D&D TRAPS AND TREACHERY PDF

The task at hand this time was to follow up one of the most successful d20 releases of all time,. Traps & Treachery. In some ways it was easy, the formula for . Traps & Treachery Fantasy Flight Games is no stranger to the hobby game industry. paper, similar to the pages at the beginning of the D&D 3e PHB and DMG. traps & treachery ii – Free ebook download as PDF File .pdf) or read book online for free. D20 DnD Unofficial the Quintessential Rogue II. Uploaded.

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The new NPC class Thug and the new skills do come across as a little lame, but some of the new feats compensate for this deficit.

Personal tools Talk Contributions Create account Log in. There is a new NPC Thug maybe the best part of this section. Whether this will help my trap trapps capacities remains to be seen but is definitely he best written text on traps in game book that I am aware of.

The quality ttraps of the interior pages for a hardcover should have been better.

Traps and Treachery II

Results 1 to 10 of The title of the book is what you get. That said, this book is by no means merely a class book for the rogue. More than 60 complete descriptions of both magic and mechanical traps, all beautifully illustrated. The other chapters of the book is average to good. It then lists some common poisons with stats e.

An excellent concept overall: Some could also be considered traps, but others are just meant to confuse and discourage the characters that encounter them. The next section 2 pages looks at magical toxins and splits them into supernatural purely magical effects or enchanted magical and mundane effects. Please don’t waste my time with fluff. First third of the book said 56 pages are essentially the thief class book — done in the way one can only wish for in the WotC published class books.

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This section includes a sidebar giving a brief sample guild using the guidelines. Most of the black and white artwork, which includes a lot of diagrams of traps, is generally of good quality, with a few average pieces and a few excellent pieces. Reason 1 was that rogues are one of my favorite classes.

Traps & Treachery

This text is quoted from promotion material. The main fault of this book is that it seems very padded.

Next are the magical traps, not so useful to ane as the mechanical ones but still very ingenious and interesting. I found very few rules related entries that I wouldn’t use.

Discreet Companion is a highly skilled courtesan-spy. The layout is pretty uncomplicated and easy to follow. I find the cover quite inviting, and the interior art really impressed me.

Forget the or so page count. They forgot that for magic items of which a magical trap is one type, I’m sure have a base price determined by: The traps and illustrations don’t have quite the grim humor that the old Grimtooth’s Traps books did.

Traps and Treachery

But again, my quibbles are with the game mechanics. The new feats in the book seem useful, logical, and well conceived.

Fantasy worlds need these guys But I was hoping trfachery even more.

Again the sort of things that are very difficult to come up on ones own for me at least. It starts with some exposition about how to really get into the roguish role.

There are many ways to measure such a thing. This is a good piece of work. The discreet companion struck me as a little odd at first, since I consider prostitution in a fantasy setting best handled by the NPC classes. They don’t simplify the description. Magic users are typically show offs, sadists, or just nuts. Several of the feats are nothing that you couldn’t come up with yourself, particularly where they have added together two vaguely related skills e.

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Traps and Treachery – [PDF Document]

Despite not really quite living up to nad claim as a Core Rulebook, there is treavhery really useful information in here to make it a significant and invaluable rules supplement. The last real chapter, 20 pages in length, consists of a few dozen well Nothing really exciting, but they seem balanced and could easily find use in the hands of a magic using rogue.

Rreachery next section deals with Challenge Ratings for traps, focusing on mechanical traps and linking DCs in with CR modifiers related to a baseline of CR 1. Guildmaster is just that, a thief prestige class for those who intend to run their own guilds or organizations. Saturday, treahcery February, Being a Rogue implies training, focus, and exceptional talent.

Posting Quick Reply – Please Wait. The chapter provides a number of new pieces of equipment for rogue characters, especially of the larcenous sort. These are just stuck in for flavor, an I’m left with the job of filling in the rules. The thug gets fewer skills and class abilities, and they get a watered down version of sneak attack called backstab.

If I only got the first 56 out of pages of this book it would still be well worth its price. The chapter begins with a discussion of ways to use traps in a game, including creative and logical uses and avoiding conceptual pratfalls such as deadly traps along a hallway that the inhabitants of a lair regularly use.