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Book of Fiends

The Book of Fiends

Devils, demons, and daemons--these are the ultimate servants of evil. Learn all their foul secrets in the Book of Fiends, the definitive sourcebook on these fell creatures. This tome collects Green Ronin's critically acclaimed Legions of Hell and Armies of the Abyss sourcebooks and combines them with the long awaited treatment of daemons, Hordes of Gehenna. All the fiends have been updated to the 3.5 rules, and the material on demons and devils has been revised and expanded. Details on the plane of Gehenna, its rulers, and inhabitants are also revealed for the first time. The Book of Fiends is jam-packed with evil for your campaign.

41.95

Artifacts of the Ages Rings

Artifacts of the Ages: Rings

Magic rings in d20 System games are often temporary tools. A player character gets a ring of protection, uses it for a few levels, then sells it off when a better one comes along. But wouldn't you like your character to have truly important artifacts like you find in novels?

Artifacts of the Ages: Rings gives player characters a reason to hang on to their arcane jewelry. The legendary rings, gems, and jewlery found in this book are powerful enough to be useful at high levels, but they start as minor magic items, and gain in power as the campaign progresses, so the GM can introduce them to his campaign while the characters are still low-level. These artifacts increase in power as the possessors advance in level.

The artifacts in Rings, offer minor powers to any wearer, but grant their better abilities to those wearers who take one of the scion classes. The wearer unlocks new abilities of the item by advancing in its associated prestige class. In short, the prestige classes reward the player for keeping a magic item.

20.95

Arcana Societies of Magic

Arcana Societies of Magic

Arcana: Societies of Magic details six different organizations that employ unique styles of magic to achieve their ends. The description of each society includes information of the group's history, goals, hierarchy, and leaders, as well as a map of its headquarters. New skills, feats, spells and prestige classes make it a complete package.

21.95

Shaman's Handbook

The Shaman's Handbook

The shaman is a master of the Spirit World and a powerful addition to any adventuring party. The Shaman's Handbook provides not only the class itself, but new prestige classes, spells, skills, feats, and magic items (including such new types as charms and fetishes). The book also provides useful information on the Spirit World and real world shamanic traditions, a bestiary of spirits and ghosts, and several new monster templates.

24.95

Secret College of Necromancy

Secret College of Necromancy

Death never sleeps!

Necromancy. What is it about this word, above so many others, that its merest whisper, a voice on the wind, can so completely inspire terror and revulsion in even the strongest of men? Given the hatred it inspires, what sort of person chooses this dark path? Who among us chooses to be an outcast, a pariah, even a target of the Inquisition? With its dabblings in blood and corrupted flesh, graveyards and abattoirs, unclean spirits and immoral scoundrels, what is the appeal of this dark art?

28.95

Last updated January 3, 2005