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Complete Adventurer - 10 Reasons for Players on Wizards site

MerricB

Eternal Optimist
Supporter
http://www.wizards.com/default.asp?x=dnd/news/20050103news

A bunch of very, very interesting bits and pieces about the final book in the Complete series of Player Guides...

Wizards said:
10. Put Those Skill Ranks to Good Use: The skills section in this book offers big rewards for characters who have truly mastered their skills. A character who doesn't mind higher DCs for skill checks can complete tasks faster and with more panache than ever before.

9. Focus in with Feats: Complete Adventurer's extensive feats section offers plenty of options for sharpening and focusing your character's abilities. For example, the Extraordinary Spell Aim feat allows a spellcaster to shape an area spell so that its effects flow around a selected creature. Now your character can blast away with spells and not worry about harming an ally!

8. Expanded Multiclassing Options: Many of the new feats in Complete Adventurer help to make some often-overlooked multiclassing options more viable. For example, how about a singing paladin? The Devoted Performer feat lets a character stack paladin and bard levels together to determine damage for the smite evil ability as well as uses per day of bardic music.

7. Go for Some Prestige: If your character takes care of business in a special way, these new prestige classes are for you. For example, the daggerspell mage and daggerspell shaper combine arcane magic, dagger fighting, and wildshape. The bloodhound excels at tracking down elusive foes, and the ghost-faced killer can bring fear and silent death to his enemies.

6. Tools of the Trade: Need a little extra help in tough spots? The longspoon thieves' tools are just the ticket for rogues who don't want to get too close to their work, and a masterwork saddle is a must for any serious rider.

5. Alchemical Wonders: A wide array of handy materials awaits characters within these pages. Need to literally throw off the dogs? Try some catstink. In a tight spot? Freeglide provides the way out.

4. Go Exotic: Choose a new exotic weapon to suit your character's fighting style. For example, the quickblade rapier is just the thing for disarming foes, and the broadblade short sword is great for fighting defensively.

3. A Grab Bag of Magic: Complete Adventurer offers a veritable treasure trove of magical goodies. Consider the possibilities offered by the ring offilcher's friend, which can pull in lightweight, metal objects. Or put your character's ranks in Perform to work with magical instruments, such as the flute of the snake and the lute of the wandering minstrel.

2. Spells for Everyone: If you like to collect interesting spells, this book offers a great selection. In Complete Adventurer, you'll find new spells for every spellcasting class, including "secondary" spellcasters, such as rangers and assassins.

1. Three New Classes: The ninja, the scout, and the spellthief are new base classes. Be a ninja and kill from stealth with a slew of special abilities. The scout isn't about reconnaissance, it's about fighting while on the move and leaving only blood and questions behind. As a spellthief, you'll jump into a fight against a powerful wizard -- and steal his main weaponry.

Looks like they went quite inventive in their creations for this book - which should help those who were depressed by Races of Destiny.

It's the new feats and expanded skill descriptions that I'm most looking forward to. :)

Cheers!
 
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Crothian

First Post
MerricB said:
It's the new feats and expanded skill descriptions that I'm most looking forward to. :)

Cheers!

I agree. I wonder if they will have the epic skill uses reprinted in this book......
 

fanboy2000

Adventurer
Be a ninja and kill from stealth with a slew of special abilities.

Hmmmm. Ninja wasn't a base class in OA. Very interesting. I'm looking forward to this now. Of course, I can't think of ninjas and not be reminded of blue ticks and hedges. ;)
 
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A'koss

Explorer
Well, this seems like the first interesting product I've seen come out of WotC in a while. The new skill uses should be good. It's got my interest anyway, we'll see how well they execute it...

I found this kinda funny though, "The scout isn't about reconnaissance,..." - Uh, it isn't...? "...it's about fighting while on the move and leaving only blood and questions behind." - Hmmm.... well, it sounds like another poorly named class, but me like anyway! Let's hope they finally come up with a halfway decent ninja class this time too.

Cheers!
 

Zaruthustran

The tingling means it’s working!
A'koss said:
I found this kinda funny though, "The scout isn't about reconnaissance,..." - Uh, it isn't...? "...it's about fighting while on the move and leaving only blood and questions behind." - Hmmm.... well, it sounds like another poorly named class, but me like anyway! Let's hope they finally come up with a halfway decent ninja class this time too.

Cheers!

Right there with you. If I may substitute a synonym: "The scout isn't about [scouting]"

:p

It does sound like a poorly named class. Maybe they should have gone with... rogue/ranger. :)

I'm not a fan of new base classes. It decreases the need to multiclass, and is definitely a slippery slope. Once you add the Scout, why not add the Heavy Scout? Or the Mounted Scout? Or Sea Scout? With limited base classes you'd make such things with feats and multiclassing, but once you start adding more and more classes why not just make a new class?

Anyway, that's probably a discussion for a "I wonder what 4th ed will be like?" thread.

-z
 

mhacdebhandia

Explorer
For example, the Extraordinary Spell Aim feat allows a spellcaster to shape an area spell so that its effects flow around a selected creature. Now your character can blast away with spells and not worry about harming an ally!
Interesting. It's not clear whether or not this is metamagic - the name would suggest not, but you can never be sure - but it's also apparently single-target; good, I suppose, for parties with a single frontline fighter.

It will also be interesting to see if this feat has any cost associated with its use. One would hope so, even if it were just tough prerequisites.
 

Creamsteak

Explorer
The Extraordinary Spell Aim feat allows a spellcaster to shape an area spell so that its effects flow around a selected creature. Now your character can blast away with spells and not worry about harming an ally!

The idea of a fireball bursting around the parties lead fighter sounds cool to me. It also seems sensible if it's a tightly packed group that your bursting this around. However, I'm not fond of a fireball (or other area of effect) that just curves around everyone you "don't want it to hit."

I wonder if you can target yourself with this?
 


Gez

First Post
The Skill and Alchemy sections sounds promising. The rest, well, it can be great, but more feats and more prestige classes is kinda blah after a while.
 


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