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Complete Adventurer (Dungeons and Dragons v3.5 Supplement): A Hero Series Supplement (Dungeons & Dragons: Accessory) [Hardcover]

Jesse Decker
4.2 out of 5 stars  See all reviews (4 customer reviews)

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Book Description

Feb 2005 Dungeons & Dragons: Accessory
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.

Product details

  • Hardcover: 192 pages
  • Publisher: Wizards of the Coast (Feb 2005)
  • Language: English
  • ISBN-10: 0786936517
  • ISBN-13: 978-0786936519
  • Product Dimensions: 27.7 x 21.3 x 1.5 cm
  • Average Customer Review: 4.2 out of 5 stars  See all reviews (4 customer reviews)
  • Amazon Bestsellers Rank: 211,651 in Books (See Top 100 in Books)

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Customer Reviews

4.2 out of 5 stars
4.2 out of 5 stars
Most Helpful Customer Reviews
23 of 24 people found the following review helpful
4.0 out of 5 stars Completely........... pretty good 26 Jan 2005
If you have any of the Complete... series (Arcane, Divine and Warrior) then you pretty much know the score on this one. It contains additional material to spice up specific character types - in this case, "adventurers" (basically rogues, but broadened out to include "skillful" characters of all classes). And in line with the other books, it contains new core classes, new prestige classes, new feats, new equipment and new spells.
I personally don't really like the new core classes (in any of the books) as most of the concepts seem better for prestige classes (the ninja, scout [a sort of wilderness/skirmisher rogue] and the spellthief [steals powers from spell casters]. The prestige classes are nice, with some designed to benefit from interesting multiclass combos (rogue/wizard, rogue/druid and rogue/paladin). The new feats (some updating previous versions on the previous 3.0 versions of these books like Song & Silence) are nice (I really like Oversize Two-Weapon Fighting, which allows you to treat a 1-handed off-hand weapon as a light weapon - how about a dwarven waraxe in each hand?). The spells section has some nice updates for stuff like the assassin spell list, and the new equipment has some interesting ideas like alchemical pellets mixed with some (to me) slightly duff ones (some complicated exotic weapons that require certain skill levels to get some pretty minor additional benefits - not a bad idea but not nearly well-enough developed).
Together with some interesting material on additional uses for existing skills (a boon to DMs as it deals with quite possible situations where adjudication might not be obvious) and material on how to develop organisations (enemy or ally alike), this is a pretty handy volume. Given the slightly samey format, they don't really inspire as works of art. But this is a good tome which provides a toolbox to players and DMs alike to develop the game.
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1 of 1 people found the following review helpful
3.0 out of 5 stars complete adventurer review 7 Sep 2007
It is fair to day that I like this book and will no doubt refer to it often as both a player and a DM. It contains lots of useful info especially in relation to organizations and guilds etc.

So why is it only rated as three stars?

I thought there was way too much emphasis on prestige classes, page after page of weird and wonderful classes which are very unlikely to ever be used. The new core classes however were good without too much emphasis.

I would also have liked a much broader section on specialist equipment, there was one or two pages of good stuff but I though it could and should have contained much more, even if this meant drawing from other refernces.
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7 of 9 people found the following review helpful
5.0 out of 5 stars Everything you need and more 30 April 2005
As both a player and a DM, I found this book excellent. The new Core Classes are fun to use (the Scout I particularly like), and the Prestige Classes are excellent. Combined with the rest of the material (the guild to making Guilds is very useful for a DM...) I've found the book extremely useful, and rarely do I play a game now without at least a passing glance through this much-used tome. A must for everyone.
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5.0 out of 5 stars Loving It 10 Jun 2011
This book i have to say is one of my essentials, there is lots of nice feats,
nice classes and nice Prestige classes. Epic!

My favourite things in this book would be the "ninja" class, and the "Scout" class.
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Most Helpful Customer Reviews on (beta) 4.2 out of 5 stars  32 reviews
131 of 133 people found the following review helpful
5.0 out of 5 stars A useful mix with some excellent additions 26 Jan 2005
By Ilan Muskat - Published on
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.
97 of 102 people found the following review helpful
4.0 out of 5 stars rogues stash 20 Jan 2005
By MICHAEL BEAVERS - Published on
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.
33 of 34 people found the following review helpful
4.0 out of 5 stars Excellent resource marred by glaring faults. 28 Jun 2005
By B. Allen-Trick - Published on
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.
22 of 26 people found the following review helpful
3.0 out of 5 stars Not bad 13 Oct 2005
By Anglobotomy - Published on
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.
11 of 14 people found the following review helpful
4.0 out of 5 stars One of the Better WOC SupplementsYet 5 April 2005
By Caster Jack - Published on
The PrC's are, as usual, specialized and redundant, but the new character classes are nice, and the emphasis on skill use is a nice change; some of the original PH skills have new slants to make them worth taking, and the book presents several ways to use old skills together and in new ways. One of the few supplemental books that I keep handy and refer back to (being a completist dork, I got 'em all).
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