Read e-book online Guildcraft (d20 System) PDF

By et al Chris Maxfield

ISBN-10: 0971439273

ISBN-13: 9780971439276

Earlier, there was little reason behind adventurers to offer guilds a moment inspiration. whereas usually noticeable as locations to discover items and providers or hirelings, guilds can shape the backdrop for lots of interesting adventures on many myth worlds the place energy and prominence in shaping countries, towns, and cultures relies on the guilds and funds. a lot pleasure and intrigue can lurk one of the shadows and rooms of the guildhalls, as people with secrets and techniques and cash fast study… Guilds carry strengths and affects infrequently on hand from dragons’ lairs or the darkest of dungeons. Guildcraft info the powers and privileges of guild club, in addition to new wisdom and info at the underpinnings of your d20 worlds. Adventurers of each category and ability have new possibilities for either enlightenment and revenue: What awaits you in Guildcraft? greater than 10 new class-based guilds 3 new skill-based guilds 3 social guilds excellent for hardcore roleplayers The Collective (an adventurers' guild) entire ideas for desgning new guilds to your crusade new status sessions excellent for super-charging guilds

Show description

Read Online or Download Guildcraft (d20 System) PDF

Best gaming books

Get IQ Brainteasers PDF

IQ Brainteasers is the final word try of your mind strength. jam-packed with over three hundred puzzles, your visible, mathematical and lateral-thinking skills can be stretched to the restrict. additionally incorporated are a few eastern puzzles – Sudoku, Bridges and Slitherlink – for you to relatively get your mind cells operating.

Download e-book for kindle: Pendragon Tales of Chivalry and Romance (King Arthur by Shannon Appel, William G. Filios, Geoff Gillan, Heidi Kaye,

"Tales of Chivalry & Romance" are adventures which discover the 2 beliefs which set King Arthur Pendragon except so much different roleplaying video games. The code of chivalry and the excessive artwork of romance are important parts of the real knight's personality. they could motivate you to nice deeds of valor and honore, or if pissed off, may end up in darkish rifts among lords and fans.

Get Victorian Age: Vampire PDF

E-book by way of Achilli, Justin, Blackwelde, Kraig, Campbell, Brian, Hindmarch, Will

Fireborn: The Roleplaying Game: Gamemaster's Handbook - download pdf or read online

The Fireborn video game Master's guide comprises the entire principles and recommendation you must run your personal Fireborn crusade. This booklet offers the instruments to teach your avid gamers epic event within the mythic age or topic them to darkish mysteries in smooth London. It includes environment info for London, in addition to information on 4 epochs from the mythic age, in addition to suggestion on the way to run a Fireborn crusade, how one can use flashbacks to their fullest, principles for karmic goods and taint, and many characters and creatures for use as neighbors or foes.

Additional info for Guildcraft (d20 System)

Example text

As well as teaching magic, academies’ reputations as sources of quality scholarship mean that they may also engage in the profitable service of teaching the children of the rich and powerful. The subjects an academy may teach include languages, history, natural history, arithmetic, geometry, and astronomy. Number Limit: An academy must have at least three members. Although there is no theoretical upper limit to membership, it is rare for an academy to have more than thirty wizards. Test/Examination: The entry examination to join an academy is a test of the applicant’s Spellcraft skill versus DC 15.

Expulsion: Members are rarely expelled from the council. Typically this is only done if a member’s alignment changes permanently, or if it is determined that the member is attempting to sabotage the council’s efforts from within. Upon expulsion, all benefits are lost, and the member will never be allowed to rejoin the council. ; AC 22 (touch 14, flat-footed 22); Atk +16/+11/+6 melee (1d6+3/x2, mace, light) or +12/+7/+2 ranged (1d4/x2, sling); SA none; SQ half-elf abilities; Al CG; SV Fort +15, Ref +5, Will +18; Str 9, Dex 10, Con 16, Int 15, Wis 22, Cha 17.

Location: Each academy supports the wizards of a particular city, district, or region. Some academies have members from even farther afield but are particularly famed in an area of wizardry or are highly specialized. Profession: All members of an academy are wizards. Guild Structure & Advancement Joining the Guild Application: Usually, any wizard may apply to join any academy at the cost of 100 gp. The applicant wizard must take and pass an entry examination demonstrating his knowledge of magic.

Download PDF sample

Guildcraft (d20 System) by et al Chris Maxfield

by Thomas

Rated 4.82 of 5 – based on 4 votes