of using Divine casters in a game.

Like most recent Wizards releases, there's lots of extra material I as a player and DM never use and don't intend on. Too many Prestige Classes. Lots of them take hits on caster level for a special ability, or some other small bonus. It can be hard enough to run a caster at its full casting level without having taking an extra hit.

Most of the magic items or artifacts presented aren't necessarily worth putting into a game without a specific use. Some of the regular magic items I wouldn't want to put in as part of a hoard or random treasure. They seem to be either overpowering or underwhelming, no happy medium.

Feats were hit or miss, either you can use them in a multitude of places and on many types of characters or they were built for one class only. However some of the one class only feats, such as the Wild feats are helpful if you run a Druid to some of the middle and higher levels. Augment Healing was a nice one, a little help with healing every time doesn't hurt, until you get Heal and works good after run out of Heals too.

When it came to classes, I've only be able to get into the Favored Soul. It's a pretty straight forward Divine casting sorcerer. It's got a d8 hit die, weapon focus as a bonus feat and 3 energy resistances through its level progression. Spell casting is a little slow compared to the Cleric, but you can do pretty well with bonus spells per day and a good Charisma score. Plus, you don't prepare spells, you spontaneous cast, which comes in handy when you need to act fast as both the healer and small tank. Wings in the late levels seem more as add on flavor text than as an actual perk of the class.

It's not a bad book overall, I'd suggest snagging a copy if Divine casters are your thing, or borrowing one to make you next cleric, druid or other divine caster.

3 out of 5 stars A decent book at best.......2007-01-04

The complete divine is a decent book, but by no means anything great. Roleplaying is gone over very briefly, and is mostly common sense stuff. There are decent classes that might be fun to roleplay, but don't bring much to the table in terms of originallity. Also, the new spells that are introduced aren't worth too much.

5 out of 5 stars Every Party Needs One.......2006-12-05

The Cleric (or Druid for the very brave) is the literal life-house of the adventuring party...that fact alone warrants the purchase of "Complete Divine".

The classes presented are small (only 3) and only one of those, the Favored Soul (A Divine magic version of a Sorcerer) is likely to see much use outside of a Far-East campaign setting.

Prestige classes make up for the lackluster base classes with 24 prestige classes of various roletypes. These roles range from the battle ready Warpriest (supernatural abilities to cure allies in a radius and other combat-centric buffs) to the combat-prevention Evangelist (perfect for the Bard with a spiritual side). Many of these prestige classes are not so one sided that only clerics gain benefits. In fact nearly every single class has some choice for a prestigious taste of divine magic (including special cases for Monks and Paladins that allow them to continue gaining Monk or Paladin levels after taking the prestige class)

The feats included in this book are likewise useful, especially the ones that follow the form "Exchange one turn undead attempt in order to..." This gives one of the often overlooked abilities of the cleric a chance to shine once again, especially in campaigns with few undead.

The "Relics" section contains items specific for followers of each major Deity in the basic cosmology of the Player's Handbook, but they are best used more as quest items than potential equipment, as many players who aren't clerics or paladins don't bother with choosing a deity, making the number of (fully) usuable items very slim for most parties.

The next 2 chapters cover different aspects of the gods of D
Player's Guide to Faerun (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Accessory)
Average customer rating: 2.5 out of 5 stars
  • Very Good Supplement
  • Very prompt
  • Useful Upgrade to 3.5
  • A USEFULL GUIDE FOR FEARUN PLAYERS
  • Playing or running a Forgotten Realms campaign? Pick this up!
Player's Guide to Faerun (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Accessory)
Richard Baker , and James Wyatt
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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  2. City of Splendors: Waterdeep (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Supplement) City of Splendors: Waterdeep (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Supplement)
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ASIN: 0786931345
Release Date: 2004-03-01

Book Description

The heroes of the Forgotten Realms are as diverse and varied as the regions from which they hail. This collection of Faerûnian lore and arcana allows you to create and equip an endless array of characters braced for the challenges they’ll encounter. From races, feats, and spells to prestige classes, magic items, and more, Player’s Guide to Faerûn provides a v.3.5 update to the Forgotten Realms setting, reintroduces some old favorites from 1st and 2nd Edition, and offers all-new character-building material.

Includes

* Over 60 feats
* Over 30 prestige classes
* Over 90 spells

To use this supplement, you also need the Forgotten Realms Campaign Setting, the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual.

Customer Reviews:

4 out of 5 stars Very Good Supplement.......2007-07-27

Player's Guide to Faerun is a very good FR supplement, but it lacks any information on the facts that happened (are going to happen depending on the year your campaign is going on) after the Year of The Rouge Dragons. It focus a lot on the planes other then the material plane and prestige classes, but not much on geography and politics between the realms.

4 out of 5 stars Very prompt .......2007-05-08

This book was well worth the money I spent, it was delivered to me in quick timing, and was in almost perfect sondition.

4 out of 5 stars Useful Upgrade to 3.5.......2007-05-07

I'm always a little leary about buying "Player's Guides" since I'm a DM most of the time, but this one was almost necessary to correct the errors and region system in the original Forgotten Realms Campaign Setting (Dungeons & Dragons). Also upgrades spells from the Magic of Faerun! Very cool and worth every penny I spent so far.

4 out of 5 stars A USEFULL GUIDE FOR FEARUN PLAYERS.......2006-11-18

A USEFULL GUIDE FOR FAERUN PLAYERS

This book contains 3 specification
- 3.5 Updates of FR Realms Campign Setting
- A gathering book from other FR Rule Books
- Some new addition things

The most important thing of this book that is care us; it is a gathering guide book from main books of Forgotten Realms. (FR Campaign Setting, Faiths & Pantheons, Races of Faerun, Magic of Faerun) This Guide takes the important things for players from these 4 books and collects together. It is a Summary of them.

Player Guide to Faerun includes nearly all things for Forgotten Realms players. The players can find necessary knownlodge for their characters in one book. But if they wants more details and other specific things they should to have ektra books.

The main reason for to get this book is; The standard Faerun Players may use this book without need the other books. They may take only two book to games; The Players Handbook and Players Guide to Faerun. This may be second main book for them.
Also, they can create their characters and play after for dont need the FR Campaign Setting.

It is only few new additon things whose is not other books. So dont think to buy for only new additions.

If you thing to have minimal number books to play in Forgotten Realms, you should buy only two books; FR Campaign Setting, Player Guide to Faerun. (After to have 3 core rule book of D&D)
The players who have other FR books, they may also get this book if they want quick summary guide under their hand during their games.

Includes the Collection of these:
Races, P.Classes, Skills, Feats, Domains and Spells, Magic Items, Epic Levels.

This was my fifth FR book, I have had before these books; FR Campaign Setting, Faiths & Pantheons, Races of Faerun, Magic of Faerun, but I want to take this guide also because I want a usefull thin guide for bring it to games. Sometimes it is some difficult to look and find your needs other 4 books, it may took time.

I recommended this book for Players of Forgotten Realms Players, but not for any DM. It is a Player Guide like name. And I repeat this; it is a summary book for FR players.

4 out of 5 stars Playing or running a Forgotten Realms campaign? Pick this up!.......2006-11-04

I'm usually a pessimist when it comes to the glut of D&D monthly products, but this book is entirely character options, and while none of them are top notch, it's got very detailed info on deity and regional stuff that pertains to players. Very useful, and although some of it is only a rules update from the F.R. campaign book (3rd edition), it's also a lot easier to skim through for bits of information. It's definitely a solid book, a must-have for DMs, and I'd give it 5 stars if it weren't campaign-specific.
The Complete Psionics Handbook: Player's Handbook Rules Supplement, Dungeons & Dragons (2nd Edition)
Average customer rating: 4 out of 5 stars
  • Stop whining about it being "to powerful" or comparing psionics to wizards
  • How Psionics should be
  • Good, but not necessary
  • Psionics Rocks
  • Unorthodox and innovative - careful integration is worth it!
The Complete Psionics Handbook: Player's Handbook Rules Supplement, Dungeons & Dragons (2nd Edition)
Steve Winter
Manufacturer: TSR
ProductGroup: Book
Binding: Paperback

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  1. The Complete Wizard's Handbook, Second Edition (Advanced Dungeons & Dragons: Player's Handbook Rules Supplement/PHBR4 The Complete Wizard's Handbook, Second Edition (Advanced Dungeons & Dragons: Player's Handbook Rules Supplement/PHBR4
  2. The Complete Thief's Handbook (AD&D 2nd Ed Rules Supplement, PHBR2) The Complete Thief's Handbook (AD&D 2nd Ed Rules Supplement, PHBR2)
  3. Arms & Equipment Guide (AD&D 2nd Ed Rules Supplement, DMGR3) Arms & Equipment Guide (AD&D 2nd Ed Rules Supplement, DMGR3)
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ASIN: 1560760540
Release Date: 1991-02-20

Customer Reviews:

5 out of 5 stars Stop whining about it being "to powerful" or comparing psionics to wizards.......2007-03-07

Ok ill jump straight to it. Psionics using second edition rules (which is the correct way since third edition makes them nothing more then weak sorcerers) are not unbalbalancing in any way because of one very important aspect. All psionics have to be LAWFUL. That simple. They are not going to read random peoples thoughts, teleport into random rooms to steal, dominate or mind control anyone "just because". They need a good reason to do what they are doing, if they dont have a good reason then they are becoming chaotic and will loose access to their abilitys. A chaotic person doesnt have the discipline to do what a psion does.

In Greyhawk, Forgotten Realms, Ebberron, amd most campagins, magic is a invicable force that affects all things in a invisable weave (kinda like the Force in Star Wars) in Dragonlance they come from the moons, and in Dark Sun they come from living plants and animals, that is how mages get there power. A psionic gets his power soley from his mind, he can do just fine in a magic dead zone.

Finally psionics are not overpowered because i gurante they will not make all there power score checks when they need to, and they better have some allies there to help them. Also psionics in 2nd edition rules only have one power that can affect a group of enemys (called death field pshcyometabolics) and that comes with a great cost to the psion. All other powers are individual only, so really a 3rd level psionic has a better chance of beating a ogre then three goblins.

If you have looked at second edition youll see that the powers listed are unique in the way they work, with maitnance cost and power scores needed. Third edition psionics are just a different (wearker) type of sorcerer. Power may come from the mind but it does the exact same stuff. I run 3.5 edition campaign but use 2nd edition psionics. basically you use the chart giving in the 3.5 psionic handbook for skill points, feats, save throw, etc. but for the powers you use the 2nd edition handbook. To calculate a saving throw for a target I use this formula. 1d20 + penalty to power check + main stat modifier = will power save DC.

For example John the telepath is going to use psionic blast on a ogre. John has a wisdom of 18. Psionic blast is Wis -6. First he uses contact, since this power cant hurt the ogre i dont allow a saving throw (you may if you like but thats up to you) then the next round he rolls a d20. (wis of 18 - 6 = 12) he needs a 12 or lower to even activate the power. If he rolls higher then a 12 then the power doesnt even attempt to work, if he rolls lower then the power works. Assuming it works lets see if it hurts the ogre, he gets a Will save to ignore it. Save DC is 1d20 + 6 (the penalty to the power score) + 4 (wis mod). If you wanted you could just say that the d20 roll is allways a 10 (like magic works) but i find that using a random roll on every save makes psioncs feel different to.

I have more to add but I think ive written way to much, if youd like to comment good or bad, go nuts

5 out of 5 stars How Psionics should be.......2003-01-05

This is the start of psionics in 2nd Edition. It is far surperios than the d20 version, which is absolute "garbage". Better abilities and much nicer, although some are overpowered.

Translate this into the d20 similar by making it similar to the Forbidden Kingdoms system, as psionics should be skills, not spells.

4 out of 5 stars Good, but not necessary.......2001-06-06

This book is great for AD&D players and Dungeon Masters alike. However, everything you can find in this book is also found in the Player's Option: Skills and Powers book as well. Save your money for the Player's Option book; the complete psionics handbook is a waste

5 out of 5 stars Psionics Rocks.......2000-07-10

This book is worth the buy, I was realy wanting to know what was contained in it and it was worth it. Buy this book it is extreamly useful in D&D especialy for Dragon Psionist but it's worth it.

4 out of 5 stars Unorthodox and innovative - careful integration is worth it!.......2000-06-09

The PHBR (Player's Handbook Reference) series is one of the most highly-regarded, and yet much-maligned, series of supplements ever created. Each sourcebook takes one of the races or classes of the AD&D game, and adds to it huge amounts of new detail - new equipment, spells, kits (sub-classes), lore, new rules, etc. The problem is that the players love these so much that the DM often feels compelled to buy into the rest of the series - an expensive proposition! Fortunately, these works were "reprinted" in the excellent AD&D Core Rules CD-ROM. This one introduces the powerful and alien class of the Psionicist - if you are not running a Spelljammer or Dark Sun campaign, you will want to think VERY carefully before allowing this class to players! The power and versatility of these characters is amazing. Details of this book include: the Psionicist class and restrictions, a full explanation of psionic powers, disciplines, and advancement, special abilities, the powerful Wild Talents, psionic combat (a great system), the great powers (Clairsentience, Psychokinesis, Psychometabolism, Psychoportation, Telepathy, and Metapsionics), running a psionics campaign, and great monsters! It's a wonderful book - and used carefully, it will add a whole new dimension to your games.
Player's Handbook: Core Rulebook I (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
Average customer rating: 4.5 out of 5 stars
  • 3.0 is STILL better than 3.5
  • 3.5 edition has arived
  • The book that starts and runs the game
  • A lot of good stuff, some (significant) holes
  • The reasons this is collecting dust in my attic
Player's Handbook: Core Rulebook I (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
Monte Cook , Jonathan Tweet , and Skip Williams
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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  3. Tome and Blood: A Guidebook to Wizards and Sorcerers (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) Tome and Blood: A Guidebook to Wizards and Sorcerers (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
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  5. Defenders of the Faith: A Guidebook to Clerics and Paladins (Dungeon & Dragons d20 3.0 Fantasy Roleplaying) Defenders of the Faith: A Guidebook to Clerics and Paladins (Dungeon & Dragons d20 3.0 Fantasy Roleplaying)

ASIN: 0786915501
Release Date: 2000-08-01

Amazon.com

The Dungeons & Dragons 3rd Edition Player's Handbook contains all the rules you need to create characters and begin adventuring with the world's most popular role-playing game. Newcomers to the game will appreciate this book's clear explanations, effective examples, pleasing layout, elegant rules, and brilliant art. It's never been easier to create and role-play a heroic human ranger, cunning elf wizard, or any other fantasy character from the game's 7 races and 11 classes.

Old-school players will likewise be pleased, as the outdated AD&D rules system has been given a thorough overhaul. Gone are almost all the old restrictions on race and alignment. Halfling sorcerers, half-orc paladins, dwarf barbarians, and gnome monks are now possible. THACO, negative armor class, funky saving throws, inflated ability scores, heat-based infravision, and just about every other needlessly complex rule has been reworked into a faster, more consistent, and more fun system. Players can choose unique special abilities for their characters as they gain levels, which means that even two fighters of the same race and class can have very different abilities. The end result of all these changes is a dynamic game with more customized characters.

Almost every page has some form of new artwork, and the art almost always serves to explain a concept or illustrate a point. The book is filled with example montages that help to show the difference between human, half-elf, and elf, or relative size differences between creatures, or what the various levels of cover and concealment look like. These illustrations make the rules much more clear. The style of the artwork is consistent throughout the book and is a definite departure from older editions of AD&D. Instead of the classic medieval artwork of Larry Elmore, the new book has the spiky, leathery, Mad Max-meets-Renaissance look of the Magic: The Gathering card game.

We would have preferred less radical artistic changes, but we love everything else that Wizards of the Coast has done with Dungeons & Dragons. The rules are fast and clear, and the characters--including the new sorcerer class and the return of the monk, barbarian, and half-orc--are fabulous. If you're new to the D&D game, then this rule book is the perfect introduction. And if you're an old-school gamer who played D&D back in the day, then welcome to the new era of D&D. You won't want to go back. --Mike Fehlauer

Book Description

Each of the Dungeons & Dragons core rulebooks has been revised and updated for clarity and content. Each revision integrates user feedback received since the original product release so as to address the specific wants and needs of the player and Dungeon Master audiences. The overall rules system remains intact, with changes targeted specifically at elements of game play that were considered under-powered or incomplete. These revised editions also contain bonus content, such as new feats, that are exclusive to these editions. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in Fall 2003 from Wizards of the Coast, Inc.

Overall changes to all the titles include making complex combat easier to understand and provide more information on interacting with and summoning monsters. Specific changes include the following: the Player's Handbook received revisions to character classes to make them more balanced, and there are revisions and additions to spell lists.

Customer Reviews:

5 out of 5 stars 3.0 is STILL better than 3.5.......2003-11-13

I wouldn't listen to anyone that claims the "new and improved" 3.5 is any bit "new and improved".

3.0 is truly the right blend of D&D tradition and sound game mechanics. 3.5 is a pile of garbage house-rules for actual D&D crafted by a new batch of "limited" designer minds.

This book is D&D 3rd edition, no other.

1 out of 5 stars 3.5 edition has arived.......2003-09-24

Woc has done it again. They have released another editon, and it is supearior. Edition 3.5 is very like third (Hence the .5), but realy cleans up the classes and makes things more balanced. This book is good, but the new Players Handbook 3.5 Edition just blows it out of the water. They tweaked all that needed tweeking, and left the good stuff there. Toss your third Edition and go buy 3.5!

5 out of 5 stars The book that starts and runs the game.......2003-08-01

This book for most people is the only book you will ever need for Dungeons & Dragons. While there are many more accesories expanding the game, This is the ancor, and the only book needed for a player. It includes all of the Races, Classes, Spells, Feats, and Items you need to make and run a Charactor.
The best art of this book is that not only does it list all the things you need to know, it explains in full detail how all things are related to each other. If read like a book, (front to back not just paging for specifics) It spells out what you need, need to do, and how to. You start with the abilities, go into races, classes, and then skills, and items. Finsihing with spells, and feats.
Over all, i would rae this 5, because of what it offers, and its necesity to the game it serves. i recomend you buy it, even if you dont buy it here.

3 out of 5 stars A lot of good stuff, some (significant) holes.......2003-07-12

D&D 3E is a massive improvement over previous editions in a number of ways ... D&D has finally embraced skills, a big plus; a lot of the arbitrary and annoying restrictions of previous editions have been eliminated; the whole thing has been streamlined greatly at a fundamental level (there is still a lot of rules grit - attacks of opportunity anyone? - but this has always been the case, and by using a much cleaner and less arbitrary basic system, the game is now more intuitive).

The problem with D&D 3e is that it requires a *lot* of work on the part of the gamemaster. This is not a ready-to-play game by any stretch, unlike WotC's Star Wars d20, say. You have to go to some lengths to create a campaign setting, and realistically you're going to have to throw some of those arbitrary restriction back in. Why? Because D&D 3e has some significant imbalances, and you're likely to be playing with one player who is going to be looking for rules loopholes to create an unbalanced character. A big culprit here is the multi-classing combined with the fact that many classes are front-loaded with a lot of cool abilities at first level, so it's not unusual to find characters with 3 or 4 classes so they can cherry-pick low-level abilities from each. This is not only aestetically displeasing and unbalancing, but makes it impossible to keep a coherent character vision. The prestige classes are a cool and interesting feature, but are for the most part egregiously broken and, in the words of a fellow-player, "pure munchkinism".

Another complaint of mine about the system is that characters are simply too hard to make distinctive; the only real tool you have is this problematic multi-classing, and that is at best a blunt instrument. The Feats are a very cool concept, but not well-balanced with respect to each other so many will simply never show up (and characters who are not Fighters and Wizards acquire them far too slowly to be of much use in distinguishing characters). Characters of some classes (notably Paladins, Monks, Druids, and Barbarians) are going to be essentially indistuinguishable from each other - an 8th level Monk is pretty much an 8th level Monk, and the variance will be quite small. I find the list of which skills can be bought by which classes unduly restrictive and occasionally bordering on the nonsensical. The restrictiveness of the class sytem, and the stereotyped nature of the classes and lack of advancement choices, is to my mind the most significant failing of D&D 3e. Some classes are now almost acceptably flexible: the Fighter has a huge number of choices with all their bonus feats, even if the basic class concept of a heavily armed and armored fighting machine can't be fundamentally altered; Wizards of course have a massive spell list, and can specialise in various schools; Clerics now can pick from a dozen or so dieties, all of which serve to flavor the class; and Rogues have immense numbers of skill points and a wide variety of skills. But if you want somthing a little more specific or flavorful, you're stuck with cookie-cutter classes.

Anyway, from a pure systems standpoint, the d20 system is fundamentally a good one, but from a pure gaming perspective it has been done better by other games. I actually like Wizard's Star Wars game better, as it addresses many of the problems I've mentioned here; but that doesn't help you much if you hanker for heroic fantasy. D&D 3e is cool, better than previous editions (often significantly), and is popular because it is so open-ended. It has rules for everthing, and a bazillion skills, feats, spells, monsters, magic items, etc. - everybody is going to find a cool idea in here somewhere that they're ready to run with. All those options don't always work together, though, and the choices are sometimes odd, so be aware that the gamemaster is going to have to do some work for D&D 3e to be truly robust.

1 out of 5 stars The reasons this is collecting dust in my attic.......2003-06-29

I played RPGs for 20 years. I liked them, i liked the people I played with and then i stopped. Nothing interested me after a while until 3E. I thought this was going to turn it all around again. Boy was i wrong.

The ideas behind this haphazard collection of material is sound. The problem is, the rules do not survive under scrutiny. Balance seems to have been thrown out the window in exchange for the 'cool' factor. If you want to make a cartoon charavter out of your imaginary alter ego, this is the game for you I think.

The skill and feat system is broken so badly that you probably can't fix it without rewriting the rules. The skills are restrictive by class - making absolutely no sense at all. Afterall, you're character wasn't born this class or that. Class seemes to have become your defining trait more than your personality. Trying to make a character a certain way is actually tougher in 3E as you have numerous skill restrictions. In short, Fighters get paltry skills and Rogues get the mother load. everyone else gets to fill in in-between.
Rangers are useless, becoming simply lightly armored fighters with a few useless special abilities, little opportunity for growth and a dazzlingly undazzling array of spells.
Sorcerers are similiarly built, with a few extra spells to cast per day than wizards, but FAR fewer to pick from and absolutely no class abilities that the wizard gets to choose from.
The old moronic +1 to this ability -1 to taht rules are still in place for non human characters, with the elf that lives 750 years somehow being more frail than you average human. By the same token, dawrves get a nice constitution bonus but are uncharismatic. Why? Well because they had to pick an ability and charisma looked like a good one......
You get to multiclass more easily according to 3E lovers. You needn't split your XP between classes, you simply take a level of any class any time you earn enough experience points to go up a level. Wanna be a fighter/paladin? GO for it. The only probalem is, it is almost useless to multiclass as a spell caster. With a level limit of 20 (which is fine IMHO) you mayonly have a TOTAL of 20 levels all classes included. That's great, but if you take 15 levels of Wizard and 5 levels of Rogue, you are going to be one disappointed mage when you realize you missed out on the best spells in the game in exchange for some paltry lock picking ability. To be fair, multi classing any of the fighter classes works just fine.
On the topic of levels, you should reach 20th after anout 35-45 game sessions if you follow their experience charts. WAY too much XP is awarded and in addition, all classes use the same experience point table. It seem that someone decided that a 20th level paladin and a 20th level bard were pretty evenly matched. I think we all know better.
Finally, the comabt system - which most gamers agree is the most tedious and time consuming part of any game - has been dragged out with so many extra and optional rules, that it takes forever to resolve the simplist battle. Some may applaud the detail, but the game has taken a step back toward the old CHAINMAIL table top battle rule srather than advancing as a ROLEplaying game.
With a chartr included for every detail in the game, this book has taken all of the imagination out of your hands, and given you a rule to cover it. 3E Roleplaying is actually more ROLLplaying, and after a while, that just gets tedious.
Well aware that the game is a mess, WoTC is releasing 3.5 later this summer to suck a few hundred dollars more out of your wallets.
I beg you consider what you might be getting before flushing your money down this over simplified, over hyped toilet of an RPG. Go play Vampire or Werewolf - at least they don;t charge you $... to insult your intelligence by including a chart for your eye color.

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