What is the best d20 book no one talks about?


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Though Im not sure how many people talk about it, I would say...


Skull and Bones, the Green Ronin swashbook. The flavor is inspiring, fresh and fun to read. Its like a core set for swash lovers... with a dark twist.
 

Krieg said:
Let me second this. I like this book so much I am approaching serious fanboy status! If you are looking for a way to combine a 3E game with D20 Modern and cross over characters from magical and mundane worlds, this is the book for you.

But wait, there's more...there is a serious discussion about rules changes to make a game more or less heroic, and to raise or lower the level of magic. Oh, and there's also an influence system that lets high level characters have, well, influence in the campaign.

PS
If Steve happens to read this, and were to update the book to 3.5, I'd pick it up (either print or PDF) in an instant!

--Steve
 

Dynasties & Demagogues by Atlas Games- this is an incredible resource for political games, and something often overlooked in D&D.

Crime & Punisment by Atlas Games- what Dynasties and Demagogues is for politics, Crime & Punishment is for law, law enforcement, and legal codes (both secular and religious).

Codex Arcanis by Paradigm Concepts- THE coolest and best written D&D setting out there, its more Romanesque than medieval, and is very well thought out and has room for lots of moral grey areas. The whole Arcanis line is incredible, especially the Player's Guide and Seethragore (the best representation of lizardfolk and yaun-ti I've seen).

The Foul Locales series by Mystic Eye Games is great too- I've gotten tons of use out of their adventure vignettes, and they are suitably dark and fairy-tale like for my tastes.
 

Spell collection books are very useful beyond that most of the books I buy get a lot of exposure here. I wish Oathbound was better noted here.
 

Swashbuckling Arcana from AEG's Swashbuckeling Adventures.

The book introduces several variant Sorcerer classes with interesting themes; Fate, Entropy, Teleportation, Rune Stones, Inventors and even channeling great heroes.

If you want a memorable sorcerer to go against the PCs, this book has it.
 

I always try to pimp the Monsters Handbook by Fantasy Flight Games when I can. It's a 3.0 book, IIRC, but I still get a ton of use out of it for homebrew critters. And hey, it's by Mike Mearls, it's gotta be good!
 


Beyond Countless Doorways

i read a copy while at my FLGS. i spent a couple hours reading it actually. which for me is saying a lot.

so i bought a copy. it is still in the shrinkwrap in my d02 dust collection. but i left it shrinkwrapped cuz i didn't want to expose it to the elements like the rest of the refuge.
 

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