Download Free Outcastia Campaign Setting Book Iii Campaign Masters Manual Book in PDF and EPUB Free Download. You can read online Outcastia Campaign Setting Book Iii Campaign Masters Manual and write the review.

Welcome to Book III of the Outcastia Campaign Setting for the d20 System. You've journeyed through the land in World Tour and learned what you need to know about the realm, you dove into the meat of the Setting with newly designed gaming elements that help you make your mark in the "Land of Dragons" with the Player's Guidebook, now it is time for you to delve into creating your own games as the Campaign Master(TM) with Book III: The Campaign Master's Manual. This book includes: In depth NPCs to add to your games to both strengthen them and to freshen them up, a sampling of monsters unique to Outcastia to wet your appetite before the release of The Tome of Terrors, and more. With this book you will have everything you need to run a campaign in the realm of Outcastia (and beyond). Everything you need is included... So what are you waiting for? Grab some paper and pencils. Bring out that dice. Rev up your imagination. Your journey awaits, if you have the nerve...
The Outcastia Campaign Setting Adventurer's Handbook is for tabletop gamers that want to add some more flavor to their d20 (version 3.5) campaigns. Every adventurer about to go out into the world to make his mark needs something to help in his quest for greatness and this revison of the accessory will help you in that endeavor. Inside this second revision of the Adventurer's Handbook you will find updated descriptions for many things to liven up your d20 gaming experience. It has been edited and revamped from top to bottom to adhere to d20 3.5 rules more efficiently. Among the entries offered to you are: Many races, including a slew of new half-breeds, Updated and interesting player classes, lots of updated spells and a few new schools of interest, equipment, weapons, and armor to fill your backpack, some Prestige Classes to amaze you, and much more in this almost 200 page volume. Don't go out into the adventuring world ill-equipped. Grab your Adventurer's Handbook and trek out into the unknown prepared
Evergarde is an RPG supplement of wondrous magic and the horrors of the apocalypse. Nothing escapes the wastelands' corrupting touch: creatures mutated, flora poisoned and twisted, the ground itself reshaped into an alien landscape of cratered plateaus, where jagged coral grows like trees. Even magic comes undone in those blasted lands. These pages contain a fully-realized setting, including 9 unique Factions with their own agendas, a wasteland-delving adventure, a 22-creature Bestiary, and a bevy of random tables to generate mutations, high magic events, and bizarre wasteland encounters. If you tire of games set in pseudo-medieval Europe where magic reliably works with repeatable results, give Evergarde a try.
"You pull your wand from the folds of your cloak, and its glowing blue end illuminates the door in front of you--the entrance to the banned books section. You watch as the copper snakes twist and turn around the lock that keeps students like you out. But you've been left with no choice. Your barn owl hoots softly upon your shoulder as you raise your wand to the knob and whisper the unspoken words. Kids on Brooms is a collaborative role-playing game about taking on the life of a witch or wizard at a magical school you all attend- a place full of mystery, danger, and thrilling adventure. From dealing with strict professors to facing down mythical beasts, players will get the opportunity to ride brooms, brew potions, and cast powerful magic as they uncover the incredible secrets their school and its inhabitants hold. Built using the ENnie Award-Winning Kids on Bikes framework, it is a rules-light, narrative-first storytelling game perfect for new players and gaming veterans alike!"--Back cover.
The Enshrouded Lands ' an earth-like world where magic bubbles away beneath the surface, beyond the ken of the common folk ' may take so many forms that they really are a thousand worlds in one. This is the second rulebook for the Omnifray RPG. It continues on from the Basic Handbook, delving deeper into the mysterious fabric of the Enshrouded Lands, with detailed information on possible backgrounds for player characters and masses of material on an array of secretive cults. It presents the standard advanced rules for fantasy Omnifray in full. The complete Omnifray system awaits you. This book gives your PCs greater access to feats of physical energy and concentration as well as full access to feats of elder magic, unholy magic, holy magic, mystical power and destiny, downtime feats such as divination and herbalism and feats of combined physical energy and concentration. You must be familiar with the Basic Handbook to use this book. Omnifray is intended for a mature audience.
Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
Optimally used with the Pathfinder Roleplaying Game Core Rulebook, this guide can be used in any fantasy game setting and particularly a Pathfinder world. Breaks down what it means to be a Pathfinder, and gives players and GMs the tools they need to build characters and campaigns. Find an overview of game geography, political factions, Pathfinder archetypes, a guide to threats and building PCs prepared to fight them, rules for character customization, dozens of new spells, magic items and tools, and more.
A groundbreaking study of witchcraft in modern-day Bavaria between 1300 and 1800.
This definitive sourcebook for the Pathfinder Roleplaying Game provides tons of new character options for all seven "core" player character races, from archetypes that allow elf characters to explore their connection to nature and magic, to feats and spells that let a dwarf character carry on the legacy of his multi-generational clan, or a gnome explore her connection to the First World or delve deep into her weird obsessions. Additionally, the Advanced Race Guide offers meaty sections on a dozen "spotlight" races that make interesting and exciting player character options, such as goblins, aasimar, tieflings, dhampyrs, drow, the elemental races from Bestiary 2, and several others, and, for the first time, allows players to create and play characters like merfolk, grippli, duergar, stryx, and every other appropriate monster currently in the Pathfinder game. Lastly, the Advanced Race Guide includes an extensive section that allows players and GMs to build their own custom races, either to emulate more powerful creatures that already exist in the game or to create wholly original characters unique to their campaign.