What products should I get?

I guess I am still not quite sure what all you want. For a setting, I would suggest Kalamar, Scarred Lands, Soveriegn Stone, 7th Sea, Rokugan, Everquest, or even Aerial Adventures for something that is really a change of pace.

These are all settings that I own, and have read through. I really like them.

If you are looking for something generic. Book of the Righteous has a GREAT drop-in religion. For monsters, I would probably add Tome of Horrors. I think it is the best monster manual produced, but the Monsternomicon is a pretty close 2nd.

Phil Reed makes some pretty spiffy, and very affordably priced supplements, that all add nice little touches of "freshness" to the game.

Psionics always adds a new dimension, to any game. Unfortunately, I can't comment on the Psionic Companion, but the Quin Psychic Warrior from Mongoose is good, as well as "If Thoughts could Kill" by Sword and Sorcery. Psionic Toolbox is the other psionic supplement that I have, but I would put it at the bottom of my list of psionic supplements to get. Or, have a look at it, it has its place.

For some REALLY cool combat extensions, check out Masters of Arms. Beyond Monks adds some good martial artist extensions. Noble Steeds by Avalanche is a really cool way to basically turn horses into NPCs, and give them flavor. I can't comment since I don't have In the Saddle, but it sounds like a good one, as well.

Bastion Press has a whole bunch of cool books, that extend the game. They tend to be a bit on the pricey side, but I think they are worth picking up (and, the herbalism guide is the only book I have had stolen, from D20... which was a major bummer).

I hope this helps a bit. If you have any other questions, feel free to email me. I work at a gamestore, and get trade, instead of money for working there. :-) So, I have quite a few d20 books.
 

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Well, it looks like I may have to spend a bit of money here! All good though... Nyambe and Slaine both sound good. I have a few of Mongoose's splatbooks, but I will likely take a look at yours too Wulf. Tome of Horrors looks to have some interesting monsters... what about the Monsternomican? Is it a bit of everything?
 

Don't forget Dragonstar! D&D in space, mages with surface-to-air missiles, enchanted laser pistols, ect. A VERY well done and though out world, obviously playtested and with very few holes. Most of those holes can be immediately fixed by picking up the expansion book.
 

Rifter said:
For some REALLY cool combat extensions, check out Masters of Arms. Beyond Monks adds some good martial artist extensions. Noble Steeds by Avalanche is a really cool way to basically turn horses into NPCs, and give them flavor. I can't comment since I don't have In the Saddle, but it sounds like a good one, as well.

Bastion Press has a whole bunch of cool books, that extend the game. They tend to be a bit on the pricey side, but I think they are worth picking up (and, the herbalism guide is the only book I have had stolen, from D20... which was a major bummer).

I think I'll second this entire list:
Master of Arms - Second World Simulations (print) Great for having different forms of martial weapon specialists for your NPC.

In the Saddle - Dark Quest (yep, from me) (PDF) which I'd probably also recommend our City Guide products if you are looking at your city development...and Moon Elves to really show how your elves might function.

Alchemy & Hebalism - Bastion Press (print) good use of magical and mundane. Lots of new potions/salves and the like to stir up interest in any new treasure hordes you provide to your players.

Arms & Armor - Bastion Press (print) to make sure you players don't complains when they get *just* another magic suit of armor.


There are a lot of good sourcebooks out in print and in PDF. You really have to know which way you want to tailor your campaign with all the fun stuff out there.
 

Monsters Handbook

The Monsters Handbook has a complete system for modifying monsters with new special abilities. You can add breath weapons to creatures, spell-like abilities, bonus feats, and so on all while keeping the monster's CR balanced.

There's a PDF preview of the magical beasts chapter available here:

http://www.fantasyflightgames.com/llmh.html

Plus, there's a mailing list for discussion of the rules and new monsters people have created:

http://groups.yahoo.com/group/monster_makers/

It's a great book for tinkering with monsters, especially if your players have any inside knowledge of the Monster Manual. You can tinker with creatures to fit your campaign world or a specific adventure. For instance, you could create a breed of arctic orcs that are immune to cold and are good at hiding in snow, or a two-headed dragon that can burrow through the ground. If you can imagine it, you can do it with this book.
 

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