See buying choices for this item to see if it's one of the millions that are eligible for Amazon Prime.

22 used & new from $26.95

Have one to sell? Sell yours here
 
 
Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Bk. 2)
 
See larger image
 
Tell the Publisher!
I’d like to read this book on Kindle

Don’t have a Kindle? Get yours here.
 
  

Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Bk. 2) (Hardcover)

by David Noonan (Author)
3.9 out of 5 stars See all reviews (38 customer reviews)


Available from these sellers.


7 new from $29.94 15 used from $26.95

Customers Who Bought This Item Also Bought

Dungeon Master's Guide II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)

Dungeon Master's Guide II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)

by Jesse Decker
Player's Handbook, Version 3.5 (Dungeon & Dragons Roleplaying Game: Core Rules)

Player's Handbook, Version 3.5 (Dungeon & Dragons Roleplaying Game: Core Rules)

by Jonathan Tweet
Complete Adventurer: A Guide to Skillful Characters of All Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)

Complete Adventurer: A Guide to Skillful Characters of All Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)

by Jesse Decker
Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Complete Warrior (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Complete Warrior (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

by Andy Collins
Explore similar items

Editorial Reviews

Product Description
The Player’s Handbook II builds upon existing materials in the Player’s Handbook. This is the first direct follow up to the best-selling and most used D&D rulebook. It is specifically designed to expand the options available for players by both providing new material and increasing the uses for existing rules. Included are chapters on character race, background, classes, feats, spells, character creation, and character advancement. New rules include racial affiliations that make race matter as a character advances in level, new character classes and alternate class features for existing classes, new feats, tools for rapid character creation, and additional organization and teamwork benefits -- an option first introduced in Dungeon Master’s Guide II and Heroes of Battle.

Product Details

  • Hardcover: 244 pages
  • Publisher: Wizards of the Coast (May 9, 2006)
  • Language: English
  • ISBN-10: 0786939184
  • ISBN-13: 978-0786939183
  • Product Dimensions: 11 x 8.4 x 0.6 inches
  • Shipping Weight: 1.8 pounds
  • Average Customer Review: 3.9 out of 5 stars See all reviews (38 customer reviews)
  • Amazon.com Sales Rank: #53,303 in Books (See Bestsellers in Books)

    Popular in this category: (What's this?)

    #47 in  Books > Science Fiction & Fantasy > Gaming > Dungeons & Dragons


Tags Customers Associate with This Product

 (What's this?)
Click on a tag to find related items, discussions, and people.
Check the boxes next to the tags you consider relevant or enter your own tags in the field below.
(19)
(19)
(2)
(1)

Your tags: Add your first tag
 
Help others find this product — tag it for Amazon search
No one has tagged this product for Amazon search yet. Why not be the first to suggest a search for which it should appear?

Sell a Digital Version of This Book in the Kindle Store

If you are a publisher or author and hold the digital rights to a book, you can sell a digital version of it in our Kindle Store. Learn more

 

Customer Reviews

38 Reviews
5 star:
 (14)
4 star:
 (14)
3 star:
 (5)
2 star:
 (3)
1 star:
 (2)
 
 
 
 
 
Average Customer Review
3.9 out of 5 stars (38 customer reviews)
 
 
 
 
Share your thoughts with other customers:
Most Helpful Customer Reviews

 
152 of 182 people found the following review helpful:
1.0 out of 5 stars An obvious ploy to make more money, July 16, 2006
I'll break from the pack here and say that I was somewhat disgusted with this book. I'm sure there must be other long-time D&D players who agree with my perspective, however. For me, Wizards of the Coast is a notorious repackaging/recycling company, one with a fraction of the creativity and vision of TSR. This book is a shining example of WoTC's worst traits.

For the usual steep entrace fee of $35, we get four new classes, only two of which are mildly interesting (the knight has been around for so long and in so many forms that its inclusion here seems pointless). And both of the interesting classes - duskblade and beguiler - are little more than rogue/sorceror and fighter/sorceror mixes, just with the ability to cast an incredibly minor list of spells while wearing armor. Gee, thanks. One could do better with some creativity and, dare I say it, a smattering of house rules.

Chapter Two, "Expanded Classes," is laughable. Here we have 37 pages of almost total fluff. I do not need to pay $35 for a book that will teach me how my Cleric of Pelor should reference his deity in every sentence he utters; nor do I need such a book to tell me what obvious "themes" I can pick to round out the personality of my character. If you need a book to give you those ideas, stop playing D&D, because you obviously don't have the sliver of imagination necessary (or the common sense) to role-play. Also the extremely minor "expansion options" they give some of the classes are largely uninteresting.

Chapters 3 and 4 are new spells and feats. Usual fare here.

Chapters 5 and 6 really cemented my displeasure with this book. These chapters are geared at helping a character build his or her identity, but they give nothing but a bunch of completey hackneyed examples. Seriously, if you couldn't figure these out on your own, you're an idiot. The section on teamwork benefits is interesting, but I have a problem with that too that I will return to discuss.

Chapter 7 is all about "affiliations" - adventuring groups/clans that your PC may hail from. David Noonan should be embarassed by these. You have stuff like "the Bloodfist Tribe," which is - you guessed it - a wandering half-orc band. There's the Elves of the High Forest, Dragon Island, dwarves who mine deep into the mountain, gnomes who like to make stuff, etc. etc. Again I return to my gripe about creativity. Anyone with even a passing knowledge of fantasy roleplaying and D&D can create better groups than these to populate a campaign world. They're obviously just included here as filler.

Chapter 8 is more filler, and is basically filled with rules on how to switch your character over from one class to another, for all those indecisive players out there. I really think this section could have been released online as an option for those who want to pursue it.

So, overall, what I'm left with thinking about this book is - why was it necessary to publish something called "Player's Handbook 2?" There is nothing in here of vital consequence. The few useful bits - the new feats, spells, and rules governing teamwork benefits - should have been included in the FIRST Player's Handbook the first time around. But, obviously, if they did that, WoTC would have no way of suckering addicted fans out of another $35 for yet another smattering of new stuff buried in page after page of useless fluff.

WoTC's 3.5 rules are really a wonder of marketing. I tip my hat to them. They now have approximately 700 prestige classes and god knows how many races, spells, monsters, feats and examples of how to make your bard talk scattered throughout dozens of books. There are so many fans of D&D that many of them will buy all the books just to see what the new stuff is. My advice to such folks is to avoid this book, even though I'm pretty sure most of you won't.
Comment Comments (3) | Permalink | Was this review helpful to you? Yes No (Report this)



 
97 of 116 people found the following review helpful:
5.0 out of 5 stars Excellent player resource, top notch!!, May 9, 2006
By B. Allen-Trick "Meatrace" (Madison, Wisconsin, USA) - See all my reviews
(REAL NAME)   
I had my doubts about this one, believe me, but when I started seeing the previews on the wizards webpage I began to think it might turn out to be an OK product. Boy was I wrong. It's FANTASTIC!

Lots of space on how to play every base class, including ones from the Complete series and a few new ones. New ideas for character archetypes, character traits, you know, ideas for actually ROLEPLAYING rather than just new rules.

That being said, there are also a ton of new feats. Personally I feel it's unfortunate that the feats seem to concentrate on combat, but at least they breathe new life into combat. Most of the new feats concentrate on combat styles or allowing a specific combat maneuver, which I'm all for. Very few are crushingly powerful, but almost all could find a use by a tactically minded player. Some bring altogether new rules to the table, like the combat focus, which adds a lot of flavor to a tank character.

There are also a plethora of new spells, which I'm happy to say aren't all blaster spells. There are several spells that, while not terribly powerful, do very cool things (see cloud of knives).

Finally, near the end, there are rules for ajudicating being part of a guild or organization along with several example organizations.

All in all I give this book my highest grade and I think everyone should pick it up.
Comment Comment | Permalink | Was this review helpful to you? Yes No (Report this)



 
28 of 31 people found the following review helpful:
3.0 out of 5 stars new players or veterans, August 1, 2006
It's tough to make a choice about this book. Criteria to purchase really boils down to two things - are you a new player to the game or are you a seasoned veteran having played AD&D or any older version of the game.

New Players will benefit from this book as it will help them figure out how to role-play (acting the character) instead of roll-play (slinging dice). They will eat up the character classes and drool over the new feats. New GMs will giggle in anticipation of make affiliations and continental societies. This is a pretty good book for newcomers.

Veterans will look through this book and probably put it back on the shelf. They'll like some of the new feats and a handful of the spells but not enough to throw down $35 for them. Veterans will scoff at the book looking at it as fluff and time waste material as they already know how to develop a background, history, and focus of a character. They will wittle away the new classes and probably never introduce them into their games.

Who benefits the most from this book? Newcomers, obviously. Secondary is the Veteran GM that is teaching his/her kids or other newcomers the game. The PHB2 will help the old GM coach and advise the new arrivals to ROLE-playing for a better game for everyone.
Comment Comment | Permalink | Was this review helpful to you? Yes No (Report this)


Share your thoughts with other customers: Create your own review
 
 
Ad
 
Most Recent Customer Reviews

5.0 out of 5 stars Alternate Class Abilities!!
Highly recommend this book. I love the alternate class abilities. I have never found a familar very useful for a wizard but the new instant spell abilities are great. Read more
Published 17 days ago by C. Weber

4.0 out of 5 stars Very useful ..... and really helps out the Ftr!
Our group continues to find uses for the material in this book. Our parties Ftr loves it (as would be obvious to anyone that reviews the feats in here), and the DM is constantly... Read more
Published 14 months ago by F. Ochs

5.0 out of 5 stars 4th Edition out in 2008 ... CAUTION
The 4th edition of D&D is out in 2008... that'll make these books officially obsolete... I see no need to buy this book now.. Read more
Published 18 months ago by Trail Rider

5.0 out of 5 stars A great read and a must have for
Much like the dungeon masters guide 2, the Players Handbook 2 (in my opinion) should've been produced first. Read more
Published 19 months ago by Deven M. Niles

5.0 out of 5 stars Nice complement
This book is a very nice complement for creating your D&D character, specially for the new feats.
Published 23 months ago by R. U. FERREIRA

5.0 out of 5 stars A Risk Worth Taking
When I originally heard about this book, I was worried. I thought about how poorly they made Dungeon Master's Guide 2. However, this book turned out great! Read more
Published on June 28, 2007 by Lazenca

2.0 out of 5 stars Players Handbook 2 Review
I eagerly awaited this book to come out, thinking it to have quite a bit of new information. It does offer some new classes and some new spells and such, but over all the book to... Read more
Published on May 12, 2007 by Literate Deviant

5.0 out of 5 stars PHB2 in 5 easy steps, NOW WITH OVER 200% MORE FLUFF!!!
DISCLAIMER: THE AUTHOR OF THIS REVIEW IS A SELF-PROCLAIMED FRICKIN' MORON WHO IDN'T PAYIN OR BEIN' PAID JACQUE DU SQUATTE, AND, IN ADDITION, IS NOT LONG FOR THIS WORLD!. Read more
Published on April 11, 2007 by M. B. Massat

2.0 out of 5 stars Bringing MMOGs to pen-&-paper
I usually love new rulebooks, but this one is a stinker. It was obviously written by someone who loves multiplayer online games and is trying to bring some aspects of those games... Read more
Published on March 12, 2007 by Meanwhile

4.0 out of 5 stars Love the new feats!
Though much of this book is geared towards new players to help with character development, the new feats are very nice. In fact I bought this book just for the feats.
Published on March 10, 2007 by Kevin J. Murphy Jr.

Only search this product's reviews



Customer Discussions

 Beta (What's this?)
New! See all customer communities, and bookmark your communities to keep track of them.
This product's forum (0 discussions)
  Discussion Replies Latest Post
  No discussions yet

Ask questions, Share opinions, Gain insight
Start a new discussion
Topic:
First post:
Prompts for sign-in
  [Cancel]


Active discussions in related forums
  Discussion Replies Latest Post
Superhero RPG 0 39 minutes ago
Too many hit points? 68 4 hours ago
the worst rpg ever! 133 6 hours ago
Best and baddest monsters 2 6 hours ago
Tabletops? 31 16 hours ago
4e Rules Question 64 1 day ago
What's your D & D history? 5 1 day ago
   


Product Information from the Amapedia Community

Beta (What's this?)



Look for Similar Items by Category


Storm Warning

Black & Decker Storm Station
Buy the Black & Decker Storm Station--an all-in-one emergency power source, radio, and flashlight--for the unbelievably low price of $119.99.

Shop the Power Tools Store

 

Best Books of 2008

Best of 2008
Find our top 100 editors' picks as well as customers' favorites in dozens of categories in our Best Books of 2008 Store.
 

Wallpaper like a Pro

Shop for Wallpaper Supplies
Find the tools to apply or remove wallpaper like a pro. From wall decals to steamers, you can find everything you need in the Home Improvement Store.
 

Switch On Some Style

Shop for switch plates and outlet covers
From zebra prints to Tinkerbell, switch plates and outlet covers provide decorative touches to enhance any décor.

Shop for switch plates

 
Ad

 

Feedback

If you need help or have a question for Customer Service, contact us.
 Would you like to update product info or give feedback on images?
Is there any other feedback you would like to provide?

Your comments can help make our site better for everyone.



Where's My Stuff?

Shipping & Returns

Need Help?

Your Recent History

  (What's this?)
You have no recently viewed items or searches.

After viewing product detail pages or search results, look here to find an easy way to navigate back to pages you are interested in.

Look to the right column to find helpful suggestions for your shopping session.

Continue shopping: Top Sellers
Free
Free by Chris Anderson
Paranoia
Paranoia by Joseph Finder
My Soul to Lose
My Soul to Lose by Rachel Vincent
Glenn Beck's Common Sense

Conditions of Use | Privacy Notice © 1996-2009, Amazon.com, Inc. or its affiliates