Sword and Fist

From Wikipedia, the free encyclopedia

Sword and Fist: A Guidebook to Fighters and Monks
Image:Sword_and_Fist_coverthumb.jpg
cover of Sword and Fist
Author Jason Carl
Genre(s) Role-playing game
Publisher Wizards of the Coast
Publication date January 2001
Media type Print (Trade Paperback)
Pages 96
ISBN ISBN 0-7869-1829-2

Sword and Fist: A Guidebook to Fighters and Monks is an optional rulebook for Dungeons & Dragons 3rd Edition, written by published in 2001 by Wizards of the Coast and notable for its trade paperback format. It has not been updated to 3.5 Edition.

The guidebook provides supplemental information for characters belonging to the Fighter and Monk base classes. This book contained tips for creating and playing characters of the aforementioned class, as well as a large number of prestige classes, most of which have been reintroduced in the 3.5 supplemental sourcebook Complete Warrior.

Contents

[edit] Chapter 1 - Feats and Skills

This chapter gives descriptions of 31 new martial-related feats (such as Circle Kick and Rapid Reload) and 6 new knowledge-based skills (such as Literature and Mathematics). Several standard skills are also clarified to include new uses.

[edit] Chapter 2 - Prestige Classes

This chapter gives descriptions and advancement information for the following prestige classes:

  • Cavalier
  • Devoted Defender
  • Drunken Master
  • Duelist
  • Fist of Hextor
  • Ghostwalker
  • Gladiator
  • Halfling Outrider
  • Knight Protector of the Great Kingdom
  • Lasher
  • Master of Chains
  • Master Samurai
  • Ninja of the Crescent Moon
  • Order of the Bow Initiate
  • Ravager
  • Red Avenger
  • Tribal Protector
  • Warmaster
  • Weapon Master

[edit] Chapter 3 - Worldly Matters

This chapter discusses means of smoothly incorporating Fighters and Monks into the world around them. It also contains histories for several martial organizations that can be added to a campaign setting.

[edit] Chapter 4 - The Game within the Game

This chapter contains tips on playing a martial class or prestige class and possible strategies and tactics to succeed in a campaign. Rules for monstrous Fighters and Monks are also given in this chapter, including rules for dealing with multiple limbs, flight, and other non-humanoid physical traits.

[edit] Chapter 5 - Tools of the Trade

This chapter introduces new exotic weapons, magic items, and vehicles. Towers, keeps, and castles for martial characters are also discussed, including the Elven Canopy Tower and the Dwarven Plateau Castle.

[edit] External links