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Go Beyond Legendary! A god has been slain and nothing shall ever be the same again! As war and destruction spread across the world, new heroes must rise to the occasion and take arms to protect its mortal inhabitants. Two brand new classes provide new ways to engage with mythic themes--lay claim to your own spark of divinity and charge into battle as a mighty exemplar, or call upon the power of spiritual allies as a wise animist. Alongside these new classes are rules for running mythic games, archetypes for playing legendary characters, and a wide array of new items, spells, and monsters to tell stories straight out of myth and legend--but which fit perfectly into the remastered Pathfinder rules! Claim the power of the gods and battle the Universe's most fearsome foes with War of Immortals! The pocket edition presents the same contents as the standard edition in a smaller sized softcover for a lower price and better portability. The ideal resource for players and GMs looking to take a legendary step beyond the core rules, Pathfinder War of Immortals includes: - Two new classes, the spiritual animist and the deific exemplar - New feats and lineages for nephilim characters - 5 new class archetypes including the avenger rogue archetype and the bloodrager barbarian archetype - Rules for mythic play - 9 mythic destinies, including the fearsome apocalypse rider and the undying eternal legend - New weapons, items, and spells for mythic characters - 8 terrifying new mythic monsters and rules for creating mythic threats of your own!
From the fringes, the unknown beckons. Pathfinder Dark Archive contains secrets that any player or GM can use to reveal the paranormal lurking in their Pathfinder games! This spine-tinglingly secretive 224-page hardcover rulebook presents two new character classes perfect for delving into the unexplained: Unleash the untold power of your mind as the psychic or leverage supernatural secrets and mystic implements as the thaumaturge!Beyond these new classes, eight secret case files each provide player options, GM tools, and lore into a different paranormal topic, including: ΓÇó Strange cryptids glimpsed in the night, gear to track them, and the powers you might gain by surviving an encounter with one ΓÇó Cults and esoteric belief, with apocryphal divine magic and the secret of becoming a living vessel for an eldritch being ΓÇó Temporal anomalies, with archetypes that skim along the surface of time and a new mystery for oracles unbound from causality Each file concludes with a short adventure to immerse players in the paranormal, spanning across GolarionΓÇöplay all eight to uncover the inexplicable phenomena of the Age of Lost Omens!
The Ruby Phoenix Tournament reaches its excitingconclusion! The sorcerer Hao Jin is nowhere to be found. The heroes'' search forthe tournament''s grand judge takes them across Tian Xia''s legendary FlyingMountains and face to face with the Celestial Dragon. They ultimately reach adark demiplane where a nefarious otherworldly villain is holding Hao Jincaptive. In order to rescue the Ruby Phoenix, the heroes must defeat theirultimate rivals and claim the title of tournament champions.ΓÇ£King of the MountainΓÇ¥ is aPathfinder adventure for four 18th-level characters. This adventure concludesthe Ruby Phoenix Tournament Adventure Path, a three-part monthly campaign inwhich the players compete in Golarion''s most amazing international fightingtournament. This adventure also includes a gazetteer of exciting demiplanesfound across Golarion, inspiring lore about the epic fighting tournaments inother corners of the multiverse, and a mountain of newmonsters.Each monthly full-color softcoverPathfinder Adventure Path volume contains an in-depth adventure scenario, statsfor several new monsters, and support articles meant to give Game Mastersadditional material to expand their campaign. Pathfinder Adventure Path volumesuse the Open Game License and work with both the Pathfinder RPG and the world''soldest fantasy RPG.
What do chess-playing computer programs, biological evolution, competitive sports, gambling, alternative voting systems, public auctions, corporate globalization, and class warfare have in common? All are manifestations of a new paradigm in scientific thinking, one that the author calls "the emerging science of competition." Drawing in part on the pioneering work of mathematicians such as John von Neumann, John Nash (of A Beautiful Mind fame), and Robert Axelrod, James Case explores the common game-theoretical strands that tie these seemingly unrelated fields together, showing how each can be better understood in the shared light of the others. Not since James Gleick's bestselling book Chaos brought widespread public attention to the new sciences of chaos and complexity has a general-interest science book served such an eye-opening purpose. Competition will appeal to a wide range of readers, from policy wonks and futurologists to former jocks and other ordinary citizens seeking to make sense of a host of novel-and frequently controversial-issues.
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