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Pathfinder 2nd Edition: Monster Core (HC)
Pathfinder 2nd Edition: Monster Core (HC)

Pathfinder Core FAQ. Heroes are defined by their foes—from shambling skeletons to terrifying dragons, each enemy leaves a mark on their growing legend. Make your legends memorable with foes from the new Pathfinder Monster Core rulebook for Pathfinder Second Edition! This 376-page hardcover book is packed with a wide range of monsters useful to all Pathfinder campaigns, giving the Game Master plenty of threats to throw at their adventurers, at any level of experience. The lavishly illustrated tome also includes guidelines for reading monster entries and adjusting existing monsters to tailor fit your story! This is the definitive resource for Pathfinder Second Edition monsters! Pathfinder Monster Core is the third core rulebook for the fully remastered Pathfinder Second Edition RPG! These rules are compatible with previous Pathfinder Second Edition rulebooks, incorporating comprehensive errata and rules updates and some of the best additions from later books into new, easier-to-access volumes with new presentations inspired by years of player feedback. Along with the Player Core, GM Core, and Player Core 2, these books provide a new foundation for the future of tabletop gaming! Pathfinder Monster Core includes: * Over 400 individual monster writeups, including everything from common animals, like wolves and bears, to terrifying supernatural foes, such as the rune giant or the grim reaper! * Eight brand new dragons to challenge your players, including the power-hungry fortune dragon, the peerless adamantine dragon, the mischievous mirage dragon, the fiendish diabolic dragon, and more! * Classic monsters drawn from mythology, like the minotaur and the medusa, as well as creatures drawn from the legends of the Lost Omens setting, including favorites like the wicked sinspawn and unpredictable proteans. * Simple templates that allow you to customize a monster, making it more or less powerful with just a few simple adjustments. * Guidelines for reading and using a monster statistics, ensuring you get the most out of a creature both in and out of combat. * Lists of creatures sorted by both type and level, making it easy to find the monster you need when you need it. * Fully integrated errata from the first 4 years of Pathfinder Second Edition, including new balance adjustments to ensure that every creature presents a thrilling level-appropriate challenge! * Hundreds of beautiful full-color creature illustrations! * Published under the new Open RPG Creative (ORC) license, giving players and Game Masters even more freedom for making their own creations based on Pathfinder Second Edition.

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72.00 €
Arcs
Arcs

In Arcs, 3-4 players guide their factions through a fast-playing space opera that unfolds over a trio of 60-90 minute sessions. The game opens in the final days of a decaying empire. Players take the role of the last regents of a once proud state that stretched to the farthest worlds of the Reach. Faced with an encroaching blight that threatens the outer planets, players must balance the integrity of their homelands with their own ambitions. Arcs uses an innovative card-driven action system that is easy-to-learn and highly interactive. Players are given hands of action cards each turn and must balance their desire to control the game's tempo against their other interests. Should you use the initiative to seize control of a critical new technology or reposition your fleets for a coming engagement? When players do trade blows, the battles are resolved in a snap using a simple dice system. However, combat's interaction with the larger action system offers players a wide range of tactical options, from multi-turn sieges to daring raids and dramatic escapes. Players begin the game in roughly symmetrical positions, which helps new players learn the core systems quickly. However, their choices will soon cause their paths to diverge. Unearthing an ancient technology might make the restoration of the empire possible. A chance discovery on a blighted world might lead a player to abandon their wealth and begin a voyage across the Reach to right an ancient wrong. Every choice will advance the game's story and form part of an emergent, player-driven campaign. Many of these choices are resolved in a special "intermission" between games. During this phase, new rules modules are activated, and players are introduced to new capabilities and objectives. Despite their similar starting points, by the end of a campaign, players might control factions as varied as any in Root or Vast. Players will also use the intermission to spend their hard-earned power to maintain their fleets and wealth, as well as invest in new improvements that may aid them in the coming game. The campaign system of Arcs provides players with a huge number of possible game situations and hundreds of possible campaigns. In addition, Arcs also includes an abridged, two-session campaign and a single session mode. Player count: 2-4, Duration: 60-120 min, Age: 14+

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66.00 €

Fantasiapelit lyhyesti

Fantasiapelit on pelien ja sarjakuvien erikoisliike. Noppia olemme heitelleet tositarkoituksella jo vuodesta 1985.

Tuomme maahan lautapelejä, roolipelejä, korttipelejä, miniatyyripelejä, sarjakuvia (länsimaista sekä mangaa), kirjoja ja oheistuotteita & tarvikkeita pelaajille ja peli-, sarjakuva-, elokuva- ynnä muille harrastajille.

Me myymme fantasiaa, science fictionia, kauhua, historiallisia, moderneja ja futuristisia elämyksiä ja miltei kaikkea mitä mielikuvituksesi lisäksi tarvitset muuttaaksesi arjen seikkailuksi ja sadepäivän nautinnoksi!

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