By Richard Baker, James Wyatt
The heroes of the Forgotten nation-states are as diversified and sundry because the areas from which they hail. This selection of Faer?nian lore and arcana lets you create and equip an unending array of characters braced for the demanding situations they’ll stumble upon. From races, feats, and spells to status periods, magic goods, and extra, Player’s consultant to Faer?n presents a v.3.5 replace to the Forgotten nation-states atmosphere, reintroduces a few outdated favorites from 1st and second version, and gives all-new character-building material.Includes* Over 60 feats * Over 30 status sessions * Over ninety spells to take advantage of this complement, you furthermore may desire the Forgotten nation-states crusade environment, the Player’s instruction manual, the Dungeon Master’s consultant, and the Monster guide.
Read Online or Download Player's Guide to Faerun (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Accessory) PDF
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The heroes of the Forgotten nation-states are as assorted and sundry because the areas from which they hail. This selection of Faer? nian lore and arcana enables you to create and equip an unending array of characters braced for the demanding situations they’ll come upon. From races, feats, and spells to status sessions, magic goods, and extra, Player’s advisor to Faer?
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Additional resources for Player's Guide to Faerun (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Accessory)
Skirmishers move a lot and avoid the front line. Soldiers and brutes engage the party’s defenders and leaders. Controllers position themselves to make best use of their abilities. Smart Monsters: Smart monsters act differently in combat than dumb ones do. Look at the monster’s Intelligence score to help you decide what it does. Smart creatures plan their actions and choose the best course of action. A vampire might focus its attacks on the cleric who keeps hitting it with radiant damage. Less intelligent creatures don’t plan, they react.
Scaling The general encounter-building rules scale easily to larger or smaller parties. If you have only three player characters, use three monsters of their level as the baseline encounter. If you have seven, use seven monsters. You should still try for a balance among the different monster roles (see page 54). T R O U B L E S H O OT I N G characters do to it, they will be hard pressed to survive that fight. If you see the characters obviously overwhelmed in an encounter, you can: Smaller Than Four Small groups can’t cover the four basic character roles.
However, some DMs feel that it keeps control of the battle where it belongs—solidly in the DM’s hands. W I L L I A M O ’ CO N N O R the combat card to the player and give him or her the responsibility of telling you when he or she is jumping back into the action. The players don’t have much knowledge of the order of play when you use combat cards. They don’t know where the monsters fall into the order until they act, which some DMs enjoy. On the other hand, they often forget when their turn is coming up.