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Complete Champion: A Player's Guide to Divine Heroes (Dungeons & Dragons)
 
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Complete Champion: A Player's Guide to Divine Heroes (Dungeons & Dragons) [Hardcover]

Ed Stark; Chris Thomasson; Rhiannon Louv
4.0 out of 5 stars  See all reviews (1 customer review)

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Product details

  • Hardcover: 160 pages
  • Publisher: Wizards of the Coast; illustrated edition edition (15 May 2007)
  • Language English
  • ISBN-10: 0786940344
  • ISBN-13: 978-0786940349
  • Product Dimensions: 27.8 x 21.6 x 0.2 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 693,250 in Books (See Top 100 in Books)

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Product Description

Product Description

Complete Champion focuses on the divine champion and provides new rules options for characters who enjoy battling for a cause, defeating foes with divine magic, and going on quests that mean more than simply defeating the bad guy and grabbing the treasure. Complete Champion also helps Dungeon Masters run quest-themed campaigns and adventures.

In addition to providing various archetypes for characters, Complete Champion includes new feats and prestige classes. This book features dozens of deity- and belief-themed organizations, turning religion and holy (or unholy) power into something characters of all classes can use.

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Customer Reviews

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Most Helpful Customer Reviews
11 of 11 people found the following review helpful
Format:Hardcover
First let me state that I have been awaiting this book since I first heard of it some months ago. It promised to fill in many gaps within the D20 gaming system and provide new background resources for the GM to flesh out many religious organizations. This book contains many new ideas and fleshes out some of the old ones as well as giving an excellent insight into the mindset of the people who follow D&D gods. It contains new organizations for nearly every god featured in the main rule book and some more generic religious groups for the GM to use. It also has several new prestige classes covering devotees of the church, naturalistic prestige classes for rangers and druids and also some slightly more arcane focused divine characters. There are also many new feats and spells for the characters who like to have something a little different in their repertoire. All of this is accompanied by rules for followers who wish to tie themselves to the various organizations and the usual stunning artwork that we have come to expect from wizards.

All of this however and still no class that allows NG characters to become something akin to a Paladin/Holy liberator. Reading through the new prestige class section is a little disappointing when you see that most of the classes are limited to specific churches/groups that you may not wish to follow as a player or may not wish to include as a GM. Although it does give some good ideas on creating new factions and applying the same rules. All in all the book is excellent although I would suggest that you be prepared to follow the ultimate rule in RPG's "If you don't like it tweak it".
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Amazon.com:  8 reviews
29 of 30 people found the following review helpful
Shadowstrikers! 30 Jun 2007
By Jym - Published on Amazon.com
Format:Hardcover
I quite like Complete Champion, which offers more depth on the major D&D religions, some cool feats and alternative class features, spells, and magic items. I didn't think too much of the prestige classes, but I rarely find prestige classes very compelling. Then again, I thought the "Shadowstrikers" have a very cool flavor: sort of a military alliance between the churches of Pelor and Heironious out to save the world. The Summon Holy Symbol and Metal Fang were a couple of handy spells that, upon reflection, should've come out years ago. The new feats include Domain Feats, each one associated with a particular domain that the cleric has to have to take it. The new reserve feat associated with healing (Touch of Healing) could revolutionize how some parties approach healing between battles: so long as you keep a 2nd level or higher cure spell in reserve, you can slowly heal your buddies up to half their total hp without casting a spell or expending a charge off a wand. (The feat is particularly useful for druids and bards.) The Holy Warrior feat is a personal favorite (constant boost to damage, but you need access to the War domain). An earlier review suggested that the book is only helpful for paladins: I couldn't disagree more. There is a divine-style alternative class feature for every class: the ones for ranger I thought were cool, and there are options for fighter and monk that enable them to align their weapons/unarmed attacks without needing a cleric to cast Align Weapon. Most of the magic items work for anybody, although some are only for druids, clerics, or paladins. The rules for joining church organizations, whether or not you're a cleric or paladin, have some neat little benefits: I thought the 1st rank benefits for followers of Moradin (+5 movement for only 500 gp and some easy criteria) is a good example of something any dwarf would appreciate. All in all, I really liked it.
10 of 10 people found the following review helpful
Quite Useful For 3.0/3.5e Greyhawk Campaigns... 12 Sep 2007
By Roger Robinson - Published on Amazon.com
Format:Hardcover
Complete Champion works best if you're campaign is set in Greyhawk and/or prominently features the core 3.0/3.5e D&D gods. It's also the most DM-centered of the "Complete" books, which are generally thought of as extensions of the Player's Handbook (PHB). While there are new feats, prestige classes (11 of them, actually) and spells, the rules for creating church affiliations and holy sites take up quite a bit of the book. While players might join one of these organizations, it's the DM who'll get the most out of this information.

Affiliations were introduced in the Player's Handbook II (PHBII) as a way of providing rules and benefits for characters belonging to various organizations. You don't need the PHBII, however, as rules for building your own church affiliations are provided in the Complete Champion. Affiliations are useful because they provide criterion for characters to rise up in the ranks of a given organization (in this case, a church) and provide increasingly valuable benefits for doing so. While all the churches presented in the book are of non-evil Core/Greyhawk deities, there are brief descriptions for the evil Core/Greyhawk deities, as well. Furthermore, rules are given to allow you to create a church affiliation for nearly any deity you choose based on their prominent domains.

Among the usual selection of feats are a new type called Domain Feats. These feats, which can be taken by any character, are each based on one of the core domains from the PHB such as Air, Destruction and Travel. These Domain Feats provides an ability, often only usable once per day, based on the powers associated with the specific domain. This provides a fun, if not always balanced, way to provide non-divine classes with the blessing of a deity, which I like, but there's certainly nothing to keep a divine class from taking these feats as well.

Many of the prestige classes are based on the Core/Greyhawk deities, as well. Pelor has the Shadowstriker and the Shadowspy which are both tied to a Pelorian church affiliation called Pelor's Shadow Guard. While this might sound counterintuitive for a sun god, the description of the affiliation does a great job at explaining how these prestige classes came to be. There's also a prestige class for Hextor (Ordained Champion) and another (The Sancctified One) which can be taken by Ehlonna, Kord, Olidammara or Wee Jas, providing differing abilities for each.

The new spells favor the cleric, but there's quite a few new things for paladins, druids and blackguards as well. There's even a few new spells for Adepts (the NPC class), which is something I haven't seen in a while. On average, the spells are 2nd-4th level spells, but clerics receive a few 5th-7th level spells, too.

Of the new items presented I particularly enjoyed the special holy symbols. These are masterwork holy symbols that each have special powers relating to the Core/Greyhawk deity they represent. There's quite a bit of variety here and these items are relatively inexpensive having more value in terms of status than monetary worth.

The final chapter covers divine quests and holy sites. Again, this is probably more befitting a DM than a player. While players who worship a certain deity will certainly want to visit the holy site and gain the favor of their gods, this material is better served in the DMs hands. Still, these can add a fun touch to any Greyhawk campaign.

Overall, I think this is a great book and I intend on using the church affiliation rules to build my own churches and expand those of the other deities in my Greyhawk campaign. If you're running a 3.0/3.5e Greyhawk campaign or favor the Core deities, this book can definitely help mesh the rules and rewards of belonging to a church to the concepts and flavor of serving a deity. If you don't have any use for the Core/Greyhawk gods, then this book will be of significantly less value to you and I suspect that may be why it's received such low ratings overall. I'm sure I'd like it a lot less if it featured Forgotten Realms or Eberron deities, for example.

So, if you like the Core/Greyhawk deities and want to find ways to make them more interesting to their followers, pick up Complete Champion right away. Otherwise, you'll probably be disappointed. But me? I think it's quite good.
6 of 7 people found the following review helpful
Good for "core pantheon" campaigns 16 Sep 2007
By Justin Thomason - Published on Amazon.com
Format:Hardcover
All in all this isn't a bad book, it just lacks a certain level of applicability to any campaign not using the "core" deities as detailed in the PHB. More or less all of the fluff and a good deal of the crunch in this book seems to take that as a given. All in all I have been impressed with the Completes series - I was dubious of the "second round" but after Mage and Scoundrel I was generally impressed. This one seemed a far cry in utility compared to the others in the series. It has a handful of useful rules items, but all in all this isn't a great book.
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