Books : Complete Warrior (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

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Author name: Andy Collins, David Noonan, Ed Stark

 : Complete Warrior (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
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Type of bind: Hardcover
Dewey Decimal Number: 793
EAN num: 9780786928804
ISBN number: 0786928808
Label: Wizards of the Coast
Manufacturer: Wizards of the Coast
Quantity: 1
Page Count: 160
Printing Date: December 03, 2003
Publishing house: Wizards of the Coast
Release Date: December 01, 2003
Sale Popularity Level: 30259
Studio: Wizards of the Coast




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Editor's Notes and Comments:

Product Description:
Forge your name in battle!

The Complete Warrior provides you with an in-depth look at combat and provides detailed information on how to prepare a character for confrontation.

This title was not only compiled from various D&D sources, but contains new things as well, including new battle-oriented character classes, prestige classes, combat maneuvers, feats, spells, magic items, and equipment. The prestige classes included have been revised and updated based on player feedback, and there are rules for unusual combat situations. The Complete Warrior will assist all class types, including those classes not typically associated with melee combat. There are also tips on running a martially focused campaign and advice on how to make your own prestige classes and feats.

To use this accessory, a Dungeon Master also needs the Player’s Handbook, Dungeon Master's Guide, and Monster Manual. A player needs only the Player's Handbook.




Customer Reviews
User popularity level:  out of 5 stars

Rated by buyers 4 out of 5 stars - Solid addition to any D&D Library.
Like the thrill of close combat? Enjoy sneaking around in an endeavor to find the best angle to sink your dagger into an enemy's back? Then the Complete Warrior is for you. This book goes into great detail about how to be an offensive fighter in a D&D group.

Pros: Lists a plethora of prestige classes accompanied by beautiful graphic depictions, gives an experienced player more fantastic material for their higher-level characters. Also includes multiple new basic starting classes to choose from. Talks about a variety of tactics to use in-game during combat. All-around a good addition to those who lean toward creating Fighters, Rogues, Rangers, Paladins, etc.

Cons: Not enough basic starting classes added. The types that were added don't have the same feel to me as the classics, such as the new Samurai class, and I will probably will only use one (the Swashbuckler) in the future.



Rated by buyers 5 out of 5 stars - One of the 'Must Have' Suppliments
D&D yesterday is great. I'm a geek from way back and have ranted and raved or applauded many versions of this game. The current one is...overall...the best. It's by no means flawless but they give it depth while trying to maintain a basic simplicity. For the most part, they succeed. Many of the suppliments of the core game however are definitely wanting. One gets the impression that no editor bothered to pay attention to see if it maintains the same balance as the other suppliments, much less the core game. There are some gems however that just add even more colour to the game overall. The Complete Warrior is one of those gems. Chock full of prestige classes and a few full 1-20 classes, as well as some interesting feats and additional infortmation...it is, as a whole, very useful and fun (the Swashbuckler and Samurai classes are definitely favourites of mine now). Not all of the prestige classes hit the mark but more do than do not. I would not recommend all of the suppliments but this one just happens to be a must for the serious gamer.



Rated by buyers 5 out of 5 stars - Best Accessory
No book has a better supply of classes and feats for making a fighter character the best player at the table.



Rated by buyers 2 out of 5 stars - A nice effort....
Here is the deal, there is a lot of material providing many, many options in this book. That being said, most of it is not incredibly "imaginative". For example, a PC in one of my campaigns wanted to play a samurai type character so using some of the guidelines in the DM's guide we constructed him as a standard fighter with a few extra touches (early acess to Weapon Specialization, intimidate as a class skill etc...) and a few penalties (fewer bonus feats, required alginment, allegiance to a lord etc...). My point here, is that as far as the core classes, prestige classes and most of the other stuff in this book, a bit of imagination, some compromise, and a few free hours will let you build the whole volume from scratch without having to shell out the money and at the same time, giving you quite the sense of accomplishment. Take the advice of the DM's guide

"The standard character classes fit into virtually everyone's campaign. They are flexible, and skill and feat selections allow them to be truly customizeable"



Rated by buyers 5 out of 5 stars - Options!
What I love most about the complete series is that it gives you tons of options. There is no better guide to fighters and warriour options for all classes than this guide.

You have to love the new classes presented in this suppliment. The Samurai at very first seems a little out of place in a Greyhawk-ish setting, but this warriour with a heart of gold really fits in any campaign. The Swashbuckler is a favorite class of most powergamers, and is becoming a favorite class of mine weather they be robin hood or cap'n jack sparrow.

The variant paladin and ranger classes are too sweet. I use them all the time with my PCs. These variant class make the ranger more like the hard core woodsman like Strider from LOTR, and the variant Paladin makes them more like the knights of the old code.

The PRCs in this guide are very essential. You simply have to love the Cavalier and Ronin prestige class. The drunken master is a real step in the right direction for the monk, a natural progression for any dedicated holy man of the fist.

The feats provided in this book should be considered core. With such feats as destructive rage, arcane strike, and other great options, you really can't miss this section. The spells are a welcome addition as well.

The sections on fantasy warfare are a must read for any DM wanting to improve their game. One road block I've had over the years as a dm is sporting combat, and this guide has a real nice section on just that subject.

I could go on and on about this great book. In short, every good Dnder should own the complete series. There are so many great options in this book, and is a favored addition to my library.

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