Airplane 2 The sequel
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Airplane!
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Dungeon Master's Guide: Core Rulebook II
Weave exciting tales of heroism filled with magic and monsters. Within
these pages, you’ll discover the tools and options you need to create
detailed worlds and dynamic adventures for your players to experience
in the Dungeons & Dragons roleplaying game.
The revised Dungeon Master's Guide is an essential rulebook for Dungeon
Masters of the D&D game. The Dungeon Master's Guide has been
reorganized to be more user friendly. It features information on
running a D&D game, adjudicating play, writing adventures,
nonplayer characters (including nonplayer character classes), running a
campaign, characters, magic items (including intelligent and cursed
items, and artifacts), and a dictionary of special abilities and
conditions. Changes have been made to the item creation rules and
pricing, and prestige classes new to the Dungeon Master's Guide are
included (over 10 prestige classes). The revision includes expanded
advice on how to run a campaign and instructs players on how to take
full advantage of the tie-in D&D miniatures line.
Player's Handbook: Core Rulebook I (Dungeons & Dragons, Edition 3.5)
This Revised Edition (also called 3.5) of one-third of the Dungeons
& Dragons trinity of core rulebooks (the other two being The
Dungeon Master's Guide and The Monster Manual) contains errata, rules
updates, and outright changes to the already-published Third Edition
rules. The majority of changes are made in a quest for the holy grail
of game rules: balance. To prevent boredom and enable creative choices,
no single ability, spell, character class, or weapon should have an
overwhelming advantage over another. So what has changed?
* The spells Harm, Heal, and Haste have been toned down. Other spells have been adjusted or renamed.
* Weapons are classified by the Size of the intended wielder, not the
size of the individual weapons. A noteworthy effect of this new weapon
size system is that Small characters can wield small-size greatswords,
longswords, longspears (with reach), and other two-handed weapons.
* Classes have been tweaked. Bards and rangers received the most changes.
* New feats have been added (some original, some from the builder
books), and some feats have been altered (a Power Attack now gives
double benefit for two-handed weapons).
* Redundant skills have been rolled into one (such as sense motive and
read lips) while others have been renamed (such as "wilderness lore"
becoming "survival"). Skill synergies have been expanded and knowledge
skills now include appropriate monster lore.
In addition to outright rules changes and tweaks, much of the core rule
content has been clarified and updated with 3E errata. The combat
section, in particular, is organized much better. Even the dreaded
grapple rules are now relatively clear. A much-appreciated import from
the D&D Miniatures game are new and simple rules for cover and line
of sight, as well as clear photographic illustrations of the concepts
of facing, attacks of opportunity, and reach.
All in all, 3.5 is a welcome update. The typographical errors are
forgivable, given the extent of the update. The new options available
to players (in the form of new class features and feats) make the play
experience more fun. Veterans will enjoy re-learning the game they love
and exploring all the new character possibilities. Perhaps more
importantly, they'll find that introducing new gamers to the admittedly
formidable D&D ruleset is easier with 3.5 than it was with 3E--call
it a +2 circumstance bonus. --Mike Fehlauer
Book Description
Endless adventure and untold excitement await! Prepare to venture forth
with your bold compaions into a world of heroic fantasy. Within these
pages, you'll discover all the tools and options you need to create
characters worthy of song and legend for the Dungeons & Dragons
roleplaying game.
The revised Player's Handbook is the definitive rulebook for the
Dungeons & Dragons game. It contains complete rules for the newest
edition and is an essential purchase for anyone who wants to play the
game.
The revised Player's Handbook received revisions to character classes
to make them more balanced, including updates to the bard, druid, monk,
paladin, and ranger. Spell lists for characters have been revised and
some spell levels adjusted. Skills have been consolidated somewhat and
clarified. A larger number of feats have been added to give even more
options for character customization in this area. In addition, the new
and revised content instructs players on how to take full advantage of
the tie-in D&D miniatures line planned to release in the fall of
2003 from Wizards of the Coast, Inc.