Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: Advanced! di nuovo :) (player)


The perfect complement for your PH, the Advanced Player’s Manual gives
your characters all new capabilities. Like other books in Green
Ronin’s Advanced series, this book is all about options, expansions,
and moving your games into new directions. With new race flexibility,
variant magic classes, mass combat rules, and more, you have the tools
to create a host of unique and interesting characters, or to improve
existing ones. Whether player or GM, this book breathes fresh air into
character building, putting the power into your hands. Better still,
each chapter is modular in design, making it easy to choose options
are appropriate for your games. Used by itself or in conjunction with
Green Ronin’s Advanced Bestiary and the Advanced Gamemaster’s Guide,
your games can only improve with this invaluable resource. Inside,
you’ll find: 
Luck defined as a new ability score with several options for
incorporating it into your games. 
A complete toolbox for building your own variations of the core races,
while also giving guidelines for building planetouched races,
half-races, and greater races. 
Six new base classes including the eldritch weaver, spellmaster, and
thanemage, including epic progressions for each. 
New uses and modifiers for skills based on creature types body types,
and a selection of new feats including Fighting Withdrawal and Taunt. 
An all-new numeric based alignment system with examples for creatures
found in the MM. 
Mass combat rules, fully compatible with Malhavoc Press’ Cry Havoc. 
Over 100 new spells, like crown of valor, foozle, and the devastating
ring of fire. 
The psychic base class and the skill- and feat-based psychic system
first presented in Green Ronin’s popular Psychic’s Handbook. 
Engaging illustrations from top artists like Toren “Macbin” Atkinson,
Drew Baker, Kent Burles, Storn Cook, Marcio Fiorito, James Smith III,
Joseph Wigfield, and Lisa Wood 
Written by the d20 guru and sage Skip Williams, author of the MM, the
Advanced Player’s Manual is the perfect sourcebook to take your games
to the next level. 
++++++++++
ecco l'indice....:
Introduction
.................................................................... 3
Luck ................................................ 4 
How Lucky? ...................................... 4 
Using Luck ....................................... 4 
Chapter One: Abilities .............................................4 
Generating a Luck Score .................. 7 
Chapter Two: Races
...................................................8 
Mechanics ........................................ 8 
Ability Score Modifi ers 
and Favored Class ......................... 8 
Modifi er List Options ..................... 10 
Ability List Options ........................ 10 
Gaining More Points ...................... 10 
Humans .......................................... 10 
Dwarves .......................................... 11 
Elves ................................................ 11 
Gnomes ........................................... 12 
Halfl ings ......................................... 13 
Half-Races & Greater Races ........... 13 
Greater Dwarf ................................. 13 
Half-Dwarf ..................................... 14 
Th e Planetouched Template ............ 15 
Chapter Three: Character Classes ...........17 
Eldritch Weaver ............................. 17 
Evangelist ...................................... 21 
Scout ............................................. 25 
Spellmaster .................................... 29 
Th anemage ..................................... 33 
Warpriest ....................................... 38 
Epic-Level Characters .................... 41 
Epic Eldritch Weaver ...................... 41 
Epic Evangelist ............................... 42 
Epic Scout ....................................... 42 
Epic Spellmaster ............................. 42 
Epic Th anemage .............................. 42 
Epic Warpriest ................................ 42 
Chapter Four: Skills ...........................................43 
Manipulation-Based Skills .............. 43 
Expanded Skill Descriptions ........... 43 
Chapter Five: Feats ................................................53
Feat Descriptions ........................... 53 
Chapter Six: Description ................................. 56 
Alignment ...................................... 56 
Numerical Alignment Ratings ........ 56 
Alignment Checks .......................... 60 
Chapter Seven: Mass Combat .....................63 
What Is a Unit? .............................. 63 
Unit Combat Statistics .................... 63 
Baseline and Rendezvous Point ....... 66 
Initiative ........................................ 66 
Initiative Checks ............................. 66 
Unit Ambush and Surprise ............. 67 
Th e Battle Round ........................... 67 
Directing Troops ............................. 67 
Attacks of Opportunity ................... 67 
Ranged Defensive Fire .................... 67 
Unit Actions ................................... 68 
Unit Action Types ........................... 68 
Standard Actions ............................ 68 
Move Actions .................................. 68 
Double Actions ............................... 68 
Free Actions .................................... 68 
Not an Action ................................. 68 
Restricted Activity .......................... 68 
Unit Actions without Orders .......... 68 
Move Actions .................................. 71 
Miscellaneous Unit Actions ............ 73 
Free Actions .................................... 73 
Commanders and Orders ................ 74 
Kinds of Commanders .................... 74 
Giving Orders ................................. 75 
Command Checks .......................... 75 
Order Descriptions ......................... 78 
Injury and Death ............................ 82 
Movement and Position .................. 83 
Combat Modifi ers ........................... 85 
Unusual Attacks .............................. 86 
Cavalry Units and 
Mounted Combat ....................... 89 
Morale ........................................... 91 
Unit Routing ................................... 92 
Player Characters ........................... 92 
Damage to Characters .................... 92 
Characters Attacking Units ............. 92 
Characters with Units ..................... 93 
Terrain and Obstacles ..................... 94 
Placement of Terrain ....................... 94 
Terrain Characteristics .................... 94 
Terrain and 
Nonstandard Movement ............. 97 
Battlefi eld Magic ............................ 98 
Concentration ................................. 98 
Counterspells .................................. 99 
Spell Descriptions ........................... 99 
Range .............................................. 99 
Aiming a Spell in Unit Combat ...... 99 
Area Spells Used Against Units .... 103 
Duration ....................................... 103 
Saving Th row ................................ 103 
Chapter Eight: Spells .......................................104 
Spell Lists .................................... 104 
Bard Spells .................................... 104 
Cleric Spells .................................. 105 
Druid Spells .................................. 105 
Evangelist Spells ........................... 106 
Paladin Spells ................................ 108 
Ranger Spells ................................ 108 
Sorcerer/Wizard Spells ................. 108 
Warpriest Spells ............................ 110 
Eldritch Weaver Spells .................. 112 
Th read of Cantrips ........................ 112 
Th read of Air ................................. 112 
Th read of the Archer ..................... 113 
Th read of the Artisan .................... 113 
Th read of Benighting .................... 114 
Th read of Blight ............................ 115 
Th read of the Cavalier ................... 115 
Th read of Changes ........................ 116 
Th read of Chicanery ...................... 117 
Th read of Deception ..................... 118 
Th read of Delusion ........................ 119 
Th read of Destruction ................... 119 
Th read of Dimension .................... 120 
Th read of Earth ............................. 121 
Th read of Emotions ...................... 122 
Th read of the Executioner ............. 123 
Th read of Factotums ..................... 124 
Th read of Fire ................................ 124 
Th read of Fetters ........................... 125 
Th read of Gemini .......................... 126 
Th read of Knowledge .................... 127 
Th read of the Mendicant .............. 128 
Th read of the Mind ....................... 129 
Th read of Oration ......................... 129 
Th read of the Rogue ...................... 130 
Th read of the Scribe ...................... 131 
Th read of Shadows ........................ 132 
Th read of the Skald ....................... 132 
Th read of Smiting ......................... 133 
Th read of Spheres .......................... 134 
Th read of Storms ........................... 135 
Th read of the Sun & Moon .......... 136 
Th read of Surcease ........................ 136 
Th read of Travelers ........................ 137 
Th read of the Undead ................... 138 
Th read of Veils .............................. 138 
Th read of Vision ............................ 139 
Th read of Wards ............................ 140 
Th read of the Warrior ................... 141 
Th read of Water ............................ 141 
Th read of the Wyrm ...................... 142 
Spell Descriptions ........................ 143 
Appendix I: Psychic Powers .................... 180 
Th e Psychic Class ......................... 180 
Psychic Skills ............................... 183 
Existing Skills ............................... 183 
Psychic Skills ................................. 183 
Strain ............................................ 185 
Psychic Skill Descriptions ............. 185 
Psychic Feats ................................ 201 
Psychic Talent Feats ...................... 201 
Metapsychic Feats ......................... 201 
Psychic Feat Descriptions ............. 201 
Advanced Psychic Techniques ..........207 
Damaging Psychic Shields ................207 
Extending Psychic Shields ................207 
Mental Conditioning ........................207 
Psychically Aiding Others .................208 
Psychic Gestalts .................................208 
Psychic Grappling .............................208 
Self-imposed Memory Alteration ....210 
Telekinetically Wielding Weapons ...210 
Telepathic Eavesdropping .................210 
Teleportation and Sneak Attacks ......210 
Psychic Constructs ............................211 
Psychic Abilities & Magic ................212 
Psychic Abilities & Psionics ..............212 
Customizing Psychic Abilities ..........213 
Custom Feat & Skill Lists ................213 
Restricted Access to Psychic Skills ...213 
Alternatives to Strain ........................213 
Familiarity vs. Distance .....................215 
Appendix II: Sample Units ......................... 215 
Index
..................................................................................222
-- 
ciao, fabio


CUT
Mi chiedo, ce n'e' bisogno?
Io ho sempre giocato all'OD&D e (poco) all'AD&D usando neppure 1/10 delle
regole opzionali uscite su n+1 manuali e mettendo giusto un paio di HR
(invisibilita' non permanente e cura ferite xd6+x*HD del curato inece di xD6+x
in OD&D) che comunque hanno avuto vita breve perche' non cosi' necessarie e
non ho mai sentito la necessita' di avere decine di abilita', mostri, ecc...
in piu' tranne forse nel caso degli incatnesimi di OD&D, dove ho fatto razzia
da quelli usciti nelle varie estensioni, ma li' ernao effettivaemnte
pochissimi.
Ad 10 manuali di regole preferirei un paio di manuali di ambientazione ben
fatti, ma immagino che la cosa costi di piu' e renda di emno editorialmente
che non pubblciare l'ennesima versione della palla di fuoco, il nuovo mezzo
marylit tempest mezzo gigante e 1/4 nano-cerbiatto mannaro o l'ennesima regola
opzionale per potenziare/depotenziare le calssi che stanno
simpatiche/antipatiche al master.
Bho!
Ao Alex