D&d 3.5 defenders of the faith pdf download

D&d 3.5 defenders of the faith pdf download

d&d 3.5 defenders of the faith pdf download

Dungeons & Dragons, D&D, Dungeon Master, Forgotten Realms, Wizards of theCoastand the Wizards of the Coast native religious models: a monotheistic religion (the Faith of the worship as intercessors with or defenders from the gods. D&D Defenders of the Faith - Called to Serve - Free download as PDF File .pdf), Text File .txt) or read online for free. resource. Of course, the prevalence of faith in the Adama means the clergy of that Most Great Rift deep defenders are first fighters, paladins, rangers.

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D&D - Players Handbook II


C R E D I T S Visit our website at www.cronistalascolonias.com.ar D E S I G N DAVID NOONAN A D D I T I O N A L D E S I G N FRANK BRUNNER, LUKE JOHNSON, ROBERT J. SCHWALB D E V E L O P M E N T T E A M ANDY COLLINS, JESSE DECKER, MIKE MEARLS, STEPHEN SCHUBERT E D I T O R S MICHELE CARTER, JOHN D. RATELIFF, M. Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This product uses updated material from the v revision. This WIZARDS OF THE COAST® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www. www.cronistalascolonias.com.ar DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, d20, d20 System, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U.S.A. © Wizards of the Coast, Inc. U.S., CANADA, ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Inc. P.O. Box Renton, WA + EUROPEAN HEADQUARTERS Hasbro UK Ltd Caswell Way Newport, Gwent NP9 0YH GREAT BRITAIN Please keep this address for your records–––EN 9 8 7 6 5 4 3 2 1 ISBN First Printing: May ISBN 3 TABLEOF CONTENTS Contents Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 What You Need to Play . . . . . . . . . . . . . . . . . . . . .4 Chapter 1: New Classes . . . . . . . . . . . . . . . . . . . . .5 New Starting Packages . . . . . . . . . . . . . . . . . .5 Beguiler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 Beguiler Spell List. . . . . . . . . . . . . . . . . . . . . Dragon Shaman. . . . . . . . . . . . . . . . . . . . . . . . . . Duskblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Knight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ex-Knights. . . . . . . . . . . . . . . . . . . . . . . . . . . . Chapter 2: Expanded Classes . . . . . . . . . . . . . New Starting Packages . . . . . . . . . . . . . . . . Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Cleric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Druid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Favored Soul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Hexblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marshal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Monk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Rogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Scout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sorcerer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Swashbuckler . . . . . . . . . . . . . . . . . . . . . . . . . . . . Warlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Warmage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chapter 3: New Feats . . . . . . . . . . . . . . . . . . . . . General Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ceremony Feats . . . . . . . . . . . . . . . . . . . . . . . . . . Combat Form Feats. . . . . . . . . . . . . . . . . . . . . . . Divine Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Heritage Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . Metamagic Feats . . . . . . . . . . . . . . . . . . . . . . . . . Tactical Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chapter 4: New Spells . . . . . . . . . . . . . . . . . . . . Dual-School Spells . . . . . . . . . . . . . . . . . . . . The Polymorph Subschool . . . . . . . . . . . . . Chapter 5: Building Your Identity . . . . . . . Character Background . . . . . . . . . . . . . . . . . . Artisan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ascetic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Drifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Farm Hand. . . . . . . . . . . . . . . . . . . . . . . . . . . Gladiator. . . . . . . . . . . . . . . . . . . . . . . . . . . . . Guttersnipe . . . . . . . . . . . . . . . . . . . . . . . . . . Mariner. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Noble Scion. . . . . . . . . . . . . . . . . . . . . . . . . . Soldier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tribal Origin. . . . . . . . . . . . . . . . . . . . . . . . . Personality Archetypes. . . . . . . . . . . . . . . . . . Agent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Challenger . . . . . . . . . . . . . . . . . . . . . . . . . . . Companion . . . . . . . . . . . . . . . . . . . . . . . . . . Crusader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Daredevil . . . . . . . . . . . . . . . . . . . . . . . . . . . . Explorer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Innocent. . . . . . . . . . . . . . . . . . . . . . . . . . . . . Leader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Martyr. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Mercenary . . . . . . . . . . . . . . . . . . . . . . . . . . . Orphan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Prophet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Rebel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Renegade . . . . . . . . . . . . . . . . . . . . . . . . . . . . Royalty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Savage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Seeker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Simple Soul . . . . . . . . . . . . . . . . . . . . . . . . . . Strategist . . . . . . . . . . . . . . . . . . . . . . . . . . . . Theorist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Trickster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Wanderer . . . . . . . . . . . . . . . . . . . . . . . . . . . . Personality Traits . . . . . . . . . . . . . . . . . . . . . . . Being a Good Player at the Table . . . . . . . . . Managing the Paperwork . . . . . . . . . . . . . Rolling Conventions . . . . . . . . . . . . . . . . . Respect the Spotlight. . . . . . . . . . . . . . . . . Other Concerns . . . . . . . . . . . . . . . . . . . . . . Talk About Your Character. . . . . . . . . . . . Chapter 6: The Adventuring Group . . . . . . Party Backgrounds . . . . . . . . . . . . . . . . . . . . . . Charter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Childhood Friendship. . . . . . . . . . . . . . . . Chosen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Circumstance . . . . . . . . . . . . . . . . . . . . . . . . Organization. . . . . . . . . . . . . . . . . . . . . . . . . Building the Party . . . . . . . . . . . . . . . . . . . . . . Adventuring Party Basics. . . . . . . . . . . . . Being a Team Player . . . . . . . . . . . . . . . . . . Teamwork Benefits. . . . . . . . . . . . . . . . . . . . . . What is a Teamwork Benefit?. . . . . . . . . . The Team Roster . . . . . . . . . . . . . . . . . . . . . Teamwork Benefit Descriptions. . . . . . . . . . Awareness . . . . . . . . . . . . . . . . . . . . . . . . . . . Camp Routine . . . . . . . . . . . . . . . . . . . . . . . Circle of Blades. . . . . . . . . . . . . . . . . . . . . . . Crowded Charge . . . . . . . . . . . . . . . . . . . . . Cunning Ambush . . . . . . . . . . . . . . . . . . . . Cunning Ambush, Improved . . . . . . . . . Expert Mountaineers. . . . . . . . . . . . . . . . . Foe Hunting . . . . . . . . . . . . . . . . . . . . . . . . . Group Trance . . . . . . . . . . . . . . . . . . . . . . . . Indirect Fire . . . . . . . . . . . . . . . . . . . . . . . . . Like a Rock . . . . . . . . . . . . . . . . . . . . . . . . . . Massed Charge. . . . . . . . . . . . . . . . . . . . . . . Missile Volley. . . . . . . . . . . . . . . . . . . . . . . . Steadfast Resolve . . . . . . . . . . . . . . . . . . . . . Superior Team Effort . . . . . . . . . . . . . . . . . Team Melee Tactics. . . . . . . . . . . . . . . . . . . Team Rush . . . . . . . . . . . . . . . . . . . . . . . . . . . Team Shield Maneuver . . . . . . . . . . . . . . . Wall of Steel . . . . . . . . . . . . . . . . . . . . . . . . . Chapter 7: Affiliations . . . . . . . . . . . . . . . . . . . Broadening Your Game. . . . . . . . . . . . . . . . . . The Two Categories of Affiliations . . . . Why Join an Affiliation?. . . . . . . . . . . . . . Membership Has Its Privileges . . . . . . . Features of Affiliations . . . . . . . . . . . . . . . Making Affiliations Dynamic. . . . . . . . . Example Affiliations . . . . . . . . . . . . . . . . . . . . Bloodfist Tribe . . . . . . . . . . . . . . . . . . . . . . . Brightmantle Weapon Forge and Trading Consortium . . . . . . . . . . . Caravan of Shadows . . . . . . . . . . . . . . . . . . Castle Mairo . . . . . . . . . . . . . . . . . . . . . . . . . The Chalice . . . . . . . . . . . . . . . . . . . . . . . . . . Darkspire College of Thaun. . . . . . . . . . . Dragon Island. . . . . . . . . . . . . . . . . . . . . . . . Elves of the High Forest . . . . . . . . . . . . . . The Golden Helm Guild . . . . . . . . . . . . . . The Land of Honor . . . . . . . . . . . . . . . . . . . Merata Kon . . . . . . . . . . . . . . . . . . . . . . . . . . The One and the Five. . . . . . . . . . . . . . . . . Restenford Guild of Insurers, Solicitors, and Beggars . . . . . . . . . . . . . Restenford Sewerworkers Guild . . . . . . Sharulhensa, the Alabaster Towers . . . . Sun Fane. . . . . . . . . . . . . . . . . . . . . . . . . . . . . The Thunder Sail Argosy . . . . . . . . . . . . . Wintervein Dwarves . . . . . . . . . . . . . . . . . Creating Your Own Affiliations. . . . . . . . . . Example of Play . . . . . . . . . . . . . . . . . . . . . . . . . Chapter 8: Rebuilding Your Character . . . Retraining. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Class Feature Retraining . . . . . . . . . . . . . Feat Retraining . . . . . . . . . . . . . . . . . . . . . . Language Retraining . . . . . . . . . . . . . . . . . Skill Retraining. . . . . . . . . . . . . . . . . . . . . . Spell or Power Retraining . . . . . . . . . . . . Substitution Level Retraining . . . . . . . . Rebuilding. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ability Score Rebuilding . . . . . . . . . . . . . Class Level Rebuilding . . . . . . . . . . . . . . . Race Rebuilding . . . . . . . . . . . . . . . . . . . . . Template Rebuilding . . . . . . . . . . . . . . . . . Rebuild Quests . . . . . . . . . . . . . . . . . . . . . . . . . Rebuild Quests in the Game . . . . . . . . . . The Gates of Dawn (Levels 6–8) . . . . . . . The Necrotic Cradle (Levels 13–15) . . . Appendix: Quick PC and NPC Creation. . . 1. Choose a Class . . . . . . . . . . . . . . . . . . . . . . . . 2. Determine Ability Scores . . . . . . . . . . . . . 3. Pick Your Race. . . . . . . . . . . . . . . . . . . . . . . . 4. Pick Your Skills. . . . . . . . . . . . . . . . . . . . . . . Skill Priority Lists. . . . . . . . . . . . . . . . . . . . 5. Pick Your Feats . . . . . . . . . . . . . . . . . . . . . . . 6. Miscellaneous Characteristics. . . . . . . . . 7. Choose Equipment. . . . . . . . . . . . . . . . . . . . A la Carte Shopping . . . . . . . . . . . . . . . . . . Equipment by Level . . . . . . . . . . . . . . . . . . 8. Pick Your Spells. . . . . . . . . . . . . . . . . . . . . . . Suggested Bard Spells . . . . . . . . . . . . . . . . Suggested Cleric Spells (Positive Energy Channelers*). . . . . . Suggested Druid Spells . . . . . . . . . . . . . . . Suggested Duskblade Spells . . . . . . . . . . Suggested Favored Soul Spells . . . . . . . . Suggested Hexblade Spells . . . . . . . . . . . Suggested Marshal Auras . . . . . . . . . . . . . Suggested Paladin Spells . . . . . . . . . . . . . Suggested Ranger Spells. . . . . . . . . . . . . . Suggested Sorcerer Spells. . . . . . . . . . . . . Suggested Warlock Invocations. . . . . . . Suggested Wizard Spells. . . . . . . . . . . . . . Random Personalities . . . . . . . . . . . . . . . . . . . IntroductionWhen you play a character in a DUNGEONS & DRAGONS® game, it’s all about the choices you make. Every facet of your character that makes him or her unique is the product of a conscious decision on your part. Player’s Handbook II is all about expanding your choices— sometimes in ways you might expect (new classes, new feats) and other times in ways you might find surprising, such as a set of rules for re-engineering your character (about which we have more to say below). Chapter 1: New Classes expands the roster of standard classes by four, with the addition of the beguiler, the dragon shaman, the duskblade, and the knight. Any of these classes would be a fine choice if you want to play a character that doesn’t fit any of the archetypes that are represented by the other classes we have published. Chapter 2: Alternate Class Options revisits eighteen of those other classes—the eleven from the Player’s Handbook as well as seven others (such as the scout and the favored soul) that made their debuts in supplements. We look at these classes with a fresh set of eyes, providing for each one an alternate class feature, three new starting packages, and a discussion of character themes that are appropriate for the class in question. If you’re intrigued by the idea of playing a cleric who spontaneously casts domain spells instead of cure spells, check out page 37 for the particulars. Player’sHandbookIIwouldnotbeabookworthyofitstitleif it didn’t present new feats and spells. Chapter 3: New Feats containsmorethanadditionstothevastselectionoffeats in the D&D® game, and Chapter 4: New Spells presents a similar number of new choices for spellcasters of all sorts. ThisbookstartstoblazeitsowntrailinChapter5:Building Your Identity, which contains dozens of brief discussions on how to add more depth and realism to your character’s background and personality, plus some advice on how best to fulfill your role as a player at the gaming table. Chapter 6: The Adventuring Group takes a step back in perspective, focusing on the characters who collectively make up a particular kind of party. How did these would- be heroes come together in the first place, and what part does each one of them play in a well-rounded group of adventurers? The chapter also includes a few new teamwork benefits, expanding on a concept that was introduced in Dungeon Master’s Guide II. Characters are defined not only by who they are as indi- viduals and by the other PCs they travel with, but also by the relationships they form with likeminded individuals whose heritage or interests compel them to follow a common cause. Chapter 7: Affiliations describes a new kind of group that characters can belong to—they rise or fall in status within their affiliations according to their deeds and their qualifi- cations, and the most motivated and successful of them all can even advance to a leadership position. In addition to a numberoffullyfleshed-out example affiliations,thischapter provides guidelines for players and DMs who want to create affiliations that are unique to their campaign. Perhaps the most intriguing new concept in this book is presentedinChapter8:RebuildingYourCharacter. While many DMs and players have created house rules for handling situationsinvolvingthereselectionoffeats,reallocationofskill ranks, altering ability scores, and so forth, the D&D game has neverbeforehadofficialrulesonthetopicofrevisingyourentire character. So whether your dwarf fighter just regrets a single bad feat choice or wishes he were actually a half-orc barbarian or an elf sorcerer, Chapter 8 offers rules and advice that covers the subject of character rebuilding from start to finish. Finally, an extensive Appendix sets forth an efficient method for quick generation of new player characters or NPCs,which(amongotherthings)streamlinestheprocessof selecting skills and feats. The next time you need a character in a hurry—or even if you don’t—check out this system. WHAT YOU NEED TO PLAY Player’sHandbookIImakesuseoftheinformationinthethree D&Dcorerulebooks:Player’sHandbook(PH),DungeonMaster’s Guide(DMG),andMonsterManual(MM).Italsoincludesmaterial thatexpandsuponsomeofthecontentofseveralsupplements, including Complete Warrior, Complete Divine, Complete Arcane, Complete Adventurer, and Miniatures Handbook. Although pos- session of any or all of these supplements will enhance your enjoymentofthisbook,theyarenotstrictlynecessaryforyou to make use of the vast majority of this book. INTRODUCTION 4 pqqqqqqqqqqqqqqqqqqqqrs pqqqqqqqqqqqqqqqqqqqqrs SWIFT AND IMMEDIATE ACTIONS The Miniatures Handbook introduced the concept of a new action type: the swift action. Likewise, Expanded Psionics Handbook in- troduced another new action type: the immediat

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