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After the core, what is the "must have" 3.5 book?
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<blockquote data-quote="Greg K" data-source="post: 3109669" data-attributes="member: 5038"><p>It brings a lot of options. </p><p></p><p>My favorites:</p><p>1. Racial variants by environment (arctic, aquatic, desert, jungle)</p><p></p><p>2. Class variants. My favorites variants are:</p><p>a. Barbarian Hunter: gives up rage and gains the ranger's favorite enemy and combat styles.</p><p>b. Bard variants: bardic sage, divine bard, savage bard</p><p>c. Cleric: cloistered cleric and champion of good</p><p>d. Fighter: Thug</p><p>e. Monk: fighting styles</p><p>f. Ranger: urban ranger</p><p>g. Rogue</p><p>-- Martial Rogue: gives up sneak attack for fighter feats</p><p>-- Wilderness Rogue: Imo, much better than the Scout</p><p>h. sorcerer: battle sorcerer. I prefer this to the duskblade</p><p>i. specialist wizards variant abilities: replacement abilities for scribe scroll, familiar, and specialist bonus spells. This is what I had wanted as core for specialists.</p><p></p><p>3. Spontaneous Divine Casting</p><p>4. Spontanteous Domain Casting</p><p>5. Spell Point Magic system</p><p>6. Favorite Environment: a variant that replaces Favored Enemy.</p><p>7. Weapon Groups</p><p>8. Armor as DR</p><p>9. Action Points</p><p>10. hexes instead of squares</p><p>11. different summoning list setups</p><p>12. Incantions</p><p>13. Reputation</p><p>14. Sanity</p><p>16. Paladin and Rangers as PrC</p><p></p><p>Options that are interesting, but poorly handled and/or incomplete</p><p>Class based defense</p><p>Injury ( Mutants and Masterminds Damage Save</p><p>Wound Point/vitality</p><p></p><p>Some other available options (not a complete list)</p><p>Racial Paragons</p><p>Bloodlines</p><p>Gestalt Characters</p><p>Scion Feats and classes</p><p>Replacing d20 with 3d6</p><p>Alternate Skill systems</p><p>Character Traits/flaws</p><p>Craft Points</p><p>Damage Conversion</p><p>Reserve Hit Points</p></blockquote><p></p>
[QUOTE="Greg K, post: 3109669, member: 5038"] It brings a lot of options. My favorites: 1. Racial variants by environment (arctic, aquatic, desert, jungle) 2. Class variants. My favorites variants are: a. Barbarian Hunter: gives up rage and gains the ranger's favorite enemy and combat styles. b. Bard variants: bardic sage, divine bard, savage bard c. Cleric: cloistered cleric and champion of good d. Fighter: Thug e. Monk: fighting styles f. Ranger: urban ranger g. Rogue -- Martial Rogue: gives up sneak attack for fighter feats -- Wilderness Rogue: Imo, much better than the Scout h. sorcerer: battle sorcerer. I prefer this to the duskblade i. specialist wizards variant abilities: replacement abilities for scribe scroll, familiar, and specialist bonus spells. This is what I had wanted as core for specialists. 3. Spontaneous Divine Casting 4. Spontanteous Domain Casting 5. Spell Point Magic system 6. Favorite Environment: a variant that replaces Favored Enemy. 7. Weapon Groups 8. Armor as DR 9. Action Points 10. hexes instead of squares 11. different summoning list setups 12. Incantions 13. Reputation 14. Sanity 16. Paladin and Rangers as PrC Options that are interesting, but poorly handled and/or incomplete Class based defense Injury ( Mutants and Masterminds Damage Save Wound Point/vitality Some other available options (not a complete list) Racial Paragons Bloodlines Gestalt Characters Scion Feats and classes Replacing d20 with 3d6 Alternate Skill systems Character Traits/flaws Craft Points Damage Conversion Reserve Hit Points [/QUOTE]
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After the core, what is the "must have" 3.5 book?
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