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Science Fiction & Fantasy |
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Complete Warrior (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) written by Andy Collins, David Noonan, Ed Stark Studio : Wizards of the Coast by Wizards of the Coast Release Date : 2003-12-01 Publisher : Wizards of the Coast Released : 2003-12-03 Availability : Usually ships in 1-2 business days Number of Items : 1 EAN : 9780786928804 Avg. Customer Rating: (based on 41 reviews)
List Price : $29.95 Our Price : $17.09
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Product Description |
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Forge your name in battle!
The Complete Warrior provides you with an in-depth look at combat and provides detailed information on how to prepare a character for confrontation.
This title was not only compiled from various D&D sources, but contains new things as well, including new battle-oriented character classes, prestige classes, combat maneuvers, feats, spells, magic items, and equipment. The prestige classes included have been revised and updated based on player feedback, and there are rules for unusual combat situations. The Complete Warrior will assist all class types, including those classes not typically associated with melee combat. There are also tips on running a martially focused campaign and advice on how to make your own prestige classes and feats.
To use this accessory, a Dungeon Master also needs the Player’s Handbook, Dungeon Master's Guide, and Monster Manual. A player needs only the Player's Handbook.
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Lots of crunch! |
Complete Warrior was the first "Complete" book I got, and is still my favorite. It has tons of crunchy bits. Yes, much of the stuff is 3.5 revisions from Sword and Fist and Masters of the Wild, but it is useful none-the-less. In 3e many of the classes and feats in those books were overpowered and no sensible DM should have let them be used as written, some of those 3e failings were corrected in Complete Warrior.
As always, a sensible DM should not allow their players to use anything out of any book they bring to the table. If you don't want hulking hurlers, all you have to do is not allow large size characters or say no--easy. My advice, cut the cheese, as a DM. If it sounds cheesy and hard to incorporate, DON'T LET ANYONE DO IT! Let your spoiled players whine and cry, and keep delivering a good game. |
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Solid addition to any D&D Library. |
Like the thrill of close combat? Enjoy sneaking around in an attempt to find the best angle to sink your dagger into an enemy's back? Then the Complete Warrior is for you. This book goes into great detail about how to be an offensive fighter in a D&D group.
Pros: Lists a plethora of prestige classes accompanied by beautiful graphic depictions, gives an experienced player more fantastic material for their higher-level characters. Also includes multiple new basic starting classes to choose from. Talks about a variety of tactics to use in-game during combat. All-around a good addition to those who lean toward creating Fighters, Rogues, Rangers, Paladins, etc.
Cons: Not enough basic starting classes added. The types that were added don't have the same feel to me as the classics, such as the new Samurai class, and I will probably will only use one (the Swashbuckler) in the future. |
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One of the 'Must Have' Suppliments |
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D&D today is great. I'm a geek from way back and have ranted and raved or applauded many versions of this game. The current one is...overall...the best. It's by no means flawless but they give it depth while trying to maintain a basic simplicity. For the most part, they succeed. Many of the suppliments of the core game however are definitely wanting. One gets the impression that no editor bothered to pay attention to see if it maintains the same balance as the other suppliments, much less the core game. There are some gems however that just add even more colour to the game overall. The Complete Warrior is one of those gems. Chock full of prestige classes and a few full 1-20 classes, as well as some interesting feats and additional infortmation...it is, as a whole, very useful and fun (the Swashbuckler and Samurai classes are definitely favourites of mine now). Not all of the prestige classes hit the mark but more do than do not. I would not recommend all of the suppliments but this one just happens to be a must for the serious gamer. |
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Best Accessory |
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No book has a better supply of classes and feats for making a fighter character the best player at the table. |
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A nice effort.... |
Here is the deal, there is a lot of material providing many, many options in this book. That being said, most of it is not incredibly "imaginative". For example, a PC in one of my campaigns wanted to play a samurai type character so using some of the guidelines in the DM's guide we constructed him as a standard fighter with a few extra touches (early access to Weapon Specialization, intimidate as a class skill etc...) and a few penalties (fewer bonus feats, required alginment, allegiance to a lord etc...). My point here, is that as far as the core classes, prestige classes and most of the other stuff in this book, a bit of imagination, some compromise, and a few free hours will let you build the whole volume from scratch without having to shell out the money and at the same time, giving you quite the sense of accomplishment. Take the advice of the DM's guide
"The standard character classes fit into virtually everyone's campaign. They are flexible, and skill and feat selections allow them to be truly customizeable" |
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