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Book of Experimental Might II: Bloody, Bold, and Resolute

Book of Experimental Might II: Bloody, Bold, and ResoluteBook of Experimental Might II: Bloody, Bold, and Resolute (book)

Print: $17.29

Readers loved The Book of Experimental Might and demanded new options for nonspellcasting classes. Here you’ll find new rules for 15 fighting domains: areas of specialization like Two-Weapon Fighting, Mounted Combat, and Fighting Dirty, as well as techniques based on agility, speed, strength, and intellect. It also offers a retooling of the feat system, with three new concepts -- double feats, oblation feats, and uberfeats -- and dozens of new choices, plus special benefits for choosing a feat as a fighter bonus feat. Plus, there's more combat choices, a method for “boosting” feats for extra benefits, new uses for the Grace/Health system introduced in the first Book of Experimental Might, and more. Like its predecessor, Book of Experimental Might II keeps your characters adventuring longer, enhances existing classes for greater playability, and expands your game options to add to the fun.

The Book of Experimental Might

The Book of Experimental MightThe Book of Experimental Might (book)

Print: $21.38

New from 3rd Edition game designer Monte Cook, this 84-page book of experimental rules for the d20 System includes a spell progression system that ranks spells from levels 1 to 20, new rules for healing and curative magic, magical disciplines for spellcasters that always give them an active power, and much more. This roleplaying sourcebook also includes the runeblade class; new rules for wizards, clerics, druids, paladins, and rangers that offer each class magical disciplines like Godhammer, Eldritch Bolt, and Nature's Senses; and, of course, dozens of new spells, feats, and magic items. Inherent within all the rule changes in this book is the idea that characters should be able to keep adventuring longer than the rules currently allow. Disciplines, more ample healing, and the other experiments in this supplement help bring down the barriers -- like casters running out of spells and characters running low on hit points -- that traditionally make parties stop to rest before they really want to.