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Martial Power: A 4th Edition D&D Supplement (D&D Rules Expansion)
Martial Power: A 4th Edition D&D Supplement (D&D Rules Expansion)
Adventurer's Vault: A 4th Edition D&D Supplement
Adventurer's Vault: A 4th Edition D&D Supplement
Monster Manual 2: A 4th Edition D&D Core Rulebook (D&D Supplement)
Monster Manual 2: A 4th Edition D&D Core Rulebook (D&D Supplement)
Divine Power: A 4th Edition D&D Supplement
Divine Power: A 4th Edition D&D Supplement
Arcane Power: A 4th Edition D&D Supplement
Arcane Power: A 4th Edition D&D Supplement
Manual of the Planes: A 4th Edition D&D Supplement (D&D Rules Expansion)
Manual of the Planes: A 4th Edition D&D Supplement (D&D Rules Expansion)
Adventurer's Vault 2: A 4th Edition D&D Supplement
Adventurer's Vault 2: A 4th Edition D&D Supplement
 
A History of Siam:from the Earliest Times to the Year A. D. 1781 with a Supplement Dealing with More Recent Events
Forgotten Realms Player's Guide: A 4th Edition D&D Supplement (Forgotten Realms Supplement)
Forgotten Realms Player's Guide: A 4th Edition D&D Supplement (Forgotten Realms Supplement)
Pumped: Straight Facts for Athletes about Drugs, Supplements, and Training
Pumped: Straight Facts for Athletes about Drugs, Supplements, and Training
 
 

Martial Power: A 4th Edition D&D Supplement (D&D Rules Expansion)

Martial Power: A 4th Edition D&D Supplement (D&D Rules Expansion) Buy this product from Amazon
4
Author : Wizards RPG Team
Number of Pages : 160
Release Date : 2008-11-18
Publisher : Wizards of the Coast
List Price : $29.95
Amazon Price : $17.72
Used Price : $17.72

Product Description

New options for fighters, rangers, rogues, and warlords.

This tome focuses on the martial heroes: characters who rely on their combat talents and keen wits for survival.

This book provides new archetypal builds for the fighter, ranger, rogue, and warlord classes, including new character powers, feats, paragon paths, and epic destinies.

Martial Power is the first of a line of player-friendly supplements offering hundreds of new options for D&D characters.

Customer reviews

Exactly what you're hoping for 5 by .. Meanwhile ()
I probably don't have anything to add to what has already been said, but here's why I like Martial Power.

Each of the four martial classes has interesting new options, and they all have a significant impact on the way you play your character. And many of the new powers and feats will be useful to you whether you choose the new class features or stick with the original ones.

I really like the new racial feats and paragon paths. One of my concerns with the Player's Handbook was that there was very little differentiation among races. With Martial Power options, you start to see a big difference between, say, an eladrin warlord and a tiefling warlord.

Now I finally feel like there are enough gameplay options to flesh out my martial character the way I want. I'm definitely looking forward to similar books for arcane, divine, etc.

Nice, but limited ranged additions 4 by .. N. Gerber (State College, PA United States)
If you are the melee type this book is likely a knock-out. There are many useful additions there. However the only reason I don't give this a 5 star rating is because Wizards of the Coast continues to treat the ranged martial types as second class players. If you enjoy playing a ranged character this book will only have a handful of additions for your character, most of which are only moderately nice.

Made of Epic and Win 5 by .. Michael B. Correia (Castro Valley, CA USA)
A must have for any D&D player with a martial character (Fighter, Rogue, Ranger or Warlord). This supplement doubles your options for powers at every level, provides 12 additional paragon paths for each class, and 10 more epic destinies that are truly amazing. Martial Power also includes new feats for martial classes including more multi-classing feats which allow access to other class features. That being said, each class also received a new feature or two to choose from, making each class that much more diverse. Aside from all the juicy content, the artwork contained also serves to spur the imagination and the layout echoes other 4th Edition publications for easy comparison.

Good Supplement to Martial Classes 4 by .. Archimonde Red ()
This is a very well written book with Good Content for Players of D&D 4.0 Martial Characters. This gives the Martial classes a lot of options and some pretty cool new builds. If you enjoy playing Martial characters for D&D 4.0 this book is a must have if you are wanting to expand your playing options.

Ok, but nothing to die for 3 by .. deathlemming (North Carolina)
My group and I have used this book fairly extensive over the past month.
While some of the new builds are interesting, this book doesn't really offer anything for players who like a little more choice (feats, exploits, skills, etc). There are several new powers for each character class, but most are nothing more than old powers tweaked a different way. Feats are either extremely situational or too general/watered down to be effective.
Ultimately, this book is not worth WotC's suggested retail price, but I didn't feel ripped of buying it from Amazon.com at a discount.


Related Search : martial power , 4th edition , d rules

Adventurer's Vault: A 4th Edition D&D Supplement

Adventurer's Vault: A 4th Edition D&D Supplement Buy this product from Amazon
4
Author : Logan Bonner
Edition : 4th
Number of Pages : 224
Release Date : 2008-09-16
Publisher : Wizards of the Coast
List Price : $29.95
Amazon Price : $15.58
Used Price : $15.58

Product Description

Hundreds of new weapons, tools, and magic items for your D&D character.

This supplement for the Dungeons & Dragons game presents hundreds of magic items, weapons, tools, and other useful items for your D&D character. Whether you're a player looking for a new piece of equipment or a Dungeon Master stocking a dragon's hoard, this book has exactly what you need.

The book features a mix of classic items updated to the 4th Edition rules and brand-new items never before seen in D&D.

Customer reviews

So many items so little time. 4 by .. Aaron Keating ()
For those of you not in the know about the purpose of this product, Adventurer's Vault is a book made with one purpose and one purpose alone in mind.

Items.

A tremendously stupid, high amount of items, so many to the point you will likely never get the full use out of this book. Ever. This book is a Player's Dream come to life, and either the Dm's favorite bag of treats for the player's or his or her worst nightmare if the player comes to the table getting ready to open the book and say "Can I have?".

I suspect there will be many game tables having this moment, as there are a great deal of items in this book each one I think personally appeals to different tastes (beyond the obvious of "it's an option so duh").

To help you sort the items (and believe me there are a ton of items here.) they give you nice reference tables at the start of each type of item (Sorted by level for your conveinence). This is both a boon and a bane. Could they at least space them out in clusters of four on the tables? Having spaces between the differing levels of items not only would have been a nice touch, but it would have made reading the tables much easier than it is. It's like a gigantic run on chart from the bowels of gamer hell. Seriously Wizards, space the tables please. If you really love us, do this!

Annoyingly not spaced out tables aside, most of the items seem to function as they should at least conceptually speaking there's a couple here and there that raise an eyebrow or two, but it's more or less what you would expect for magic items. (The item that allows you to add your Cha mod to sneak attack damage for example is questionable).

I give this product four stars mostly because of the inane not spaced out properly tables that they have in the book. Otherwise I'd give it five.

Ps the "Alternate Advancement Rules" are just spectacular. Basically what they are, are means to hang onto the same item over your career instead of having to "Go to Magi Mart" or hope you find a new item that you can use in a treasure horde somewhere. The item levels with you is the end result. This can be a result of defeating powerful foes and their energies become trapped in the blades, results of heroic deeds, an item reawakening to it's full potential, just to name a few. It's a really nice touch to include this as actual rules. Especially since I can't stand Magi-Marts 9 times out of 10.

near useless book. 1 by .. Früchlè (Perth, AU)
This is close to the first time I've actually thought about returning a book to get my money back. The mundane items were negligable. The magic items were boring and repetitive. There was little imagination or variety. Most bothersomely, it was 95% all just magic items!

A&D2nd and D&D3rd's 'Arms & Equipment Guide's both had pages of odd and interesting equipment, both mundane and magical to add to a game. Those books sparked ideas for areas, encounters and treasure.. This new 4th edition book is next to useless.

Save your money for the Powers books, which add more flavor and interest in general to the game.

Great supplement for 4th edition! 5 by .. Greenmoepho (St. Augustine, FL USA)
This book is great!

It provides an extensive (and much needed) expansion to the magic items that were presented in the players handbook. In addition, the sections on mounts and alchemy are great new additions to the content. Obviously the sections on armor and weapons are larger than the others, however, there are lots of choices for every class in the game.

Well worth the price. I highly recommend this book for players and dungeonmasters alike!

A fascinating treasure trove of goodies! 5 by .. N. Sarb ()
This book is a valuable addition to my Dungeons and Dragons group. The players were very excited about the selection, new items (dwarves wielding executioner's axes, minotaurs and their khopeshs), and many new enchantments. We have a variety of new takes on the weapons, a plentiful harvest of armors, and more wondrous items than you can shake a fist at. The implements are handy, as they allow the caster characters more variety for item-power relationships. All in all, I am glad I got this book. And it is only $20 on Amazon! Well worth it.

more tools 5 by .. R. Schneidler (milwaukee wi. USA)
it is always great to have more tools to play with and this book provides them


Related Search : d supplement , vault 4th , adventurer s

Monster Manual 2: A 4th Edition D&D Core Rulebook (D&D Supplement)

Monster Manual 2: A 4th Edition D&D Core Rulebook (D&D Supplement) Buy this product from Amazon

Author : Wizards RPG Team
Number of Pages : 224
Release Date : 2009-05-19
Publisher : Wizards of the Coast
List Price : $34.95
Amazon Price : $23.07


Related Search : d core , edition d , rulebook d

Divine Power: A 4th Edition D&D Supplement

Divine Power: A 4th Edition D&D Supplement Buy this product from Amazon

Author : Wizards RPG Team
Number of Pages : 160
Release Date : 2009-07-21
Publisher : Wizards of the Coast
List Price : $29.95
Amazon Price : $19.77


Related Search : 4th edition , d d , divine power

Arcane Power: A 4th Edition D&D Supplement

Arcane Power: A 4th Edition D&D Supplement Buy this product from Amazon

Author : Logan Bonner
Number of Pages : 160
Release Date : 2009-04-21
Publisher : Wizards of the Coast
List Price : $29.95
Amazon Price : $19.77

Product Description

New options for wizards, warlocks, sorcerers, bards, and swordmages...

This tome focuses on the arcane heroes: characters who wield strange and mysterious spells and rely on their mastery of magic for survival.

This book provides new archetypal builds for the wizard, warlock, sorcerer, bard, and swordmage classes, including new character powers, feats, paragon paths, and epic destinies.
Related Search : arcane power , 4th edition , d d

Manual of the Planes: A 4th Edition D&D Supplement (D&D Rules Expansion)

Manual of the Planes: A 4th Edition D&D Supplement (D&D Rules Expansion) Buy this product from Amazon
3
Author : Wizards RPG Team
Number of Pages : 160
Release Date : 2008-12-16
Publisher : Wizards of the Coast
List Price : $29.95
Amazon Price : $16.90
Used Price : $16.90

Product Description

If you seek to stem this tide of chaos at its source, follow my lead--I set out for the dreaded Abyss on the morrow.
--Lord Amgar the Bold, Paladin of Bahamut

The planes have always been a place of great mystery and danger in the Dungeons & Dragons Roleplaying Game, and the new array of planes debuting in 4th Edition continue that grand tradition. Home to gods and devils, demons and genies, fey and titans, these strange dimensions offer unlimited adventure opportunities for Dungeon Masters and their players.

This useful travel guide also comes in handy for players seeking to battle demons, devils, elementals, and other iconic D&D monsters native to the planes.

Customer reviews

Overpriced, Unimaginative 1 by .. S. Patel (Washington, DC United States)
Pros:

1. A few clever ideas like the ex-proxy of Vecna, and a backtracking on the Blood War. The 4e designers said it was a flaw in prior editions, but given the lack of cleverness in the book I'm not surprised they came around.

2. Sigil, a passing nod to spelljammers, inclusion of some of the Great Wheel planes.

Cons:

1. Way overpriced.

2. Poor artwork, with a few exceptions entering the acceptable range.

3. Crunch is only at the end, making the legal pdfs of planar supplements a much, much, much better buy.

4. How dull can you get? Most of the good stuff in this book was taken from the supposedly flawed cosmology of the past, and the rest is pretty much stuff you could come with by yourself over a lazy afternoon of brain storming.

Short, but full of good ideas 4 by .. John Biernacki ()
Let me get my big criticism out of the way first.. When I see a suggested price on a book around $30, I expect it to be worth that much. I was right off put off by how it only has 159 pages. I mean the player's handbook was only $5 more and twice that size.

With that out of the way, I have to say the content if packed and full of fantastic ideas on how to run a planar campaign. It goes over and explains the new Cosmology within 4th edition, it's quite a bit different from previous editions. (however it also has tips on customizing the cosmology, and even examples of past cosmologies)

The details and descriptions in this book are priceless and there's little in the book I didn't ponder about how much fun it would be to have that happen mid game. If your big into dungeons and dragons, I suggest you take the $30 pill and get this book. It's one of the more useful books so far in 4th edition.

Inspiring, but I wish there were more. 4 by .. Scott Schimmel ()
Manual of the Planes discusses the other planes of the Dungeons & Dragons world -- the areas of reality beyond the mortal world. Its goal is to allow for adventures set among these other realms -- primarily, the Shadowfell, the Feywild, the Elemental Chaos, and the Astral Sea. It mainly succeeds.

The first chapter of the book, Exploring the Planes, deals mainly with traveling to the planes and the characteristics of the planes. It includes a description of the basic cosmology of the D&D world, some advice for creating alternate cosmologies if you should desire to, and some notes about Sigil, the City of Doors, a location which can be used as a center for planar adventures (among other things).

Those who've played Planescape in earlier editions will recognize Sigil, and it's only one of many references to previous editions of the game. Veterans will notice new treatments of such things as the City of Brass, the Isle of Dread, the Demonweb, the Blood War, and spelljammers. Newer players need not worry; the book sets these elements adequately within 4e, so that no previous experience with them is necessary.

The next four chapters deal with the major planes suitable for adventuring: The Feywild, domain of faerie and preternatural wilderness; the Shadowfell, decayed echo of the mortal world shrouded in gloom; the Elemental Chaos, home to such locations as the City of Brass and the Abyss; and the Astral Sea, in which the domains of the great powers float like islands. Each of these chapters has four sections: traveling to the plane, exploring the plane, sample inhabitants of the plane, and sample locations within the plane.

The writeups about the inhabitants and locations are fairly brief. They're sufficient to give the flavor of the place, and hopefully to inspire a GM to flesh them out and adapt them to his game. They are not, however, fully detailed writeups that are able to simply be dropped right into the game. The book leaves much of the design work to the individual GM. Some people might consider this a weak point; I consider it a strength, because it fits my preferred style.

Chapters six and seven introduce more mechanics. Six is a collection of monsters from the planes for the GM to employ -- a little over a dozen of them, of which half are demons or devils. These are useful as adversaries, but there's nothing outstanding here. Still, nice to have.

Chapter seven is for players -- new paragon paths, rituals, and magic items. Here, too, there's not much that makes me pause and double-take, but nothing that leaps out at me as broken, either. It should serve its purpose well enough.

Overall, I'd say the usefulness of this book will depend on the GM using it -- and it is a book for GMs, with little that's of interest to players.

I think that it's the sort of book that will inspire me, even if I use relatively little of its content as-printed in my game. On the other hand, I wish that there was more: more about the Far Realms, more about some of those locations, more about the anomalous realms like the Plane of Mirrors and the Plane of Dreams. It's probably unfair to expect a 160-page book to cover all of those planes in depth, especially when I'd probably end up cheerfully ignoring most of that depth anyway and using my own creations, personally. Even so, it just feels too brief at times.

I like it, though. I like it a lot. This is a product that makes good use of the history of the game and its lore, without becoming a slave to it. It puts new twists on old friends like the Isle of Dread and the City of Doors, and it fits things like spelljammers into 4e without also bringing along the annoying parts like helm-related bookkeeping, phlogiston, and gravity wells. I've been satisfied with supplements that have done much less.


Related Search : supplement d , 4th edition , expansion

Adventurer's Vault 2: A 4th Edition D&D Supplement

Adventurer's Vault 2: A 4th Edition D&D Supplement Buy this product from Amazon

Author : Wizards RPG Team
Number of Pages : 224
Release Date : 2009-08-18
Publisher : Wizards of the Coast
List Price : $29.95
Amazon Price : $19.77


Related Search : adventurer s , d d , supplement

A History of Siam:from the Earliest Times to the Year A. D. 1781 with a Supplement Dealing with More Recent Events

Buy this product from Amazon

Author : W. A. R. Wood
Publisher : Chalermnit Bookshop
Used Price : $65.55


Related Search : events , history siam , times year

Forgotten Realms Player's Guide: A 4th Edition D&D Supplement (Forgotten Realms Supplement)

Forgotten Realms Player's Guide: A 4th Edition D&D Supplement (Forgotten Realms Supplement) Buy this product from Amazon
3.5
Author : Wizards RPG Team
Number of Pages : 160
Release Date : 2008-09-16
Publisher : Wizards of the Coast
List Price : $29.95
Amazon Price : $14.99
Used Price : $15.62

Product Description

The complete guide for building Forgotten Realms characters!

Welcome to Faerûn, a land of amazing magic, terrifying monsters, ancient ruins, and hidden wonders. The world has changed since the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, mighty heroes, and monster-infested dungeons.

The Forgotten Realms Player's Guide presents this changed world from the point of view of the adventurers exploring it. This product includes everything a player needs to create his character for a D&D campaign in the Forgotten Realms setting, including new feats, new character powers, new paragon paths and epic destinies, and even a brand-new character class never before seen in D&D: the swordmage!

Customer reviews

A bit "thin" for the price... 3 by .. Greenmoepho (St. Augustine, FL USA)
I was hoping this supplement would contain tons of content for players however all you are really getting is 2 new races, 3 classes and a multi-class.

The paragon paths are interesting, but are more background based than adventuring based.

Could have done without the region descriptions as they are already in the FR campaign guide. This should have been replaced with more feats, rituals, and maybe some realm specific expanded powers for the core classes. Or something else to make playing the Forgotten Realms campaign setting feel more "unique".

All in all I am dissapointed in the lack of new races and classes, but I guess that is what the Players Handbook II is for....


Fogotten Realms Player's Handbook 5 by .. S. Dunsmoor ()
I think that overall this is a GREAT product. It has a lot of very good information. I am not familiar at all with the old 3.5 FR setting, so there was no adjustment period to me. I bought this to run my first game in years, so I am pretty excited and am glad this information covered so much for me!!!

Players Guide for Forgotten Realms 5 by .. K. Martin (St. Louis, MO United States)
A must have for playing in the Living Forgotten Realms. Swordmages are pretty dang cool. Much more helpful than the DM's guide. Some extra feats for core book characters, so at least another staple to have on the shelf.

Lots of crunch. Little fluff 4 by .. Karl A. Rodriguez (San Antonio, Texas United States)
The player's guide is the second part of WOTC's re-introduction of the Forgotten Realms. It follows their new marketing paradigm...lots of mechanics, but little substance and flavor. Granted this book is for the players. The GM is recommended to buy the Campaign Setting. The mechanics are good. I like 4e mechanics, but I am not a fan of the big font, white spaces, and low page count in these books.

A good addition to any D&D 4e game 4 by .. Chris Heard (Malibu, CA USA)
I wasn't really sure whether I wanted to buy this book, since I have never run or played in a Forgotten Realms campaign. However, after previewing the book at a local store, I decided that the book had enough generic or easily-adaptable material to enrich my homebrew campaign. About 1/3 of the book provides a player's-eye "tour" of the various regions within the Forgotten Realms. This information is indispensable if you're playing in the (4e) Realms. The new classes -- swordmage, and the dark pact for warlocks -- and races -- drow and genasi -- can easily be incorporated into any campaign setting, as can at least half of the paragon paths, feats, and rituals. A subscription to D&D Insider will get you the same information in the D&D Compendium, but I like having physical books on my shelf as well. A must-have for playing in the Realms; nice to have for other D&D campaigns.


Related Search : forgotten realms , guide 4th , edition d

Pumped: Straight Facts for Athletes about Drugs, Supplements, and Training

Pumped: Straight Facts for Athletes about Drugs, Supplements, and Training Buy this product from Amazon
4
Author : Cynthia Kuhn
Edition : 1
Number of Pages : 192
Release Date : 2000-10-17
Publisher : W. W. Norton & Company
List Price : $14.95
Amazon Price : $5.00
Used Price : $0.01

Product Description

Steroids, stimulants, supplements: today's athlete is offered an array of drugs and dietary enhancements to solve every problem from weight to speed. What's safe? What works? What's a waste of money? "Pumped" offers research-based information. It explains the body basics that every athlete must know for optimum performance. It also offers the reader straight information about drugs and supplements for weight control, muscle building, and endurance training. What an athlete uses in the off-training time is important too, and this text covers recreational drugs - from alcohol to speed - how they can seem to help performance, how they hurt, and for how long.

Customer reviews

Totally Awesome! 5 by .. Vasa Dudikof (Chicago, IL, USA)
I was doing a research paper on steroids, so i asked a friend of mine to get me some books out of the library. So one of the books he got me was "Pumped". I planned only to take a few notes and put it away, but when i started reading i just couldn't stop. The book is very informative. Like one of the reviewers said, it doesn't go into much detail, but its short and straight to the point. This book isn't only about steroids, it goes into things like alcohol, weed, cigarretes. So, if you have a couple of hours to spare, i suggest you pick this one up!

For Health's Sake 4 by .. Tim Smith (Fresno, CA United States)
This is a useful, readable description and summary of drug and supplement use and the body's functioning especially written for athletes and those interested in physical fitness. It seems to make an honest effort to give the facts about drug and supplement use and sort out the truth from all the training ads that bombard anyone who uses fitness media. The problem is what most everyone suspects- there are no shortcuts and anything that does effect the body's functioning is a potential health risk. However, those who want all the drugs and supplements to work will be critical of this book because it doesn't tell them what they want to hear and unfortunately will probably continue to use what they want. The authors did a good job of describing the efficiency of the human body. It is such a remarkable machine that it adjusts to any "shortcut" and the effects become counter-productive. The well-known fact that the body starts to store fat when a person diets too quickly is a good example. I know the information in this book will not be accepted by some teens and exercising adults but it is worth knowing and hopefully the recommendations will be followed for health's sake.

Outdated theories posed as facts 2 by .. C. Dancer (Riverside, CA United States)
If you are looking for a book that will explain the uses, and the effects of certain sports supplements and or drugs this is not the book. The book uses scare tactics from out-dated and disproven information. If you are an athlete or have a child that is an athlete and you want up-to-date information on products then you are better off buying a book or a magazine that is written by, doctors that are also athletes. Save your money and buy a book that uses studies that were done after 1999 unlike the 5 year studies used in Pumped.

Just the facts, mam. 5 by .. Curtis J. Eshelman (Durham, North Carolina USA)
This is quite a remarkable book. It is short, to the point, knowledgable and readable. It tells the truth about performance enhancing drugs and is clear about the downside even for those that work. At the same time, it does not preach and I don't think would be a turn-off for teenagers.

If you have a child who is an athlete, or if you are in competetive athletics yourself, you should read this book. As a physician, I think these drugs are available in most every high school in the country. They are a giant temptation. This book is most helpful to parents, coaches and athletes themselves.

A book no serious body builder should be without 5 by .. A. Comer Gaither (Earlysville, VA USA)
Finally, a book that provides non-judgmental information about the biology and pharmacology of body-building. This is not just one of those "just say no" books - it provides the reader with factual information so he or she can make informed choices. Take my word for it: trust the information in this book more than the layman's advice you get at the gym.


Related Search : drugs supplements , pumped straight , training
 

 
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