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Hardcover Complete Adventurer: A Hero Series Supplement Book

ISBN: 0786936517

ISBN13: 9780786936519

Complete Adventurer: A Hero Series Supplement

(Part of the Dungeons & Dragons Edition 3.5 Series)

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... This description may be from another edition of this product.

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Format: Hardcover

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Customer Reviews

5 ratings

Great!

The Book arrived before the dead line and was in terrific condition and the book is just GREAT! :)

Enjoyable Book...

Complete Adventurer is an awesome book in most respects. It provides the player with a number of interesting classes and prestige classes, awesome feats and a few new weapons and items. Along with Complete Arcane, this is one of my favorite 3.5 titles. I highly recommend it.

One of the best D & D books out there

Aplicable to all classes to one degree or another. Very fun content and totaly worth the price.

One of the best "splat" books

As an ardent D & D DM, I collect all the generic source books when I can. Some are so-so, but this is one of my faves. Lots of general stuff for players and NPCs, and less "weird/nutty/overpowered or dumb" Prestige classes. -The prestige classes in the book are pretty good, more for folk who preffer "quest/Roleplaying" than "hack n' slash". The vigilante, dread pirate and street fighter fit in well with "rough and ready", city campaigns and the like. -Most of the feats are pretty good (though I don't like the one that lets you use a weapon in off hand as light, uh, no, too much potential for abuse) Over all, pretty good if you're more "adventure/rp" and less "munchkin with dice", but the things in it are good "crunch" as well as "fluff"...it's nice though to see more believeable stereotypes brought to life in the PrCs, and be useful, such as the streetfighter and bloodhound. -It also adds the "Ninja" as a full class, and the Scout. I dislike the scout's "skirmish" ability as it makes no sense (more damage while firing on the move, eh? Sorry, not believable), but many will like the Ninja, which is different enough from the rogue for them not to overlap too much, and still be cool to play. :)

A useful mix with some excellent additions

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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