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Book of Experimental Might II: Bloody, Bold, and Resolute
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BOOK OF EXPERIMENTAL MIGHT II
BLOODY, BOLD,
By Monte Cook
Requires use of the Dungeons & Dragons® Third Edition Core Books, published by Wizards of the Coast, Inc.
This book utilizes updated material from the v. 3.5 revision.
Additional Credits
Editing and Production: Sue Weinlein Cook
Cover Illustration: Michael Komarck
Interior Illustrations: Caleb Cleveland, Kev Crossley, Scott Purdy,
Sam Wood, and Kieran Yanner
Cover Design: Peter Whitley and Caroline McKee
Interior Page Design: Peter Whitley
Playtesters: Sue Cook, Matt Filla, Jude Gagliano, Tod Gagliano,
Sarah Schneider, and Kent Wayson
For supplemental material, visit Monte Cook’s Website: < www.montecook.com >
Malhavoc is a registered trademark and Eldritch Might is a trademark owned by Monte J. Cook. All rights reserved. All other content ©2008 Monte J. Cook. All rights
reserved. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book is compatible
with 3rd Edition and Revised 3rd Edition rules. This edition of Book of Experimental Might II: Bloody, Bold, and Resolute is produced under version 1.0a and/or draft
versions of the Open Game License and the System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate
later versions of the license and document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a:
Any and all Malhavoc Press logos and identifying marks and trade dress, such as all Malhavoc Press product and product line names including but not limited to The
Complete Book of Eldritch Might, The Book of Experimental Might, and Monte Cook’s Arcana Evolved; any specific characters, monsters, creatures, and places; capital-
ized names and names of places, artifacts, characters, countries, creatures, geographic locations, gods, historic events, magic items, organizations, and abilities; any
and all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, like-
nesses, poses, logos, or graphic designs, except such elements that already appear in final or draft versions of the System Reference Document or as Open Game
Content below and are already open by virtue of appearing there. The above Product Identity is not Open Game Content.
Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Book of Experimental Might II: Bloody, Bold, and
Resolute are designated as Open Game Content: the feats in their entirety in Chapter Two, and anything else contained herein which is already Open Game Content by
virtue of appearing in the System Reference Document or some other Open Game Content source.
Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999–2008 Wizards of the Coast, Inc. The
remainder of these Open Game Content portions of this book is hereby added to Open Game Content and, if so used, should bear the COPYRIGHT NOTICE “ Book of
Experimental Might II: Bloody, Bold, and Resolute ©2008 Monte J. Cook.” This material is protected under the copyright laws of the United States of America. Any repro-
duction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from Monte Cook,
except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her
own personal use only.
This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
AND RESOLUTE
A combat sourcebook
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Book of Experimental Might II: Bloody, Bold, and Resolute
Table of Contents
Introduction: DANGEROUS DESIGNS
Overview ....................................................................................................................................................3
Using This Book ........................................................................................................................................3
Chapter One: FIGHTING DOMAINS
Domain Benefits .......................................................................................................................................5
Basic Power and Bonus Power .....................................................................................................................................................5
Key Feat and Domain Feats ...........................................................................................................................................................5
Design Decisions: Domain Feats ..........................................................................................................................................................6
Selecting Fighting Domains ..................................................................................................................6
Domain Descriptions ...............................................................................................................................6
The Domain of Agility ...................................................................................................................................................................6
The Domain of Ferocity ................................................................................................................................................................6
The Domain of Fighting Dirty .....................................................................................................................................................7
The Domain of Intellect...............................................................................................................................................................7
Sidebar: Training in Fighting Domains .........................................................................................................................................7
The Domain of Leadership............................................................................................................................................................8
The Domain of Might ....................................................................................................................................................................9
The Domain of Mounted Combat ................................................................................................................................................9
The Domain of Quick Defense ...................................................................................................................................................10
The Domain of Ranged Combat..................................................................................................................................................10
The Domain of Speed ...................................................................................................................................................................10
The Domain of Stalwart Defense ...............................................................................................................................................11
The Domain of Two-Weapon Fighting .......................................................................................................................................12
The Domain of Unarmed Combat ...............................................................................................................................................12
Sidebar: Why Not Just Be a Monk?..................................................................................................................................................12
The Domain of Weapon Mastery.................................................................................................................................................12
The Domain of Weapon and Shield Fighting ...........................................................................................................................13
Sidebar: Game Balance.....................................................................................................................................................................13
Chapter Two: FEATS OF DARING
Fighter Bonus Feats ...............................................................................................................................14
Feat Boosts...............................................................................................................................................14
Design Decisions: Boost Development..............................................................................................................................................15
New Feat Types..........................................................................................................................................15
Double Feats..................................................................................................................................................................................15
Uberfeats .......................................................................................................................................................................................15
Oblation Feats ..............................................................................................................................................................................16
Feat Descriptions ...................................................................................................................................27
Sidebar: Feat Presentation.............................................................................................................................................................27
Design Decisions: Fighter Bonus Feat Abilities ............................................................................................................................29
Design Decisions: Whither Dodge?.....................................................................................................................................................33
Sidebar: Rerolls ...............................................................................................................................................................................37
Sidebar: Multiple Effects ...............................................................................................................................................................43
Sidebar: Dodge Bonuses .................................................................................................................................................................47
Sidebar: Making New Oblation Feats ...........................................................................................................................................49
Sidebar: Bonus Damage Dice ..........................................................................................................................................................51
Design Decisions: Superior Flanking................................................................................................................................................57
Sidebar: Using the Feats for Monsters ......................................................................................................................................60
Chapter Three: VERY OPTIONAL RULES
Maneuver Options..................................................................................................................................62
Crazy Legs Charge .......................................................................................................................................................................62
Knock Down .................................................................................................................................................................................62
Throw.............................................................................................................................................................................................62
Turning Charge ...........................................................................................................................................................................62
Hit Points.................................................................................................................................................62
Spending Grace ............................................................................................................................................................................62
Grace and Nonlethal Damage ...................................................................................................................................................63
Grace and Forced Rest................................................................................................................................................................63
Sidebar: Grace as a Commodity .....................................................................................................................................................63
Minimum Hit Points .....................................................................................................................................................................63
Appendix
Open Game License .................................................................................................................................64
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Introduction 3
Dangerous Designs
And then we were surrounded. I knew we had to fight our way out, but many of the others questioned whether “brute
force” was the answer. When they approached the enemy under the flag of truce to parlay, they discovered that the cultists
were actually all demons in disguise. My allies were murdered quickly, and all they gained for us was an even smaller
fighting force. “‘Brute force,’” I should have told them, “is indeed not the answer. Skill, bravery, and fortitude are the
answer.” One way or another, they are always the answer.
—Dierna Hillerchaun, leader of the Knights of the Pale
Experimental Might ,I was overwhelmed by how
well it was received. Among those who did find
fault with it, however, the most common criticism was that
the book didn’t devote enough space to nonspellcasters. A
few readers contended that the rules actually hurt the fighter
class. (I pointed out this possible perception myself in the
book, although I still contend that the class is quite viable.)
Still, the comment got me thinking.
Some readers wanted to know, “Why don’t fighters get
disciplines?” Well, disciplines were designed to make spell-
casters more like fighters, so the question makes no sense.
The Book of Experimental Might de-emphasizes what are basi-
cally per-day abilities (spells) and gives characters with few
or no per-round abilities the option of always having some-
thing to do. This isn’t an area where fighters need any help.
They’re the kings of always having something to do—they’re
ready to use their best attack every round.
Perhaps, then, what nonspellcasters needed was some per-
day abilities that functioned like spells. A resource to man-
age. Except I’d already gone down this path with Arcana
Evolved ’s ritual warrior and combat rites.
So for this book, I designed a less intrusive solution. It’s
not a whole new class, but a method of allowing fighters to
“boost” their main power source—feats—a limited number
of times a day. But I wanted a little more. I’ve always liked
the idea that fighters (and anyone who does a lot of physical
combat) specialize in certain styles. With 3rd Edition, this
concept became workable with “feat chains” based on Power
Attack, Combat Expertise, or Point Blank Shot, for example.
I decided to take this a step further, though, and actually
reward characters for focusing on one area. That’s how fight-
ing domains were born.
Here’s something I want to be up-front about: This book
makes fighters more complicated to play. I mention this
because I do feel there needs to be a class for the player who
doesn’t want to have a lot of abilities to keep track of or a lot
of options to juggle. If you’re that player, this book might not
be for you. At the very least, you might not want to adopt all
the options presented here.
Overview
The book’s subtitle, “Bloody, Bold, and Resolute,” comes from
Macbeth , my favorite work of Shakespeare. It’s probably my
favorite because it was the first Shakespeare play I ever read
long, long ago, and the first I ever saw performed. It’s also the
best I’ve ever seen performed. Its dark, hard-edged nature
appealed to me as a teenager, and it appeals to me still.
I think the line, “Be bloody, bold, and resolute; laugh to
scorn the power of man, for none of woman born shall harm
Macbeth,” is very appropriate to the fantasy adventurer.
(And it is spoken by an apparition conjured by a witch, so all
the better.) Every fighter could do worse than to strive to be
bloody, bold, and resolute. Bloody because he shouldn’t be
afraid to get in there and take damage as well as deal it. Bold
because fear and hesitation don’t get you the treasure.
Resolute because your friends depend on you to go toe-to-
toe with the enemy, not run away.
To help you achieve these three goals, this book centers
around new feats and feat-related concepts. There are only
three chapters.
Chapter One: Fighting Domains— This chapter presents
the concept of fighting domains, which are basically feat
groupings based on combat style. These domains reward
characters for taking feats that all match a similar style.
Chapter Two: Feats— In this large chapter you’ll find a
massive listing of new feats and updated core feats. The
chapter introduces new concepts such as double feats, uber-
feats, feat boosts, and special abilities for those who take a
feat as a fighter bonus feat.
Chapter Three: Very Optional Rules— The book wraps
up with a brief discussion of some potential gamebusting
rules that nevertheless might be fun to try. In the Books of
Experimental Might , these ideas are the most experimental of all.
Using This Book
You can, of course, use just some of this book rather than all
of it. New feats are easy to introduce into any campaign. The
design of this book does assume, however, that you are also
using the rules from the first Book of Experimental Might ,
such as gaining a feat at every level and using Grace and
Health points.
W hen Malhavoc Press released The Book of
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Book of Experimental Might II: Bloody, Bold, and Resolute
Contributors to Book of Experimental Might II:Bloody, Bold, and Resolute
About the Author
Monte Cook has worked professionally in the game industry since 1988 for companies including Iron Crown Enterprises, TSR Inc.,
and Wizards of the Coast. He is a codesigner of Dungeons & Dragons ® 3rd Edition and author of the 3rd Edition Dungeon Master’s
Guide . He has designed dozens of popular roleplaying books through his own company Malhavoc Press and also has authored
miniatures games, novels, comic books, and short stories.
About the Illustrators
Self-taught cover artist Michael Komarck has worked as a projectionist at the local cineplex, a children’s book illustrator, graphic
designer, and owner of a small publishing company. Since 2003 he has illustrated covers for fantasy authors including Robert Asprin
and George R.R. Martin and many game companies. Visit < www.komarckart.com > .
Caleb Cleveland is a 2d concept artist and illustrator whose designs have been seen in roleplaying publications, interior design cat-
alogues, on stage, on film, in furniture showrooms, and in the proposals of marketing and advertising companies. Caleb lives in
Irvine, California, with his beautiful wife Karen. View samples of his artwork at his website < www.calebclevelanddesign.com >.
Leeds, England, illustrator Kev Crossley learned early on that a monster lived in the abandoned house down the street—after that,
he saw monsters everywhere. He drew them all the way through school, but in art college and university he was told to stop. After
getting a job in computer games, however, people started paying him to draw monsters. The moral of the story? Art college and uni-
versity were a waste of time. Check out his work at < www.kevcrossley.com > .
Scott Purdy , a UK-based illustrator, has a great love of horror, evil, and all things tentacular. He wills clients his way if they have
need of nasty critters to bring to life. You can see more of Scott’s work at < www.scottpurdy.net > .
Seattle-based illustrator Sam Wood is well known in the roleplaying and electronic game industries. While a staff artist at Wizards of
the Coast, Sam illustrated Dungeons & Dragons, Magic: The Gathering , and many other games. In addition to Malhavoc Press, he's
worked for a wide range of companies, from Green Ronin to Microsoft.
Born and raised in the Australian coastal city of Darwin, illustrator Kieran Yanner came to the U.S. at the age of twenty to pursue his
dreams. With some hard work and many a sleepless night he has amassed a broad client base from around the world and has pro-
duced creative works for a number of leading entertainment companies. See more of his work at < www.kieranyanner.com > .
Malhavoc Press
Malhavoc Press is Monte Cook’s roleplaying game imprint devoted to the publication of evocative elements that go beyond tradi-
tional fantasy. Malhavoc products such as Ptolus, Monte Cook’s Arcana Evolved, and The Complete Book of Eldritch Might exhibit a
mastery of the 3rd Edition rules that only one of its original designers can offer. Current titles are available to purchase in print or
electronic (PDF) format at < www.montecook.com > .
Like the material in that book, the contents of this one
is of a more tentative nature than that of most previous Malhavoc
Press releases. It really stretches some of the central concepts from
the Core Rules. It introduces all-new ideas that take things in fresh
directions. It might not mix well in your games with non-core
material. DMs should carefully consider everything they read in
this book and feel free to experiment with it themselves.
Throughout Book of Experimental Might II , all references to
spells, feats, and other rules not in this book come from the v. 3.5
revision of the three Core Rulebooks: the Player’s Handbook ,
DMG, and MM. This sourcebook is protected content except for
items specifically called out as Open Gaming Content on the title
page. For full details, please turn to the Appendix on page 64.
Open content is not otherwise marked in the text of this book.
As I did in The Book of Experimental Might ,I’ve annotated these
pages to show you not only what rules I have added, but why. You’ll
find numerous asides, many of them set apart as sidebars, that
explain why I use a particular new rule or suggest some things to
consider if you’re thinking about using it.
This book is not a condemnation of the Core Rules. It simply
provides ideas and material for doing something new with them,
just for fun. It’s not a “fix,” because, in my opinion, nothing in the
Core Rules is really all that broken. Instead, consider these chap-
ters some new options designed for people who are really familiar
with the rules—so familiar, in fact, that a new spin might make
for a refreshing change.
Monte Cook
April 2008
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