Archive for Wizards of the Coast

Tired of the base classes? Here’s 34 other options

Posted in D&D 3.5 e Content, D&D 3.5e DM Content with tags , , , , , , , , , on August 6, 2010 by boccobsblog

Are you ready for a new challenge? Are you ready to step away from the base classes in the Player’s Handbook? Well many gamers don’t realize that there are several 20-level classes available to 3.5 players. The following is a list of 34, 20-level classes from the D&D 3.5 canon listed by the book they are found in.

Complete Adventurer

Ninja- stealthy assassin with ki powers

Scout- focuses on stealth and movement

Spellthief- a mage/thief that steals spells from other casters

Complete Arcane

Warlock- dark caster with unlimited eldritch blasts

Warmage- armored spellcaster

Wu Jen- elemental caster with unique spells

Complete Divine

Favored Soul- spontaneous divine caster (think divine sorcerer)

Shugenja- elemental divine caster

Spirit Shaman- spiritual nature healer

Complete Psionic

Ardent- versatile manifester

Divine Mind- divine manifester

Lurk- psionic assassin

Complete Warrior

Hexblade- blends curses and swordplay

Samurai- honor bound warrior

Swashbuckler- fighter that focuses on speed and skill

Dragon Magic

Dragonfire Adept- Draconic caster with breath weapon, similar to Dragon Shaman

Dungeonscape

Factoum- a true jack of all trades

Heroes of Horror

Archivist-erudite divine caster that exploits monsters through knowledge

Dread Necromancer-master of undeath on the road to lichdom

Magic of Incarnum

Incarnate- caster that embodies his alignment

Soulborn- blends incarnum and martial combat

Totemist- calls on the souls of nature

Miniatures Handbook

Healer- a specialist in curative magic

Marshal- a born leader and commander

Player’s Handbook II

Beguiler-master of lies and deception

Duskblade-fighter mage class without multiclassing

Dragon Shaman-dragon worshiper with a breath weapon

Knight- mounted warrior

Tome of Battle- The Book of Nine Swords

Crusader- holy warriors

Swordsage-blade wizards

Warblade-master of martial combat

Tome of Magic

Binder- summons powerful beings and bargains with them for power

Shadowcaster-masters of the power of darkness

Truenamer- uses the power of Truespeak

While Wizard’s may no longer be publishing books for the 3.5 edition, there is enough existing content out there to keep us gaming for several hundred lifetimes. (Classes from the Player’s Handbook and Expanded Psionics Handbook were not listed.)

Did I forgot any canonical 20-level classes? If so, post them in the comments section.

Two web shows every gamer should watch

Posted in D&D 3.5 e Content, D&D 4e Content, Gaming News with tags , , , , , , , , , , , , , , , , , , , on August 2, 2010 by boccobsblog

The Guild

The Guild, follows the exploits of a group of online gamers deeply entrenched in WoW-parody MMO. The show’s spot-on depictions of online gamers and hilarious scripts have made the Knights of Good an overnight web sensation. Fans of Dr. Horrible’s Sing Along Blog, will recognize the show’s star and head writer, Felicia Day, along with Effinfunny.com creator, Sandeep Parikh. The Guild has just started its fourth season (and can be seen here).

The Knights of Good

Legends of Neil

If you’re like me, then you have often wondered what would happen if you got drunk, and auto-erotically asphyxiated yourself with a Nintendo controller all while playing the original Legend of Zelda. Well, my hung over, sticky palmed friends wait no more, because Legends of Neil takes on such deep philosophical issues in the funniest, adult-themed Zelda parody show about an alcoholic gas station attendant on the web. The Legends of Neil can be found (for free) in its entirety on Effinfunny.com, or by pressing this link.

Both The Guild, and Legends of Neil are completely hilarious, completely free and a great way to spend an hour of your boring workday.

Two handouts that should make your life easier

Posted in D&D 3.5 e Content, D&D 3.5e DM Content, D&D 4e Content, The Crafty DM with tags , , , , , , , , , , , , , , on July 30, 2010 by boccobsblog

GM screens can be useful tools. They are covered in somewhat useful information, and you can use them to shield your rolls and your miniatures. That said, there are some things that a GM’s screen doesn’t cover. Have you ever been in a game where this happens? :

DM: The blacksmith, a grimy dwarf with a long scar on his face, smiles as he hands you the newly forged sword.

Player: Cool, what’s his name?

DM: Um… (looking around the room), Table…Tablemen…yeah…his name is Tablemen.

Player: Did you just look at the table and name him Tablemen?

DM: Um…roll initiative.

Sound familiar? How about this one?

DM: With a flourish of your sword, you slay the last orc in chamber. What would you like to do?

Player: We search the orcs and the chamber for treasure.

DM: Um… (scrambles for a DMG)…you find something, I’ll roll it later.

Player: But, we could find something that would be useful in the rest of the dungeon.

DM: Fine. (Game comes to a halt for the next ten minutes and any momentum is lost)

These are scenarios that I have encountered multiple times, both as a player and as a GM. In an attempt to prevent scenes like these from happening in the future I have created two handouts that should help. The first is a sheet of names for each of the standard fantasy races(26 names per gender, per race). The second is a list of treasure in order of challenge rating (three entries per CR, 1st-20th).

These handouts aren’t meant to be used during the planning phase of your adventure (you would go through the treasure and names quickly), instead reserve them for those instances when your players ask you the name of an NPC you didn’t deem important enough to warrant a name, and for those time when your players wander into an encounter you didn’t expect (and therefore didn’t roll treasure for).

I hope you find them useful. Print them out, paper clip them inside your GM screen, and never be caught off guard again.

Names

Treasure

-Andy

Darksun set to release on August 17th

Posted in D&D 4e Content, Gaming News with tags , , , , , , on July 26, 2010 by boccobsblog

This summer Wizard’s of the Coast will release its next 4e campaign, Darksun. For those gamers that weren’t active in the hobby during second edition, Darksun was a wildly popular setting released by TSR in October of 1991.

Darksun takes placed on the horrifying desert planet of Athas and is vastly different from anything else in the D&D family. While a great deal of D&D lore is a retelling of Tolkienian archetypes and western mythology, Darksun is an intentional departure from the well-worn paths of sword and sorcery fantasy gaming.

When you play in Darksun you have to leave your expectations behind, for example, halfings aren’t cute hobbit rip-offs, on Athas, halfings are crazed cannibals that kill and devour anything that wanders onto their path. Along with the altered core races Darksun offers new options like the mantis-like Thri-Kreens, half-giants, and the dwarf-Human hybrid called Muls.

Along with the new races, players will be surprised a change in the religious aspect of the setting. There are no gods in Darksun, all the deities have forsaken Athas, and in their place the planet is ruled by despotic sorcerer kings, tyrannical beings of immeasurable power.

There are more aspects to Darksun than are possible to explore in a single post, but if you’d like more info on Darksun, or simply can’t wait until the release date (Aug 17th) to play; Wizard’s is currently using Darksun in their D&D Encounters campaign on Wednesday nights at your local game store.

If you’re looking for a savage, alien setting, Darksun is for you.

image found at Wizards.com/dnd

Use your illusion II

Posted in D&D 3.5 e Content, D&D 3.5e DM Content with tags , , , , , , on July 24, 2010 by boccobsblog

Level 5- While the SC gives us the Illusionist means of quick travel with shadow fade, and the PHBII gives us the classic friend to foe spell allowing the illusionist to manipulate the battlefield.  A very utilitarian spell is the PHB’s shadow evocation.  Consider it like a mini-wish, yes the 20% effect with a failed will save can diminish the potency but the versatility of choosing any evocation spell is pretty handy.  The enemy is in that perfect straight line which is perfect for a lightning bolt but you don’t have that spell… you could really use a gust of wind at that moment to push the blackguard of the cliff.. you got it. 

This is how my Phantasmal Killer would appear...

Level 6- While distraction is the illusionist’s forte, mislead is the perfect combination of magics wrapped into a tight bundle.   You create an illusionary copy of yourself, while at the same time placing yourself in greater invisibility.  You could have the double perform a  variety of tasks, such as attempt diplomacy, or pretend to cast a spell (then vanish), while you place yourself in the perfect spot for further spell casting all while remaining invisible. Not to mention many enemies want to open up with their most effective attacks on a spell-caster and with this spell, they would be likely to waste it on your illusionary double.

Level 7- If you are an illusionist who can cast simulacrum you can create the army of icy copies of doom!  When you kill that mighty red dragon, why not make a half hit die copy, which is at your beck and call (Or how about half a dozen).  Or a couple of half powered doppelgangers of yourself which can buff you for combat before casting invisibility on themselves and making their way to safety.  The possibilities for this spell are really quite endless.

Level 8- Just when your DM has squashed greater invisibility antics with a bunch of see invisibility endowed enemies now comes the paramount invisibility, superior invisibility (SC). The end all be all of invisibility. It prevents detecting the character through any other weird sense, scent, tremors etc. and is not subject to the see invisible spell.   So once again, your illusionist can reign spells down upon their enemies while being completely cloaked.

"For my final plague...I cast weird!

Level 9- The top tier of magic does not present us with many options for illusion. At first glance weird seems like an aoe version of phantasmal killer, which is not too bad.. but then again not seemingly earth shattering until you look at the target area, “Any number of creatures, which cannot be more than 30 feet apart.”   When put to practical use this is a pretty frightening concept…  you know that army of 10,000 bugbears seeking to level the capital city, well now they all must make a save or die.  Imagine if cast in a city environment? How many targets can be chained 30 feet apart?  In a small dungeon, every encounter could be less than 30 feet apart and they would have to confront their greatest fear or die.  For mass slaughter, few spells do better than weird.  Meteor swarm may be flashier but then you have to worry about catching allies and collateral damage, weird is surgical. It allows the caster to choose who in the area will be subject to a horrific death on a biblical scale. 

Overall- Illusion is a school of magic that really is as useful as the player is crafty. While party members might berate the illusionist for his lack of magic firepower, the right illusion can be a party saver.  The right spell for the right situation is always a subject of circumstance. What the spells above illustrate are some illusion spells will make the illusionist much more than just a source of distraction, but a master of fear, shadow, and deception. 

 -Ben

Use your illusion I

Posted in D&D 3.5 e Content, D&D 3.5e DM Content with tags , , , , , , , on July 23, 2010 by boccobsblog

Illusionists, in 1st  and 2nd edition, were always the cute and cuddly spell-casters who could make the orc you were fighting grow bunny ears, and whose best option in a scrap was to disappear only to reappear when he whiffed with his puny dagger +1. No more my friends, the illusionist of third edition is the undisputed master of the shadow plane.  In this article, we will look at each spell level and the best options available for the illusionist who wants to be more than the party charlatan. In this article we will make use of the Player Handbook (3.5), the Players Handbook II, and the Spell Compendium, as each of these books has a plethora of useful new spells and are a must have for any 3.5 edition DM’s collection. 

Turn this...

Level 0- One should not overlook the usefulness of zero level spells.  While ghost sound is the only PHB option for illusion spells. However, the spell silent portal from the spell compendium could have its uses.  One could use this spell on a door that the party thief is picking, covering up the noise. Or it could be used to prevent any makeshift alarm traps on a door.  For a zero level spell, it has options, if you are looking for a change in place of your typical ghost sound

Level 1- If your illusionist can tolerate the mockery of his party( about being a leprechaun, for example)the best 1st level illusion spell is, hands down, color spray. While its uses fade for higher-level spell casters, a first level spell that has four different status effects that is pretty tough to beat.  I have seen this spell used on my party at low levels and it practically incapacitated the entire group.  In fact out of the first level offensive spells color spray is probably one of the best spells overall.  Even though it gives a save, its area of effect is a cone.

Level 2- Invisibility is the bread and butter utility spell, which has dozens of uses and most likely will be memorized by an illusionist as soon as he can access 2nd level spells, but what if I were to tell you that by casting a second level spell twice you could kill 90% of monsters of any hit die that you could encounter… because that is what phantasmal assailants (spell compendium) can do for you!  This spell inflicts attribute damage not penalties meaning with a failed save they take 8 wisdom and dexterity damage.  This in itself is useful in making the target easier to hit ( by lowering dex) and easier for your spells to take effect ( by lowering wisdom) but if a second spell is casted within the duration, that is 8 more in attribute damage.  16 wisdom or dexterity loss will incapacitate most foes and if not make them sitting ducks for future mind-breaking illusions. Keep in mind the spell does have a duration, and at the end of which the spell will have no use, but if it is casts consecutively, it could lead to a potent combination.

Into this...

Level 3- Displacement is a very useful defensive buff but let us place another potent combination into our grimoire.  Suspended silence.  Silence is always a useful spell-caster bane.  This version gives us a command word activated ability.  Imagine casting this on one of your ranger’s arrows and having him pelt the lich with them; you speak the command word basically eliminating most of his offensive capabilities. Or using a bit of subterfuge (invisibility perhaps) you cast this spell on the enemy wizard’s favorite magic item.  When combat breaks out you utter the command to leave them spell-less, they must then make the choice to discard the item or go silent.  Plus one would imagine if it were a wand or staff they would be unable to activate it because you have silenced them. 

Level 4- Greater Invisibility is the lynchpin of mages everywhere, as they cloak themselves to reign death upon their enemies with little recourse.  Yet after annoying several DMs with this tactic, eventually more and more enemies will gain the ability to see the invisible, which is when the crafty wizard implements the ever-useful greater mirror Image (PHBII).  This spell not only creates more images than the second level companion, but also makes new images over time.  This makes the wizard practically as protected from attack as invisibility, but it is much harder to counter. 

-Ben

(Next time, we’ll look at level 5-9)

Magic 2011 released this Friday

Posted in Gaming News, Magic the Gathering, Product Review with tags , , , , on July 14, 2010 by boccobsblog

Magic the Gathering’s latest core set is will be released this Friday, July 16th. This 249 card set will feature creatures, spells, and artifacts from Magic’s 17 year history. This black-bordered set is visually stunning, and M11’s lands are some of the most beautiful to date. Visit Wizards.com/magic for more details. And for those of you that have been away from the game for a few sets and need to reacquaint yourselves with the rules, detailed rulebooks can be downloaded for free here.

Image found at Wizards.com/magic

Tomb of Horrors is back!

Posted in D&D 3.5 e Content, D&D 4e Content, Gaming News with tags , , , , , , , , on July 5, 2010 by boccobsblog

image found at Wizards.com

Tomb of Horrors is back. If you’re keeping track, this will be the Tomb’s seventh incarnation, eight if you count the novel of the same name. (You would think Acererak would be getting tired of having his ass whooped and move out of the tomb and into a condo in Florida by now.)

The module, written by Gary Gygax, has managed serious staying power since its 1975 debut at Origins 1. The fabled adventure has been reprinted in all four editions of Dungeons and Dragons, its last was released as a free download at Wizards.com on Halloween 2005 to celebrate D&D’s 30th anniversary.

According to Wizards of the Coast, “This D&D adventure is designed for characters of 10th–22nd level and includes a full-color, double-sided battle map designed for use with D&D Miniatures.”

The tomb is set for release on July 20th, 2010.

-Andy