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The Embrace of the Vampire... Out for Blood details 18 brand new prestige classes that benefit players, gamemasters, and vampires. 18 new monsters—ranging from new forms of vampires to those that oppose them—also await discovery. Organizations that serve and shun vampires are also detailed, along with new spells that are sure to add some necromantic flavor to any campaign. |
29.95 |
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Torn Asunder provides a complete and comprehensive system for critical hits in any d20 game. The system is elegant and easy to use, does not do away with hit points, or even alters the combat rules. It simple provides an optional way to deal with critical hits besides piling on additional damage. Critical hits are real hits - disabling function, mangling body parts, and leaving real wounds behind. |
29.95 |
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Into the Green is designed as a guidebook for both players and GMs alike, providing the resources needed to flesh out a wilderness campaign, and the knowledge needed to survive in one. For the GM, Into the Green details the living creatures and the unique conditions that make up each of the four terrains. Trees, plants, animals, microorganisms, monsters, pitfalls, and climates are all included - the complete cycle of life is defined. |
32.95 |
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Within these pages reside
monsters that haunt the worst nightmares of heroes from across the
land. From the crushing blows of the ebant to the deadly attacks of
the ulatra, adventurers from any world have new challenges awaiting
them. |
36.95 |
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Weapons and armor are the pulse behind every campaign. Every slash of a blade, crash of a hammer, and whistle of an arrow is an orchestral testament to life and death in the harsh adventuring world. Armor serves as a chronicle, recording every critical blow and explosive spell. Heroes and villains alike are molded by the weapons they wield and the armor that protects them. Within Arms & Armor, you’ll find: • More than 200 weapons |
37.95 |
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Weapons and armor are the lifeblood
of adventuring companies, tools of the trade that stand as symbols of
power and success over one’s career.
This 96-page book gives more armor, shields, and weapons useable by heroes
of every trade and specialization. |
36.95 |
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A rogue’s gallery of ultimate evil, Villains includes enemies both
monstrous and malign. Whether you’re a DM looking for low-level villains
or truly epic foes, this book will give you the master villains and their
henchmen in a format that allows easy placement into any campaign setting. |
36.95 |
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Looking for more wondrous ways to create fantastic new substances, turn
lead into gold, or create powerful new magical items? Master alchemists
and herbalists have many secrets to reveal, but only those who strive to
become truly skilled at their craft can hope to master the art of creating
the most powerful of talismans. |
34.95 |
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This is more than just a book of spells and magical items. New prestige
classes focusing on new thoughts of magic also fill the book. And like
all Bastion Press products, it's designed to be used with any d20 campaign
world. |
34.95 |
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Until now, there has been little reason for adventurers to give guilds a second thought. While often seen as places to find goods and services or hirelings, guilds can form the backdrop for many exciting adventures on many fantasy worlds where power and prominence in shaping nations, cities, and cultures depends on the guilds and money. Much excitement and intrigue can lurk among the shadows and rooms of the guildhalls, as those with secrets and coins quickly learn…. |
35.95 |
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Pail Designs:A Poisoner's Handbook Poisons exist in abundance in fantasy worlds, their deadly touch waiting within ancient traps, slathered upon readied weapons, or pooling within a fanged and monstrous maw. Some poisons are magical creations, concocted by dark powers in secret laboratories. Other toxins are naturally occurring on many worlds across the planes. Still other venoms drip from the fangs and scales of fearsome beasts. |
35.95 |
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While some choose to sail the seas and oceans seeking trade, adventure, and fame, others are more daring and sail the skies of their worlds. Discover the wonders of flight and the beauty of sailing the winds from many different methods and in many different forms. After all, no one race dominates the skies…save those that need no ships and jealously guard their skies. Like sea captains traversing dangerous waters and unknown menaces, airship captains must face the wrath of the aerial realms in the forms of dragons and other invisible dangers that pose great risk to their airships. |
34.95 |
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Welcome to the Twilit Lands, where all is fey and faeries rule. This d20 guide to Faeries provides answers on the fair folk, the fey races and creatures more ancient than dragons and far more enigmatic than their sizes or shapes ever reveal. The secrets held by the fey far outstrip all the other races combined, and this book brings them right to players and Game Masters alike. |
39.95 |
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A character collection of trusted advisors and cunning foes, Allies & Adversaries is a vital addition to every gamer’s library. Whether you’re a GM looking for a fully detailed villain to add to your arsenal, or a player looking for a ready-made character, this book has what you need, all fully illustrated and detailed in an easy-to-use format. |
21.95 |
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Friends & Familiars is a great book for players and DMs alike. Give your heroes sidekicks, cohorts, unique animal companions, or rare familiars with this collection of characters and critters. Whether you need a helpful character to fill out an incomplete gathering of heroes, or simply a quick and easy familiar with a unique personality and history all its own, this book is sure to come in handy. |
18.95 |
Last updated November 17, 2004