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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However, much of the artwork as opposed to the diagrams is not relevant to the text, but more to the theme.
Join Date Jan Posts The adavantages of new poisons are outlined, there is a sidebar with a new feat – Brew Poison – and an example poison is given. A section entitled The Business Of Thievery 12 pages looks at thieves’ guilds: Compare a spell stat block to a trap stat block.
Prestige classes in this book, though, are tightly balanced to the existing classes and, in my opinion at least, fill in rather important niches in the fantasy landscape. Prestige classes – Average at the best, not something spectacular. It’s about as good as this sort of information gets. New equipment 1 page includes: The section on poisons gives new options and new poisons from those listed in the Dungeon Masters Guide.
As is the case with many small game companies, they took the opportunity to support the D20 System with their own line of products.
The thug is meant to portray the less talented counterparts of rogues in the same way that warriors are the less talented counterparts of fighters. It better be good The first 56 pages contains information that primarily concerns rogues. Way of the Rogue The first chapter, Way of the Rogue, is where all of the player oriented material is gathered. This is a good piece of work.
Most people are adverse to new skills Mimic Voice and Urban Loretreahery I understand the reasoning behind the sentiment.
Traps and Treachery II
I have to admit I bought this book on a whim. Many traps mechanical and magical with challenge rating given for better use. Trapmaster is an important specialist and although it is a more useful as an NPC class I can well imagine the dungeoneering rogues who specialize in this class. Traps and Treachery Abbreviation: First, about the poison section This book is chock full of possibilities for expanding on those.
Page 1 of 2 1 2 Last Jump to page: But I was hoping for even more. The main fault of this book is that it seems very padded.
The other chapters of the book is average to good.
The mechanics and supporting exposition are well done and for the most part should work well in a game. Next are the magical traps, not so useful to me as the mechanical ones but still very ingenious and interesting.
But again, my quibbles are with the game mechanics. Wexford, Ireland Posts My particular favorite is Casing Sense, which helps a rogue quickly recognize the most valuable items in a room. You will not regret it. Several new magic items 4 pages are offered up e.
Puzzles 19 pages discusses different types of puzzles that a DM could introduce into an adventure. The presentation overall is good, the “cool idea” factor is moderately high but for just the traps and poison sectionsand the book does fill much of its niche.
I personally wouldn’t be without it for designing adventures, purely as a guideline for creating my own traps and puzzles. Next is some new equipment. Nine new magical toxins are given draught of wounding, enfeebling sting, ghastly mist, paste of pestilence, powder of paralysis, seasoning of shrinking, tasha’s hideous laughing venom, touch of the unholy, and will-breaker. The title of the book is what you get. Please edit this page and add it. And the mechanics are mostly worked out.
I found very few rules related entries that I wouldn’t use. The prestige classes included are the discreet companion, the guildmaster, the roofrunner, and the trapmaster. In addition to the prestige classes, it introduces a new NPC class in the same vein as those that appear in the 3e DMG: I think I have enough traps to last me a good, long while In Conclusion – This is a really good book that does what it sets out to do quite well. Finally, the magic items and new spell listings are mostly interesting but do lack a certain luster and shine.
The meat of the chapter is a simple menu driven system for creating the details of a trap, defining the details of the trap, its CR and construction time and cost. I especially like the magic traps, as they at least have some inherent explanation for their quirkiness. The biggest part of the book and the best.
Traps and Treachery II – D&D Wiki
But the most important, in my opinion, is to ask yourself the question: This includes a well-conceived thievery clerical domain. The book’s got pages, and o’ that is traps and puzzles. There is also a new NPC class, the thug.