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Tome of Prowess

 

In the multiverse that D&D represents, people can begin their life as serfs and, through trials and challenges, end up as legendary heroes capable of amazing feats that rival the gods themselves. Or at least this is what D&D would like you to think, given the weight the designers placed on skill points and skills themselves. In reality though, the skill totals required to do amazing things are only acquired up in the epic levels, and by that point, spellcasters have been doing all of your fancy skill tricks for many levels and your neat trick just isn’t relevant. You’ve probably been doing it yourself with magic items and don’t even know or care that you can do it with that skill you’ve brought up with you.

This supplement for the 3.5 D&D game presents skills to correct that, but it does so by sacrificing the simplicity (and with it the irrelevance) of skills at mid and high levels. There’s a lot more abilities for each skill to keep track of with this modification. But if you're okay with the added complexity, you'll find a lot of additional options and flexibility for the non-spellcasting classes that really need it.

Read the full text at: Tome of Prowess (3.5e Sourcebook)

Facts about Tome of Prowess

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Tome of Prowess

 

In the multiverse that D&D represents, people can begin their life as serfs and, through trials and challenges, end up as legendary heroes capable of amazing feats that rival the gods themselves. Or at least this is what D&D would like you to think, given the weight the designers placed on skill points and skills themselves. In reality though, the skill totals required to do amazing things are only acquired up in the epic levels, and by that point, spellcasters have been doing all of your fancy skill tricks for many levels and your neat trick just isn’t relevant. You’ve probably been doing it yourself with magic items and don’t even know or care that you can do it with that skill you’ve brought up with you.

This supplement for the 3.5 D&D game presents skills to correct that, but it does so by sacrificing the simplicity (and with it the irrelevance) of skills at mid and high levels. There’s a lot more abilities for each skill to keep track of with this modification. But if you're okay with the added complexity, you'll find a lot of additional options and flexibility for the non-spellcasting classes that really need it.

Read the full text at: Tome of Prowess (3.5e Sourcebook)

Facts about Tome of Prowess

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Tome of Prowess

 

In the multiverse that D&D represents, people can begin their life as serfs and, through trials and challenges, end up as legendary heroes capable of amazing feats that rival the gods themselves. Or at least this is what D&D would like you to think, given the weight the designers placed on skill points and skills themselves. In reality though, the skill totals required to do amazing things are only acquired up in the epic levels, and by that point, spellcasters have been doing all of your fancy skill tricks for many levels and your neat trick just isn’t relevant. You’ve probably been doing it yourself with magic items and don’t even know or care that you can do it with that skill you’ve brought up with you.

This supplement for the 3.5 D&D game presents skills to correct that, but it does so by sacrificing the simplicity (and with it the irrelevance) of skills at mid and high levels. There’s a lot more abilities for each skill to keep track of with this modification. But if you're okay with the added complexity, you'll find a lot of additional options and flexibility for the non-spellcasting classes that really need it.

Read the full text at: Tome of Prowess (3.5e Sourcebook)

Facts about Tome of Prowess

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Dungeonomicon

 
Sure it's dark and gloomy, but how does it fit into the rest of the world?
This is the third installment of Frank and K's Tome series exploring and updating portions of the D&D experience. This work focuses on one of the most central of perplexing legacies, The Dungeon, and hopes to resolve some of the inconsistencies present in the game world that revolve around them.

The Dungeonomicon contains essays on dungeons themselves and the creatures that populate them, as well as the social, economic, and linguistic aspects of the game. There is a strong focus on how living underground even works in the Dungeons and Dragons multiverse, complete with writeups on some of the most common races that spend their time hiding from the sun beneath the ground.

Also included are new and updated base and prestige classes, including a version of the Monk that fails to live up to its balance point (in a good way). There are even updated rules for a number of problematic magic spells and effects, notably the entire polymorph line, and a revised way to deal with the hide skill. It's all rounded out with a set of adventuring locations that help tie all of the articles and material together.

Read more at: Dungeonomicon

Facts about the Dungeonomicon

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