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3.5e player's handbook 2 pdfBook by David Noonan Player's Handbook II The cover of the 3.5 edition Player's Handbook II is reminiscent of the cover of the Players Handbook from the first editionAuthorDavid NoonanGenreRole-playing gamePublisherWizards of the CoastPublication dateMay 2006Media typePrint (Hardback)Pages224ISBN0-7869-3918-4 Player's Handbook II isthe title of a third edition Dungeons & Dragons supplement. It is a handbook of rules and guidelines for the Dungeons & Dragons role-playing game. As the name implies, the book is a supplement to the edition's Player's Handbook. It introduces supplemental rules, new spells and new classes. Contents Player's Handbook II contains four new classes,along with new spells, feats, and new role-playing options.[1] Chapter two introduces four new base classes: Beguiler - A rogue-like spell-caster who specializes in illusions and enchantments. Dragon Shaman - A relatively well-rounded character who gains spell-like abilities similar to a dragon. Duskblade - An elven-based hybrid of the fighter andwizard, although it is available to any race. Knight - Lawful fighters who use bard-like charisma to draw threatening opponents away from party members and onto himself, like the tank in many MMORPGs In addition to these new classes, many rules are included for existing character classes. These include expanded rules and options for manyclasses, new feats, more spells, and different roleplaying options for characters. Other sections contain information about the adventuring group, teamwork benefits, and affiliations. Finally, the last chapter contains information about modifying an existing character. Publication history May 2006 saw the release of the Player's Handbook II, designedto follow up the standard Player's Handbook.[2] This book was designed by David Noonan. Cover art is by Dan Scott, with interior art by Steve Belledin, Steve Ellis, Emily Fiegenschuh, Carl Frank, Ralph Horsley, David Hudnut, Michael Komarck, Howard Lyon, Mike May, Jim Nelson, Lucio Parillo, Eric Polak, Steve Prescott, Mike Schley, Ron Spencer,Franz Vohwinkel, and Eva Widermann. Its cover pays homage to the 1st edition Player's Handbook.[3] Reception The reviewer from Pyramid felt that the publication of this book suggests that players "can use quite a bit" of information for playing D&D.[4] References Noonan, David. Player's Handbook II (Wizards of the Coast, 2006). 3rd editionPlayer's Handbook II product page. Retrieved November 24, 2008. D&D Alumni: A Look Back at Player's Handbooks. Retrieved November 23, 2008. Pyramid, Steve Jackson Games External links This Dungeons & Dragons article is a stub. You can help Wikipedia by expanding it.vte Retrieved from " Supplement David NoonanCREDITSDESIGNSENIOR ART DIRECTOR D&DDAVID NOONAN STACY LONGSTREETADDITIONAL DESIGN ART DIRECTOR D&DFRANK BRUNNER, LUKE JOHNSON, KARIN JAQUESROBERT J. SCHWALB COVER ARTISTDEVELOPMENT TEAM DAN SCOTTANDY COLLINS, JESSE DECKER, MIKE MEARLS,STEPHEN SCHUBERT INTERIOR ARTISTSEDITORSSTEVE BELLEDIN, STEVE ELLIS, EMILY FIEGENSCHUH, CARL FRANK,MICHELE CARTER, JOHN D. RATELIFF, RALPH HORSLEY, DAVID HUDNUT,M. ALEXANDER JURKAT, PENNY WILLIAMS MICHAEL KOMARCK, HOWARD LYON, MIKE MAY, JIM NELSON, LUCIO PARILLO,EDITING MANAGER ERIC POLAK, STEVE PRESCOTT, MIKESCHLEY, RON SPENCER, FRANZ VOHWINKEL,KIM MOHAN EVA WIDERMANNDESIGN MANAGER CARTOGRAPHERCHRISTOPHER PERKINS MIKE SCHLEYDEVELOPMENT MANAGER GRAPHIC DESIGNERSJESSE DECKER DEE BARNETT, KARIN JAQUESDIRECTOR OF RPG R&D GRAPHIC PRODUCTION SPECIALISTBILL SLAVICSEK ERINDORRIESPRODUCTION MANAGERS IMAGE TECHNICIANJOSH FISCHER, RANDALL CREWS CHRISTINA WILEYSome information in this book is taken from or derived from these sources: Complete Adventurer by Jesse Decker; Complete Ar-cane by Richard Baker; Complete Divine by David Noonan; Complete Warrior by Andy Collins, DavidNoonan, and Ed Stark; andDefenders of the Faith by Rich Redman and James Wyatt.Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONSgame designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.This product uses updatedmaterial from the v.3.5 revision.This WIZARDS OF THE COAST game product contains no Open Game Content. No portion of this work may be reproduced in anyform without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20 U.S., CANADA, ASIA, PACIFIC,EUROPEAN HEADQUARTERS & LATIN AMERICA Wizards of the Coast, Inc. Hasbro UK Ltd P.O. Box 707 Caswell Way Renton, WA 98057-0707 1-800-324-6496 Newport, Gwent NP9 0YHISBN-10: 0-7869-3918-4 GREAT BRITAIN 620–95374720–001–EN Please keep this address for your records 987654321 First Printing: May 2006 ISBN-13: 978-07869-3918-3DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, d20, d20 System, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, all other Wizards ofthe Coast product names, and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries. This material isprotected under the copyrightlaws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permissionof Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.Printed in the U.S.A. 2006 Wizards of the Coast, Inc.Visit our website at www.wizards.com/dndContents Martyr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 Brightmantle Weapon Forge TABLE OF Mercenary . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 and Trading Consortium . . . . . . . . . . . 168 CONTENTSIntroduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Orphan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 What You Need to Play . . . . . . . . . . . . . . . . . . . . .4 Prophet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 Caravan of Shadows . . . . . . . . . . . . . . . . . . .169 Rebel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 Castle Mairo . . . . . . . . . . . . . . . . . . . . . . . . . .169Chapter 1: New Classes . . . . . . . . . . . . . . . . . . . .5 Renegade . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 The Chalice . . . . . . . . . . . . . . . . . . . . . . . . . . 170 New Starting Packages . . . . . . . . . . . . . . . . . .5 Royalty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 Darkspire College of Thaun. . . . . . . . . . . 171 Sage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 Dragon Island . . . . . . . . . . . . . . . . . . . . . . . . 172Beguiler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 Savage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 Elves of the High Forest . . . . . . . . . . . . . . 173 Beguiler Spell List. . . . . . . . . . . . . . . . . . . . . .11 Seeker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 The Golden Helm Guild . . . . . . . . . . . . . . .174 Simple Soul . . . . . . . . . . . . . . . . . . . . . . . . . . 139 TheLand of Honor . . . . . . . . . . . . . . . . . . . .175 Dragon Shaman . . . . . . . . . . . . . . . . . . . . . . . . . . .11 Strategist . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 Merata Kon . . . . . . . . . . . . . . . . . . . . . . . . . . .175 Duskblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19 Theorist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 The One and the Five . . . . . . . . . . . . . . . . . .176Knight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24 Trickster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 Restenford Guild of Insurers, Wanderer . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 Ex-Knights. . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 Personality Traits . . . . . . . . . . . . . . . . . . . . . . . 140 Solicitors, and Beggars . . . . . . . . . . . . . 177 Being a Good Player atthe Table . . . . . . . . . .143 Restenford Sewerworkers Guild . . . . . . 178Chapter 2: Expanded Classes . . . . . . . . . . . . . .31 Managing the Paperwork . . . . . . . . . . . . . .143 Sharulhensa, the Alabaster Towers . . . . 179 New Starting Packages . . . . . . . . . . . . . . . . .31 Rolling Conventions . . . . . . . . . . . . . . . . . 144 Sun Fane. . . . . . . . . . . . . . . . . . . . . . . . . . . . .180 Respect the Spotlight. . . . . . . . . . . . . . . . . .145 The Thunder Sail Argosy . . . . . . . . . . . . . 180 Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32 Other Concerns . . . . . . . . . . . . . . . . . . . . . . .145 Wintervein Dwarves . . . . . . . . . . . . . . . . . 181 Bard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34 Talk About Your Character. . . . . . . . . . . . 146Creating Your Own Affiliations. . . . . . . . . . 182 Cleric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36 Example of Play . . . . . . . . . . . . . . . . . . . . . . . . . 189 Druid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38 Chapter 6: The Adventuring Group . . . . . . .147 Favored Soul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 Party Backgrounds . . . . . . . . . . . . . . . . . . . . . .147 Chapter 8: Rebuilding Your Character . . . 191 Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Charter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147 Retraining . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192 Hexblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46 Childhood Friendship . . . . . . . . . . . . . . . . .148 Class Feature Retraining . . . . . . . . . . . . 192 Marshal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48 Chosen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .149 Feat Retraining . . . . . . . . . . . . . . . . . . . . . . 193 Monk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 Circumstance . . . . . . . . . . . . . . . . . . . . . . . . .149 Language Retraining . . . . . . . . . . . . . . . . . 194 Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52 Organization. . . . . . . . . . . . . . . . . . . . . . . . . .149 Skill Retraining . . . . . . . . . . . . . . . . . . . . . . 194 Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54 Building the Party . . . . . . . . . . . . . . . . . . . . . . .149 Spell or Power Retraining . . . . . . . . . . . . 194 Rogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56 Adventuring Party Basics . . . . . . . . . . . . 150 Substitution Level Retraining . . . . . . . . 194 Scout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58 Being a Team Player . . . . . . . . . . . . . . . . . . 155 Rebuilding. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196 Sorcerer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 Teamwork Benefits . . . . . . . . . . . . . . . . . . . . . . 157 Ability Score Rebuilding . . . . . . . . . . . . 196 Swashbuckler . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62 What is a Teamwork Benefit?. . . . . . . . . . 157 Class Level Rebuilding . . . . . . . . . . . . . . . 197 Warlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64 The Team Roster . . . . . . . . . . . . . . . . . . . . . 158 Race Rebuilding . . . . . . . . . . . . . . . . . . . . . 198 Warmage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66 Teamwork Benefit Descriptions. . . . . . . . . . 158 Template Rebuilding . . . . . . . . . . . . . . . . . 199 Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68 Awareness . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 Rebuild Quests . . . . . . . . . . . . . . . . . . . . . . . . . 199 Camp Routine . . . . . . . . . . . . . . . . . . . . . . . 159 Rebuild Quests in the Game . . . . . . . . . .199Chapter 3: New Feats . . . . . . . . . . . . . . . . . . . . . .71 Circle of Blades. . . . . . . . . . . . . . . . . . . . . . . 159 The Gates of Dawn (Levels 6–8) . . . . . . . 200 General Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71 Crowded Charge . . . . . . . . . . . . . . . . . . . . . 159 The Necrotic Cradle (Levels 13–15) . . . 203 Ceremony Feats . . . . . . . . . . . . . . . . . . . . . . . . . . .86Cunning Ambush . . . . . . . . . . . . . . . . . . . . 159 Combat Form Feats. . . . . . . . . . . . . . . . . . . . . . . .86 Cunning Ambush, Improved . . . . . . . . . 159 Appendix: Quick PC and NPC Creation. . . 207 Divine Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88 Expert Mountaineers. . . . . . . . . . . . . . . . . 160 1. Choose a Class . . . . . . . . . . . . . . . . . . . . . . . . 207 HeritageFeats. . . . . . . . . . . . . . . . . . . . . . . . . . . . .89 Foe Hunting . . . . . . . . . . . . . . . . . . . . . . . . . 160 2. Determine Ability Scores . . . . . . . . . . . . . 207 Metamagic Feats . . . . . . . . . . . . . . . . . . . . . . . . . .91 Group Trance . . . . . . . . . . . . . . . . . . . . . . . . .161 3. Pick Your Race. . . . . . . . . . . . . . . . . . . . . . . . 207 Tactical Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92Indirect Fire . . . . . . . . . . . . . . . . . . . . . . . . . .161 4. Pick Your Skills . . . . . . . . . . . . . . . . . . . . . . . 208 Like a Rock . . . . . . . . . . . . . . . . . . . . . . . . . . .161 Skill Priority Lists . . . . . . . . . . . . . . . . . . . . 208Chapter 4: New Spells . . . . . . . . . . . . . . . . . . . . .95 Massed Charge . . . . . . . . . . . . . . . . . . . . . . . .161 5. Pick Your Feats . . . . . . . . . . . . . . . . . . . . . . . 208Dual-School Spells . . . . . . . . . . . . . . . . . . . . .95 Missile Volley . . . . . . . . . . . . . . . . . . . . . . . . .161 6. Miscellaneous Characteristics. . . . . . . . . .214 The Polymorph Subschool . . . . . . . . . . . . . .95 Steadfast Resolve . . . . . . . . . . . . . . . . . . . . . .162 7. Choose Equipment . . . . . . . . . . . . . . . . . . . . 215 Superior Team Effort . . . . . . . . . . . . . . . . . .162 A la CarteShopping . . . . . . . . . . . . . . . . . . 215Chapter 5: Building Your Identity . . . . . . . 129 Team Melee Tactics. . . . . . . . . . . . . . . . . . . .162 Equipment by Level . . . . . . . . . . . . . . . . . . 217 Character Background . . . . . . . . . . . . . . . . . . 129 Team Rush . . . . . . . . . . . . . . . . . . . . . . . . . . . .162 8. Pick Your Spells. . . . . . . . . . . . . . . . . . . . . . . 219 Artisan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129 Team Shield Maneuver . . . . . . . . . . . . . . . .162 Suggested Bard Spells . . . . . . . . . . . . . . . . 219 Ascetic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130 Wall of Steel . . . . . . . . . . . . . . . . . . . . . . . . . .162 Suggested Cleric Spells Drifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130 (Positive Energy Channelers*) . . . . . . 220 Farm Hand. . . . . . . . . . . . . . . . . . . . . . . . . . 131 Chapter 7: Affiliations . . . . . . . . . . . . . . . . . . . 163 Suggested Druid Spells . . . . . . . . . . . . . . . 220 Gladiator. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131 Broadening Your Game. . . . . . . . . . . . . . . . . . .163 Suggested Duskblade Spells . . . . . . . . . . 220 Guttersnipe . . . . . . . . . . . . . . . . . . . . . . . . . . 132 The Two Categoriesof Affiliations . . . . 164 Suggested Favored Soul Spells . . . . . . . . 220 Mariner. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 Why Join an Affiliation? . . . . . . . . . . . . . . 164 Suggested Hexblade Spells . . . . . . . . . . . 220 Noble Scion . . . . . . . . . . . . . . . . . . . . . . . . . . 133 Membership Has Its Privileges . . . . . . . 164 Suggested Marshal Auras . . . . . . . . . . . . . 220Soldier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 Features of Affiliations . . . . . . . . . . . . . . . .165 Suggested Paladin Spells . . . . . . . . . . . . . 221 Tribal Origin. . . . . . . . . . . . . . . . . . . . . . . . . 135 Making Affiliations Dynamic. . . . . . . . . 166 Suggested Ranger Spells . . . . . . . . . . . . . . 221 Personality Archetypes. . . . . . . . . . . . . . . . . . 136 ExampleAffiliations . . . . . . . . . . . . . . . . . . . . .167 Suggested Sorcerer Spells. . . . . . . . . . . . . 221 Agent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Bloodfist Tribe . . . . . . . . . . . . . . . . . . . . . . . .167 Suggested Warlock Invocations . . . . . . . 221 Challenger . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Suggested Wizard Spells. . . . . . . . . . . . . . 221 Companion . . . . . . . . . . . . . . . . . . . . . . . . . 136 Random Personalities . . . . . . . . . . . . . . . . . . . 221 Crusader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Daredevil . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Explorer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 Innocent. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 Leader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 3INTRODUCTIONIntroduction adventurers? The chapter also includes a few new teamwork benefits, expanding on a concept that was introduced in When you play a character in a DUNGEONS & DRAGONS Dungeon Master’s Guide II. game, it’s all about the choices you make. Every facet of your character that makes him or her unique is the product of a Charactersare defined not only by who they are as indi- conscious decision on your part. viduals and by the other PCs they travel with, but also by the relationships they form with likeminded individuals whose Player’s Handbook II is all about expanding your choices— heritage or interests compel them to follow a common cause. sometimes in ways you mightexpect (new classes, new feats) Chapter 7: Affiliations describes a new kind of group that and other times in ways you might find surprising, such as a characters can belong to—they rise or fall in status within set of rules for re-engineering your character (about which their affiliations according to their deeds and their qualifi- we have more to saybelow). cations, and the most motivated and successful of them all can even advance to a leadership position. In addition to a Chapter 1: New Classes expands the roster of standard number of fully fleshed-out example affiliations, this chapter classes by four, with the addition of the beguiler, the dragon provides guidelines for players and DMs whowant to create shaman, the duskblade, and the knight. Any of these classes affiliations that are unique to their campaign. would be a fine choice if you want to play a character that doesn’t fit any of the archetypes that are represented by the Perhaps the most intriguing new concept in this book is other classes we have published. presented in Chapter8: Rebuilding Your Character. While many DMs and players have created house rules for handling Chapter 2: Alternate Class Options revisits eighteen of situations involving the reselection of feats, reallocation of skill those other classes—the eleven from the Player’s Handbook ranks, altering ability scores, and so forth, the D&D game has as well asseven others (such as the scout and the favored never before had official rules on the topic of revising your entire soul) that made their debuts in supplements. We look at character. So whether your dwarf fighter just regrets a single these classes with a fresh set of eyes, providing for each one bad feat choice or wishes he were actually a half-orcbarbarian an alternate class feature, three new starting packages, and or an elf sorcerer, Chapter 8 offers rules and advice that covers a discussion of character themes that are appropriate for the the subject of character rebuilding from start to finish. class in question. If you’re intrigued by the idea of playing a cleric who spontaneously casts domainspells instead of cure Finally, an extensive Appendix sets forth an efficient spells, check out page 37 for the particulars. method for quick generation of new player characters or NPCs, which (among other things) streamlines the process of Player’s Handbook II would not be a book worthy of its title if selecting skills and feats. The next time you need acharacter it didn’t present new feats and spells. Chapter 3: New Feats in a hurry—or even if you don’t—check out this system. contains more than 100 additions to the vast selection of feats in the D&D game, and Chapter 4: New Spells presents a WHAT YOU NEED TO PLAY similar number of new choices for spellcasters of all sorts. Player’sHandbook II makes use of the information in the three This book starts to blaze its own trail in Chapter 5: Building D&D core rulebooks: Player’s Handbook (PH), Dungeon Master’s Your Identity, which contains dozens of brief discussions Guide (DMG), and MonsterManual(MM). It also includes material on how to add more depth and realism to yourcharacter’s that expands upon some of the content of several supplements, background and personality, plus some advice on how best including Complete Warrior, Complete Divine, Complete Arcane, to fulfill your role as a player at the gaming table. Complete Adventurer, and Miniatures Handbook. Although pos- session of any or all of thesesupplements will enhance your Chapter 6: The Adventuring Group takes a step back enjoyment of this book, they are not strictly necessary for you in perspective, focusing on the characters who collectively to make use of the vast majority of this book. make up a particular kind of party. How did these would- be heroes come together in the first place,and what part does each one of them play in a well-rounded group of pqqqqqqqqqqqqqqqqqqqqrs SWIFT AND IMMEDIATE ACTIONS see page 103) is a swift action. Casting a spell with a casting time of 1 swift action does not provoke attacks of opportunity. The Miniatures Handbook introduced the concept of a new action type: the swift action.Likewise, Expanded Psionics Handbook in- Immediate Action: Much like a swift action, an immediate troduced another new action type: the immediate action. Some action consumes a very small amount of time, but represents a of the class features, feats, spells, and items in Player’s Handbook larger expenditure of effort and energy than a freeaction. Unlike II use these concepts. A description of how they work follows. a swift action, an immediate action can be performed at any time—even if it’s not your turn. Swift Action: A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than Using an immediate action on your turn is the sameas using a a free action. You can perform one swift action per turn without swift action, and counts as your swift action for that turn. You cannot affecting your ability to perform other actions. In that regard, a swift use another immediate action or a swift action until after your next action is like a free action. However, you can perform only a singleturn if you have used an immediate action when it is not currently swift action per turn, regardless of what other actions you take. your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also Casting a quickened spell a swift action. In addition, casting any cannot use animmediate action if you are currently flat-footed. spell with a casting time of 1 swift action (such as blade of blood;4 pqqqqqqqqqqqqqqqqqqqqrsIllus. by R. Horsleyhis chapter introduces four new standard classes, rather than on more vulnerable allies. No other melee-each designed to fill a specific niche in the game. oriented class has so muchdefensive prowess or abilityLike any new classes, they provide players with to influence what foes do in combat, aspects of the gamemore options when it’s time to make characters and that are usually the province of spellcasters. While an ableprovide DMs with new potential foes to pit against melee combatant, the knight is different in play fromallthe PCs. previous melee combat classes because of his control-Beguiler: The warmage (described in Complete Arcane) is oriented abilities.an arcane spellcaster who focuses on a tightly themed groupof spells. The beguiler takes that idea and does for enchant- NEW STARTING PACKAGESment and illusion spells what the warmage did for evocation.One of the features of Player’s Handbook II is a new treat-With a dash of transmutation thrown in, the beguiler is the ment for starting packages, expanding on the conceptultimate versatile spellcaster, with a trick or solution for behind the starting packages previously presented inevery encounter. the Player’s Handbook and other publications. ThenewDragon Shaman: Drawing on the ancient power of classes described in this chapter and the eighteendragons, the dragon shaman provides powerful boosts to other classes discussed in Chapter 2 have three start-every character in the party. The defensive and augmentation ing packages for you to choose from. Each packageabilities of this classallow a group with a dragon shaman to has an evocative title that describes the character’sadventure without a cleric. role in the party (such as “Defender” or “Controller”)Duskblade: This class provides melee combat abili- to give you an idea of the concept behind it. Someties and arcane spellcasting in equal measure. Although descriptions appearmore than once—for example,other ways to achieve this mix of powers exist, including both the fighter and the ranger have a starting pack-multiclass characters and prestige classes, the duskblade age called “The Archer.” Some of these titles matchoffers this combination from 1st level and throughout all those in Table A–3: Feat Progressions byParty Rolelevels of play. (starting on page 209), but such similarities do notKnight: Skilled with armor and shield, a knight controls necessarily extend to the feats recommended. A racethe battlefield in ways that no fighter or paladin ever could is specified for each package, but you can adjust theand can ensure that foes center their attacks on theknight details to fit any race without too much trouble. 5Each package specifies a race, ability scores (which include MAKING A BEGUILER racial modifiers), skills, feats, gear, and if appropriate, spells As a beguiler, you possess many useful skills and spells. and class features. The skills all have maximum ranks—4 If your adventuring group lacks arogue, you make a great ranks in each class skill and 2 ranks in each cross-class skill. substitute for all but the rogue’s melee combat strengths. If (Cross-class skills are designated by the letters “cc.”) Spells in the group lacks a wizard or other arcane caster, you can also parentheses are available only if your character’s key ability fill that role withyour command of illusions and enchant- score for spellcasting is high enough to grant a bonus 1st-level ments, although you lack a wizard’s array of spells that deal spell (or, if the character is a wizard, her Intelligence bonus damage and you possess less spellcasting versatility. Your is high enough to grant bonus spells in her spellbook). The mainstrategy should be to control enemies, bolster yourCHAPTER 1 class features section appears only for characters who have allies, and take command of the battlefield. NEW CLASSES optional class features available at 1st level, such as clerics Abilities: Beguilers have quick wits, deft hands, and (domains), druids (animal companions), and sorcerersand compelling personalities. You need a high Intelligence to wizards (familiars). get the most from your spells and skills. A high Charisma You can use these starting packages in any way you like. You helps you be more convincing in your deceptions, while a are welcome to swap one skill for another, one feat for another high Dexterity helps you withthe sneaky tasks you are likely (provided that your character meets the prerequisites), one to pursue. Don’t neglect Constitution; although you have the spell for another, or one piece of gear for another of roughly same Hit Die as a rogue, your Constitution score influences equivalent value (within 5 gp). With a couple of exceptions, your ability to castdefensively and thus how well you can the starting packages in this book use only information use your surprise casting class feature. available in the Player’s Handbook. Thus, if you have access Races: Beguilers can be found among any race, but gnomes to other rulebooks, you might want to swap out a few feats and half-elves seem to mostappreciate the beguilers’ flexible or weapons for options provided in those publications. The philosophy about truth. Being tricksters and inquisitive by class features are likewise customizable. nature, gnomes gravitate to the beguiler class due to the Most packages include the standard adventurer’s kit— interesting deeds it allows them toaccomplish. Half-elves, backpack, belt pouch, bedroll, flint and steel, two sunrods, trapped as they are between the worlds of elves and humans, ten days worth of trail rations, 50 feet of hempen rope, and find that a beguiler’s abilities help them better exist in both. waterskin. (Monks don’t get the sunrods because they have Humans, elves, andhalflings also foster beguilers in their too few gp at 1st level.) midst, but dwarves and half

the title of a third edition Dungeons & Dragons supplement. It is a handbook of rules and guidelines for the Dungeons & Dragons role-playing game. As the name implies, the book is a supplement to the edition's Player's Handbook. It introduces supplemental rules, new spells and new classes. Contents Player's Handbook II contains four new classes,