KEITH BAKER (Keith Baker)

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  • Kobold Guide to Worldbuilding
    ISBN 1936781115 (1-936781-11-5)
    Softcover, Open Design LLC

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    Book summary:

    The Essential Elements for Building a World

    Roleplaying games and fantasy fiction are filled with rich and fascinating worlds: the Forgotten Realms, Glorantha, Narnia, R'lyeh, Middle-Earth, Barsoom, and so many more. It took startling leaps of imagination as well as careful thought and planning to create places like these: places that readers and players want to come back to again and again.

    Now, eleven of adventure gaming's top designers come together to share their insights into building worlds that gamers will never forget. Learn the secrets of designing a pantheon, creating a setting that provokes conflict, determining which historical details are necessary, and so much more.

    Take that creative leap, and create dazzling worlds of your own!

    Essays by Wolfgang Baur, Keith Baker, Monte Cook, Jeff Grubb, Scott Hungerford, David "Zeb" Cook, Chris Pramas, Jonathan Roberts, Michael A. Stackpole, Steve Winter, with an introduction by Ken Scholes.

    NOMINATED FOR TWO ENNIE AWARDS: Best Writing and Best RPG-Related Book

    Praise for Prior Kobold Design Guides

    "Highly recommended for gaming nerds everywhere."

    "If you're an aspiring pro this book is a must. If you're a rules hacker like me, this stuff is solid gold."

    --Berin Kinsman, UncleBear Media

    "A fantastic collection ... A solid 5 star rating."

    --Joshua Guillion,

    "An amazing collection ... from some of the best designers and writers creating role-playing game material today."

    --Brian Fitzpatrick,

  • LMNO Peas (Classic Board Books)
    ISBN 1442489782 (1-4424-8978-2)
    Little Simon

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    Book summary:

    From A to Zand Acrobat Peas to Zoologist Peasevery letter is exciting in this Classic Board Book edition of LMNO Peas!

    Get ready to roll through the alphabet with a jaunty cast of extremely cute and busy little peas in this Classic Board Book edition of Keith Bakers hit concept book. This fresh and fun alphabet book features bright colors, bouncy rhyming text, and silly pea characters who highlight the wide variety of interests, hobbies, and careers that make the world such a colorful place!

    More editions of LMNO Peas (Classic Board Books):

  • Baker, Keith: Lucky Days with Mr. and Mrs. Green (MR & Mrs Green)
  • Lunenburg
    ISBN 1552782115 (1-55278-211-5)
    Softcover, McArthur & Co / Mcarthur (Tp,H

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    Book summary:

    Annie Welles is an officer with the Halifax Regional Polices Robbery and Violent Crimes Unit. Recently divorced without custody of her two young sons, Annies career, too, is now stalling under the ambitions of her ruthless colleagues. When two murders occur within forty-eight hours of each other, she takes a risk to follow her intuition, hoping to prove herself.

    John Taggart is a Scottish journalist looking to land the scoop that will secure his future. In Halifax to cover the Royal visit and a high-profile RCMP coup in a small coastal town, John has a chance to understand his mothers connection to the province, which she has always kept hidden.

    As both become wrapped up in the double homicide, theyre led to the small, picturesque town of Lunenburg and a thirty-year-old murder case with a long-buried secret. The towns dark past holds the answers they both need, but uncovering it could prove more danger than its worth.

  • Baker, Keith: Meet Mr. and Mrs. Green
  • Baker, Keith: Meet Mr. and Mrs. Green (MR & Mrs Green)
  • Baker, Keith: More Mr. and Mrs. Green: Book 2 (MR & Mrs Green)
  • My Octopus Arms
    ISBN 1442458437 (1-4424-5843-7)
    Hardcover, Beach Lane Books

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    Book summary:

    Eight arms make for a lot of lovable activity in this cheerful picture book from the creator of the New York Times bestselling LMNO Peas.

    Octopus has eight arms!
    What can they do?
    So many things
    let him show you!

    Join a friendly octopus and his crafty crab sidekick as they explore all the wonderful things we can do with our arms. From tying a bow and performing a show to baking a pie and waving good-bye, theres no limit to the fun.

    &But whats the VERY BEST thing we can do with our arms? Why, hugging, of course! And Octopus cant wait to show little ones how its done.

  • No Two Alike
    ISBN 1442417420 (1-4424-1742-0)
    Beach Lane Books

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    Book summary:

    "No two snowflakes are alike, almost, almost . . . but not quite. "Follow a pair of birds on a snowflake-filled journey though a gorgeous winter landscape to explore how everything, everywhere is wonderfully unique--from branches and leaves to forests and trees to friends and loved ones.

  • Occult Lore (Penumbra/D20)
    ISBN 1589780213 (1-58978-021-3)
    Hardcover, Atlas Games

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    Book summary:

    Wizards study their academic magics in great halls of learning; sorcerers discover their spells through innate talent; clerics call upon the gods for a share of divine favor. But what of those magic-users who delve into the less well-charted realms of the mystic traditions? What of those who tap into the power of the heavenly spheres, or use the secret essences of the plant or mineral kingdoms to distill potent magical concoctions? Those whose gift lies in drawing spirits or elemental forces to do their bidding, or who can explore the twisting paths of a dreamer's mind? What of those whose very presence tampers with the familiar magic of arcane and divine spellcasters?

    All these find their place in Occult Lore.

    Occult Lore is the definitive tome of alternate D20 magic systems. This 240-page hardcover tome contains new spells, magic items, creatures, PC and NPC classes, prestige classes, domains, and in-depth rules for ten new magic traditions:

    Alchemy allows the Arcane Healer to tend to his patients in the absence of a Cleric, and the Grand Alchemist to pursue the immortality granted by just a drop of pure philosopher's gold.

    Astrology places the wisdom of the stars into the hands of mortals; horoscopes can predict a character's future, the most auspicious time to explore a dungeon, or let an Astrologer control the subject of a nativity from afar.

    Solar Hierophants embody the sun itself, becoming celestial creatures, while Lunar Mystagogues become the masters of magical secrecy, exerting their dark power over creatures of the earth and underworld.

    Elementalism turns the forces of air, earth, fire, and water to the will of the spellcaster, until the Elementalist tranforms herself into one of the elemental creatures she commands!

    Geomancy gives magic-users access to the power of ley lines, dowsing, and the innate magic of locations to enhance their mystic abilities -- sometimes beyond their own control -- or even to create fearsome zones of antimagic.

    Herbalism is the craft of the Wylderwitch and the Grand Herbalist -- the plants of the field become healing poultices and powders, magical concoctions that can extend or shorten life, or even Verdex that "bind" spells for later use.Occult Lore features Baird's Botanical, an extensive appendix describing twenty mundane and magical plants and the concoctions Herbalists can distill from them.

    Magical Imagination gives Heraldic Wanderers the ability to construct fabulous Memory Palaces from shadow and illusion.

    Oneiromancy grants access to the dream worlds where id-hounds roam, Lucid Dreamers manipulate dream reality to fit their own deepest desires, and secret knowledge or transient magic items are the treasures of a sleeping mind.

    Rational Magic lets science and Logic displace the power of magic. Rationalists strip targets of their spells and special abilities with well-reasoned argument, and even cancel the effects of magical weapons and armor.

    Spirit Cultivation is the Gleaner's art of capturing the fleeting remnants of a soul, and slowly teaching it the ways of power. Gleaners nuture these souls first in a cloak of remnants, then transfer them into reliquaries to invoke the skills and spells of the spirit, and finally use focal charms to control spirits with the power of the gods themselves!

  • Pathfinder: Campaign Setting, The Inner Sea World Guide
    ISBN 1601252692 (1-60125-269-2)
    Hardcover, Paizo Publishing, LLC.

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    Book summary:

    The exciting world of the Pathfinder Roleplaying Game comes alive in this giant 320-page, full-color hardcover campaign setting! Fully revised to match the new Pathfinder RPG rules, this definitive volume contains expanded coverage of the 40+ nations in the world of Golarion's Inner Sea region, from ruin-strewn Varisia in the north to the sweltering jungles of the Mwangi Expanse in the south to crashed sky cities, savage frontier kingdoms, powerful city-states, and everything in-between. A broad overview of Golarion's gods and religions, new character abilities, magic items, and monsters flesh out the world for both players and Game Masters. Plus, a beautiful poster map reveals the lands of the Inner Sea in all their treacherous glory.

  • Baker, Keith: Pathfinder Module E2: Blood Of Dragonscar
  • Baker, Keith: The Queen of Stone: Thorn of Breland
  • Seven Civilizations
    ISBN 1589780671 (1-58978-067-1)
    Softcover, Atlas Games

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    Book summary:

    Far lands, strange peoples, and exotic wares may seem like standard fare to most players, but every good GM knows how much effort goes into creating a compelling game setting. Let Seven Civilizations do the work for you, with seven distinct cultures designed to blend seamlessly into your D20 System campaign world. If you liked Seven Strongholds and Seven Cities, expand your horizons even further with Seven Civilizations!

  • KEL TAERA: Though Kel Taera has been forgotten, the indestructible orbs that preserve the spirits of its revered heroes remain. Now awakening into a new and unfamiliar world, these heroes intend to reestablish their lost kingdom!
  • MONDIAN EMPIRE: A collection of city-states, ruled by an Imperial family but held together by the power of psionics. The elite psionic operatives of the Mindguard oversee internal security, while the Imperial legions, bolstered by psions and wizards, keep the borders safe from enemy incursion.
  • WIND RIDERS: Nomads of the open plains, the Wind Riders owe fealty to none. They migrate through many different lands, tending to their herds and honing their battle skills mounted upon giant flying birds called kylorns.
  • TAKALAS: A realm of wonders and dreams, where magic is used by all as a part of everyday life. Music grows on trees, crystal towers touch the sky, and rainbows flow across the land like water. But this surreal paradise is well hidden, and foreigners are rarely welcome.
  • SILVERGATE: The city of Silvergate sits between planes, and any mirror can serve as a gateway to this haven for smugglers, explorers, and fugitives. Anyone can buy passage & if the price is right!
  • DRAGON KINGS: The Dragon Kings once mixed the power of dragons into their own bloodlines, breeding dangerous sorcerers and dominating all who opposed them. Now, the Dragon Kings are a decadent remnant of that once-mighty race, dreaming of rising once again to dominance.
  • WILDING TRIBES: A loose confederation of barbarian tribes afflicted with lycanthropy. The Wilding Tribes ranks swell with the infected of surrounding nations.

  • Baker, Keith: Tome of Artifacts (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
  • Touched by the Gods (Penumbra / D20)
    ISBN 1887801995 (1-887801-99-5)
    Hardcover, Atlas Games

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    Book summary:

    Fifteen Cults, Churches and Cabals for the D20 System!

    Even in a world overflowing with magic, the mark of the gods is unmistakable. Some mortals actively curry the gods' favor, serving their high ideals or executing their blasphemous designs. Others are random victims or beneficiaries of divine attention. Those whom the gods have touched may be inspired, blessed, cursed -- the saint and the prophet, the genius and the madman, sometimes one and the same person.

    Touched by the Gods is a D20 roleplaying supplement that can enhance any fantasy campaign. It is filled with information on religious and secular orders, and the deities lurking behind them. This hardcover book contains the following:
    * In-depth background on more than a dozen religious cults, secret societies, and strange cabals. Included are initiation rites and adventure seeds designed to let Game Moderators introduce whichever mysteries of the occult they like into their own campaign world.
    * A litany of new gods and the NPCs who would grasp their power, holy weapons, clerical domains, spells, feats and prestige classes, special attacks and abilities, fearsome monsters, creature templates, magical and cursed items, and the clandestine rituals that grant mere mortals a small taste of godhood.
    * Words straight from the mouths of the prophets, lending an atmosphere of intrigue and wonder to this latest tome in the ground-breaking Penumbra line of D20 System adventures and sourcebooks!

  • Keith Baker: Unquiet Dead (Gloom)
  • The Worlds of Dungeons & Dragons Volume 1 (v. 1)
    ISBN 1934692158 (1-934692-15-8)
    Softcover, Devil's Due Publishing

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    Book summary:

    Travel across three worlds with some of the most popular characters in modern sword & sorcery - R.A. Salvatore's Drizzt Do'Urden and Margaret Weis and Tracy Hickman's Raistlin Majere. This volume also features an original Eberron tale by Keith Baker, creator of that world of magic-fueled technology and action-packed intrigue.

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