Complete Warrior (Dungeons & Dragons Accessory) 
asked by trailrider on November 13, 2006 2:56 PM
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.
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.
Reviews
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 access 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"
"The standard character classes fit into virtually everyone's campaign. They are flexible, and skill and feat selections allow them to be truly customizeable"
reviewed by steelers on November 22, 2006 3:46 AM
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 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.
You have to love the new classes presented in this suppliment. The Samurai at 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.
reviewed by sandi on November 27, 2006 3:45 PM
This book is not a DM's book. With the exception of a few tatical feats, and some new weapons, this book, with the majority of its pages detailing new prestige classes, is not a book that was meant to ever enter the hands of a DM. I saw one feat in here I liked, and I payed 25 dollars for the privlige to look at it. In short, if your a DM, dont buy the book, if your a character who is big on fighters, go ahead. But be warned, some of the prestige classes are hopelessly stupid. The Eye of Gruumsh is the prime example, its abilities are just wierd, not to mention bad, and although I rarely judge a class by its portrait, I must say that is without question, the ugliest D and D picture I have ever seen. The new base classes are kind of repetitive, like a pretty lame remake of the Samurai. A hint;if your buying the book so you can use that class, don't, buy Oriental Adventures, save money, and end up with a better class. Some things appeal to my PC side though, like the Spellsword, which offers the best spellcaster/fighter mix I've seen in a long time. And then there's the Hulking Hurler, the most uber chea class I have EVER seen. If my PCs ever even try to get me to let them use this class I swear I will write an angry letter to Wizards of the Coast, telling them to stop making classes that can be used to defeat the purpose of arena deuling of even normal D+D. Still the book fails to really deliver anything important, not overly recomended.
reviewed by willie on November 29, 2006 10:14 AM
This book provides everything it promises: every feat, item, armor, weapon, spell and prestige class to kill just about everything the twisted mind of a DM can imagine. If you want to make a general combat character, use the player's handbook. However, if you want a a character that can solo a CR 15 dungeon, leaving no witnesses, then this is your book.
reviewed by harrypotter on November 29, 2006 3:36 PM
The complete warrior is probably one of the best additional books that should be found in anyone's D&D D20 library. The book is a very well organized and easy to find information. Since it comes from WOTC the book isn't as overpowering as some from Mongoose Publishing (This isn't a slam on Mongoose I do love most of their work). Besides the 3 core rule books, the Complete Warrior is one of the most heavily used accessories in my library.
The only bad thing I can say about it is the Invisible Blade PRC is incorrect. Since WOTC changed it from a 10 level PRC to a 5 level PRC they didn't alter the class prerequisite.
The only bad thing I can say about it is the Invisible Blade PRC is incorrect. Since WOTC changed it from a 10 level PRC to a 5 level PRC they didn't alter the class prerequisite.
reviewed by pits on November 29, 2006 5:16 PM
