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

Jesse Decker (Author)
4.1 out of 5 stars  See all reviews (22 customer reviews)


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Book Description

January 1, 2005
The essential sourcebook for any D&D character looking to build adventuring skills.

Complete Adventurer™ serves primarily as a player resource focused on adventuring skills for characters of any class. As adventuring is the foundation for the entire D&D experience, nearly every aspect of the D&D game benefits from the material in this product. Characters have access to new combat options, spells, equipment, and prestige classes, as well as exciting new character classes such as ninja and scout. Complete Adventurer also provides new information on several organizations and guilds, and Dungeon Masters will find material for creating or optimizing single creatures or even entire campaign worlds.

AUTHOR BIO: 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.


Editorial Reviews

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.

Product Details

  • Hardcover: 192 pages
  • Publisher: Wizards of the Coast (January 1, 2005)
  • Language: English
  • ISBN-10: 0786936517
  • ISBN-13: 978-0786936519
  • Product Dimensions: 10.9 x 8.4 x 0.6 inches
  • Shipping Weight: 1.6 pounds
  • Average Customer Review: 4.1 out of 5 stars  See all reviews (22 customer reviews)
  • Amazon Best Sellers Rank: #66,235 in Books (See Top 100 in Books)

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Customer Reviews

22 Reviews
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Average Customer Review
4.1 out of 5 stars (22 customer reviews)
 
 
 
 
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125 of 127 people found the following review helpful:
5.0 out of 5 stars A useful mix with some excellent additions, January 25, 2005
By 
Ilan Muskat (Toronto, Ontario Canada) - See all my reviews
(REAL NAME)   
This review is from: Complete Adventurer: A Guide to Skillful Characters of All Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) (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).

And then there's the lion's share of Complete Adventurer: a motherlode of diverse Prestige Classes, for all Core types. There are Dread Pirates (not left-handed!), Bounty Hunters, several Bard variants, Inquisitors (Paladins with Rogue skills -- nobody expects them, as their chief weapon is surprise) and such, which have the common theme of augmenting, or supplementing, Class abilities with Skills and Feats. Oh, and there's a Beastmaster, dar-rigeur (wokka wokka wokka).

There's a lot of stuff in here. The Scout will find its way into almost any game, but much of the rest of the book really serves to revitalize and elucidate the Skill/Feat system, the largest characteristc mechanical departure of D&D 3.0/3.5 from its role-playing forebears and their war-game roots.

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93 of 98 people found the following review helpful:
4.0 out of 5 stars rogues stash, January 19, 2005
This review is from: Complete Adventurer: A Guide to Skillful Characters of All Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) (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.

There is a new section of magic items like the choker of eloquence which gives a bonus to diplomacy, bluff and perform checks. At the end of the section is a discussion of swift and immediate actions.

There are 16 pages of new spells, some of which are really nice some are so-so in my opinion.There are several spells with the designation of swift and are mostly one round in duration. I liked the ranger spell hawkeye which increased range increment for bows and such by 50% and added to the spot check.

The last section of the book talks about various organisations. It gives some information on various types and how to join and the advantages for joining are. There is a random chart at the end of the chapter if you are inclined to roll to see what is there.

I consider this book to be a very solid addition to the line and am considering what I will foist on my players from this book.
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30 of 30 people found the following review helpful:
4.0 out of 5 stars Excellent resource marred by glaring faults., June 28, 2005
By 
B. Allen-Trick "Meatrace" (Madison, Wisconsin, USA) - See all my reviews
(REAL NAME)   
This review is from: Complete Adventurer: A Guide to Skillful Characters of All Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) (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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Inside This Book (learn more)
First Sentence:
Since its inception, the latest edition of the DUNGEONS & DRAGONS roleplaying game has been about options, not restrictions. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
nightsong infiltrator, shadowbane stalker, nightsong enforcer, shadowbane inquisitor, plains outrider, sacred stealth, mass cloud mind, skirmish ability, extra damage from critical hits, expend one daily use, rogue class feature, existing divine spellcasting class, animal companion benefits, tempest defense, existing arcane spellcasting class, druid class feature, dungeon delver, wild shape use, creatures without discernible anatomies, spectral weapon, monk class feature, bardic music, acrobatic charge, bard class feature, capsule coats
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Player's Handbook, Sense Motive, Handle Animal, Personal Target, Full Atk, Hit Die, Weapon Focus, Base Atk, Armor Class, Dungeon Master's Guide, Power Attack, Decipher Script, Nightsong Guild, Transmutation Level, Use Rope, Divination Level, Daggerspell Guardians, Base Ark, Talespinners League, Eyes of the Overking, Hit Dice, Use Magic Device, Weapon Specialization, Character Benefits, Roleplaying Suggestions
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