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› Find signed collectible books: 'Dark Matter: Campaign Setting'
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› Find signed collectible books: 'Dead Gods'
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› Find signed collectible books: 'Dungeon Master's Guide: Core Rulebook II'
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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Old-school players will likewise be pleased, as the outdated AD&D rules system has been given a thorough overhaul.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 armour 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 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 customised 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.
The illustrative changes may be too radical a departure from AD&D tradition for some, but the other modifications are definite improvements. 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's played D&D since its inception, then welcome to then new era. You won't want to go back. --Mike Fehlauer, Amazon.com [via]
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› Find signed collectible books: 'Faction War'
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› Find signed collectible books: 'Glantri'
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› Find signed collectible books: 'The Glass Prison'
Vheod Runechild--half human, half fiend--flees from the Abyss to find his human nature on Toril, only to discover that the dangers from the nether region respect no worldly boundaries. [via]
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› Find signed collectible books: 'The Great Modron March'
RPG Book [via]
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› Find signed collectible books: 'A Guide to the Astral Plane'
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› Find signed collectible books: 'A Hero's Tale'
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› Find signed collectible books: 'The Inner Planes: Being a Guide to the Planes of the Elements, Including Conditions, Features, and Methods of Survival Thereupon'
THE PRIME MATERIAL PLANE IS FORMED OF SOLID MATTER. THE OUTER PLANES ARE FORMED OF BELIEF. THE INNER PLANES...ARE. Beyond the Prime's infinite crytal spheres, beyond the endless realms of the Outer Planes, lies the absolute reality of the Inner Planes. The cornerstone planes of Air, Earth, Fire, and Water are the most well-known Inner Planes, but they're only the beginning. From the deadly purity of the Positive and Negative Energy Planes to the unbearable filth of the plane of Ooze to the eternal storm of the plane of Lightning, the Elemental Planes are the substance of existence itself. These eighteen planes form the foundation of the entire multiverse; they are the cauldron from which all energy and matter are brewed. The Inner Planes details the Elemental, Paraelemental, Quasielemental, and Energy Planes. Surviving these planes can be a challenge, but within these pages DMs and players learn how characters can adventure among the unearthly locales and strange denizens. This planar sourcebook includes: Detailed descriptions of the environments and regions of each of the eighteen Inner Planes. Rules for movement, and combat, and survival within these strange and unique environments. Information about the inhabitants and ecology of each plane, including elementals, genies, mephits, and even stranger beasts. Interesting and important locales within the Inner Planes, including such diverse places as the City of Brass in the plane of Fire, the Mountain of Ultimate Winter in the plane of Ice, the Refuge of Color in the plane of Radiance, and the mysterious, aeons-old abandoned towers of the Quasielemental Planes. GO TO THE EXTREMES! [via]
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› Find signed collectible books: 'Labyrinth of Madness'
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› Find signed collectible books: 'Monster Manual'
Over 200 creeps, critters and creatures to keep players on their toes. From Aboleths to Zombies, the third edition Monster Manual holds a diverse cast of enemies and allies essential for any Dungeons & Dragons campaign. There are hundreds of monsters ready for action, including many new creatures never seen before. Plus, all monster entries include character stats so for the first-time players can play as the monsters. Dungeon Masters and players alike will find the new Monster Manual an indispensable aid in populating their third-edition campaigns. [via]
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› Find signed collectible books: 'Monstrous Compendium, Appendix III'
Liven up any PLANESCAPE or AD&D campaign with the MOSNTROUS COMPENDIUM Appendix III, which features 128 pages of monsters that lurk on the Inner Planes, the Astral Plane, and the Ethereal Plane - some of the strangest and most inhospitable environments in the multiverse. Most of the critters are brand new, though a few old favorites have been updated. This book also provides a detailed look at the ecology of the planes in question, not to mention an appendix of inner-planar creatures that're more like animals than monsters. And, of course, all-new illustrations vividly bring each of these exotic beings to life. [via]
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› Find signed collectible books: 'Monte Cook's Ptolus 1: City by the Spire'
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› Find signed collectible books: 'Of Aged Angels'
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› Find signed collectible books: 'A Paladin in Hell'
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› Find signed collectible books: 'Return to the Temple of Elemental Evil'
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› Find signed collectible books: 'Tales from the Infinite Staircase'
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› Find signed collectible books: 'Tome and Blood: A Guidebook to Wizards and Sorcerers'
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› Find signed collectible books: 'Vecna Reborn'
From the back cover: "From the depths of antiquity, he arises.... Trapped in a mockery of his former kingdom, he broods.... In hatred and spite against the one who betrayed him, he schemes.... The other lords of Ravenloft may possess horrific power... but Vecna is a god. Trapped by the Mists of Ravenloft, the lich lord Vecna plots his escape and revenge against Kas the Destroyer, his traitorous former lieutenant. Vecna Reborn takes brave heroes into the dark, oppressed domain of Tor Gorak, where Kas whips his subjects into submission to serve in his never-ending war against Vecna and Cavitius, a realm in the grip of ancient magic and malevolent undeath. The heroes must struggle to stop arcane rituals, insane cultists, and monstrous abominations from granting Vecna, the Chained God, the power to fulfill his dark dreams. Vecna Reborn presents a terrifying tale of betrayal, madness, and sorcery that may tear apart the Demiplane of Dread itself." [via]
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› Find signed collectible books: 'Windriders of the Jagged Cliffs'
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