The nine martial disciplines presented in this supplement allow a character with the proper knowledge and focus to perform special combat maneuvers and nearly magical effects. Information is also included on new magic items and spells and new monsters and organizations.
For centuries, Inuit in the Arctic have lived on and around the frozen ocean. Now, as climate change is rapidly melting the sea ice between Canada and Greenland, development here threatens to upset the delicate balance between their communities, land and wildlife.
From Lexington and Gettysburg to Normandy and Iraq, the wars of the United States have defined the nation. But after the guns fall silent, the army searches the lessons of past conflicts in order to prepare for the next clash of arms. In the echo of battle, the army develops the strategies, weapons, doctrine, and commanders that it hopes will guarantee a future victory. In the face of radically new ways of waging war, Brian Linn surveys the past assumptions--and errors--that underlie the army's many visions of warfare up to the present day. He explores the army's forgotten heritage of deterrence, its long experience with counter-guerrilla operations, and its successive efforts to transform itself. Distinguishing three martial traditions--each with its own concept of warfare, its own strategic views, and its own excuses for failure--he locates the visionaries who prepared the army for its battlefield triumphs and the reactionaries whose mistakes contributed to its defeats. Discussing commanders as diverse as Dwight D. Eisenhower, George S. Patton, and Colin Powell, and technologies from coastal artillery to the Abrams tank, he shows how leadership and weaponry have continually altered the army's approach to conflict. And he demonstrates the army's habit of preparing for wars that seldom occur, while ignoring those it must actually fight. Based on exhaustive research and interviews, The Echo of Battle provides an unprecedented reinterpretation of how the U.S. Army has waged war in the past and how it is meeting the new challenges of tomorrow.
Today, war is considered a last resort for resolving disagreements. But a day of staged slaughter on the battlefield was once seen as a legitimate means of settling political disputes. James Whitman argues that pitched battle was essentially a trial with a lawful verdict. And when this contained form of battle ceased to exist, the law of victory gave way to the rule of unbridled force. The Verdict of Battle explains why the ritualized violence of the past was more effective than modern warfare in bringing carnage to an end, and why humanitarian laws that cling to a notion of war as evil have led to longer, more barbaric conflicts. Belief that sovereigns could, by rights, wage war for profit made the eighteenth century battle’s golden age. A pitched battle was understood as a kind of legal proceeding in which both sides agreed to be bound by the result. To the victor went the spoils, including the fate of kingdoms. But with the nineteenth-century decline of monarchical legitimacy and the rise of republican sentiment, the public no longer accepted the verdict of pitched battles. Ideology rather than politics became war’s just cause. And because modern humanitarian law provided no means for declaring a victor or dispensing spoils at the end of battle, the violence of war dragged on. The most dangerous wars, Whitman asserts in this iconoclastic tour de force, are the lawless wars we wage today to remake the world in the name of higher moral imperatives.
This volume introduces three new magic subsystems for the D&D game. They introduce new base classes and spellcasting mechanics, and include new feats, prestige classes, magic items, and spells.
Let slip the hounds of war!Make martial combat more interesting with the Path of War, a maneuver-based combat system designed and playtested to work side-by-side with all of the standard classes.Path of War offers new base classes, feats, archetypes, and much more. Want to use the maneuver-based combat system with your standard Pathfinder Roleplaying Game classes like the fighter or rogue? Feats allow you to do just that.Inside of the pages of Path of War, you will find:Three new base classes - the stalker, warder, and warlordDozens of new feats for both the new classes and the core classesThirteen martial disciplines full of dozens of maneuversArchetypes for the new base classes, as well as two psionic archetypesSix new prestige classesMartial traditions to help you introduce maneuver-based combat to your campaignNow martial characters get to have fun, too, with the Path of War!
This massive tomes provides more than 20 pick-up-and-play churches, whose organization and beliefs are described in lavish detail. These churches can be used in any campaign setting to bring a whole new level of detail to the religious characters. Plus, for those who don't have a complete cosmology in their game, The Book of the Righteous provides a comprehensive mythology that unifies all of the gods in the book.
"The Tome of Seus" is an intriguing work of Celtic fiction, composed of eight largely discernable allegorical threads. These inner stories all relate to real-world deeds of humanity, good and bad, great and small, and many of the associated characters are readily identifiable. While the religious allegory stretches back to biblical times, the political timeline spans just sixty-four years. The reader may rise to the challenge of decoding these allegories, or embrace the simple tale, but the convergence of the timelines at a precise and infamous date will be impossible to miss, and in the final pages the true message becomes abundantly clear. It may interest some that the eight allegories are each composed of eight sections, and these sixty-four parable-like stories are interwoven into a single thread; a similar structure to the "I Ching". The index added to this US version doubles as a glossary to assist the reader. Originally published on: 08. 08. 08.