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Complete Adventurer: A Guide to Skillful Characters of All Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) Hardcover – January 1, 2005


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About the Author

JESSE DECKER is a designer for Wizards of the Coast, Inc. whose recent roleplaying game design credits include Races of Stone™ and Unearthed Arcana™. Before joining the RPG R&D team as a designer, Jesse served as Editor-in-Chief of Dragon® Magazine.
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Product Details

  • Hardcover: 192 pages
  • Publisher: Wizards of the Coast; First Edition edition (January 1, 2005)
  • Language: English
  • ISBN-10: 0786936517
  • ISBN-13: 978-0786936519
  • Product Dimensions: 8.5 x 0.6 x 11.1 inches
  • Shipping Weight: 1.6 pounds
  • Average Customer Review: 4.3 out of 5 stars  See all reviews (36 customer reviews)
  • Amazon Best Sellers Rank: #279,724 in Books (See Top 100 in Books)

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Customer Reviews

First class product, excellent addition to any 3rd or 3.5 edition game.
Yogster
It provides the player with a number of interesting classes and prestige classes, awesome feats and a few new weapons and items.
Danger
I would recommend that any serious gamer aquire this book for their collection.
Robert Patrick McGee

Most Helpful Customer Reviews

132 of 134 people found the following review helpful By Ilan Muskat on January 25, 2005
Format: Hardcover
The Complete Adventurer aims to give some new insight into "why skills and feats are useful", naturally slanting its focus towards the otherwise underemphasized Bard and Rogue classes, and on how to make characters whose focus is "skills" into ones that are fun to play.
The most important things that The Complete Adventurer brings to the table are its three new core classes, of which the Scout adds a mechanically and thematically distinctive flair to a niche that was previously half-filled (like the Warlock in Complete Arcane before it), the Ninja is just there to be cool, and then there's the Spellthief; an unusual concept that requires some tactical ingenuity on the player's behalf. Of the three, the Scout will likely see the most use -- much that was good about the core Ranger class is here, and much that was superfluous is not.
The elaboration on Skills and Feats is helpful, as with just the PHB, explaining their significance to a group of new players -- they want their characters to know how to hit things and make them asplode -- can be somewhat awkward. Well, there are a number of useful suggestions and applications of Skills, like using Sense Motive to size up a prospective opponent's combat acumen. Feats, typically combat-oriented anyway, are nonetheless fleshed out here.
There's a chapter of equipment useful for Rogues and their ilk (examples of which include alchemical payloads for "treated" melee weapons), and a whole chunk of campaign suggestions focusing on guilds and organizations, some of which have some swell adventure hooks (they're "technically" for Greyhawk, but are more than generic enough to be adapted far and wide).
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97 of 102 people found the following review helpful By MICHAEL BEAVERS on January 19, 2005
Format: Hardcover
The complete adventurer is the latest offering from WOC and looks pretty good.

The book starts off with three new classes. They are the ninja, the scout and the spell thief. The ninja is rewritten from the oriental adventures and the ninja of the crescent moon from the sword and fist book. The scout is a cross between a rogue and a ranger. One of the feats is skirmish which allows the scout to deal an extra d6 on any attacks made if he moves at least 10ft and increases a d6 every 4 levels. The last new class is the spell thief, their primary ability is to steal spells from spellcasters, generally one level of spell for every three of character level. This allows the spell thief to cast that spell within the hour.

There are several prestige classes some from the various older book series, like the animal lord from the masters of the wild,the dread pirate, thief acrobat and the dungeon dweller from song and silence as well as many others. I particularly liked the wild plains rider as I have a area that has nomadic horse riders.

There is an expansion of the skills such as allowing greater movement while climbing if you are willing to take a penalty on the check. This is repeated with many of the skills like disable device or hide. There are new feats like goad which if the intended victim fails a will save it will only attack you.

There is a section of new equipment like catstink which if used requires a creature with scent to make survival check or lose the scent, or softfoot which adds a bonus to move silently. There are several alchemical capsules as well as new tools for use. I particularly liked this section as I enjoy playing rogues.
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33 of 35 people found the following review helpful By B. Allen-Trick on June 28, 2005
Format: Hardcover
Allow me to justify the title of this review. I say the vast majority of material here is top notch, especially the new swift spells, equipment, and prestige classes. A lot of the feats are so good they could easily be abusive, and a few more are just outright broken.

Example one: dive for cover. basically any rogue worth his salt can take this feat and NEVER worry about taking damage from a fireball ever again. Example two: mage slayer and that whole feat tree. For only having a 13 con you can make it impossible for mages to cast defensively around you, and later dispelling all magical protection (without any sort of level check) with a standard action. Oh, and leap attack is extremely abusive when combined with Frenzied Berserker. Lets just say for each -1 to all attack rolls, +6 to all damage rolls.

But I digress, any halfway smart DM won't allow these feats anyway. And the rest of the material is pretty great. The rewritten Tempest prestige class is probably my personal favorite, but Street Fighter is pretty damn good too.

So all in all I still recommend this book, with one caveat, beware the crazily abusive feats at ALL TIMES. Otherwise, its a great addition to my gaming library.
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22 of 26 people found the following review helpful By Anglobotomy on October 12, 2005
Format: Hardcover
I don't think this book is useless, as one reviewer here said, but it's not great. I think it's a lot better than Complete Divine or Complete Arcane. It has a few useful prestige classes, and several useful feats, some of which are intelligent rewrites of Song and Silence feats. I think what people react negatively to with this series of books is the fact that they're rewrites of those soft cover books that I didn't buy because I knew they'd be out in hardcover revisions later. I have to say, what I've taken from this series of books (the Completes) is a lot of useful feats, a few core classes, and about 5 prestige classes from each book. That's all they are. Which means they're probably a rip off, since I bet there is a Great Book of Feats coming out someday which will make these books all obsolete. Oh well, its a useful book anyway. Plus it has some pretty pictures.
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