Complete Adventurer (merged)


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Arcane Runes Press said:
Something about these two PrCs strikes me as, well I guess overly obscure would be the word for it. Maybe overly focused too. The daggerspell mage I can see, as daggers are weapons commonly associated with rogues, and to a lesser extent, with mages (particularly in older additions), but the daggerspell shaper seems like a really bizarro choice for a PrC.

I thought that "schtick" was what prestige classes are all about (start talking about core classes, then "overly focussed" enters my vocabulary.)

How are the "singing paladin" type feats? Are there are a good number of them?

Probably about half of the general feats are of this sort. (Not all bardic; for example, the ascetic feats are for monk multiclasses.)

And is the bard still the redheaded step child of class support?

That would be psion. ;)

Um, well, they get some new feats here and two of the new classes are good or specifically for bards, along with the return of the virtuoso and spymaster. That said, I have never been happy with any bard treatment since FFG's Path of Magic.
 
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Where did you buy it ?

I went to the Valet and one of the Donjon this morning but they both haven't received it yet.
 

TABLE OF CONTENTS

Introduction
- everyone has skill
-- what's inside
-- what you need to play

Chapter 1: Classes
- Ninja
-- Game rule information
-- Human ninja starting package
- Scout
-- Game rule information
-- half-elf scout starting package
- Spellthief
-- Game rule information
--Halfling spellthief starting package

Chapter 2: Prestige classes
- Picking a prestige class
- Animal lord (chose an animal, receive related bonuses, wild aspect)
- Beastmaster (animal companions galore)
- Bloodhound (tracker+bounty hunter)
- Daggerspell mage (spellcasting progression, sneak attack, dagger casting/magic)
- Daggerspell shaper (same + wild shape)
- Dread pirate (arr me mateys)
- Dungeon delver (trap sense, blind sense, augury, escape artist, etc.)
- Exemplar (super duper expert in 1 skill)
- Fochlucan Lyrist (bard/divine class "mystic theurge")
- ghost-faced killer (appear / attack / disappear, fear effects)
- highland stalker (mountain hunters)
- Maester (gnomish techno-mage)
- Master of many forms (shaper?)
- Nightsong enforcer (stealthy fighter/assassin)
- Nightsong infiltrator (thief/spy)
- Ollam (dwarven bard/teacher)
- Shadowbane inquisitor (Strike Force vs. evil)
- Shadowbane stalker (rogue/cleric)
- Shadowmind (mmmm... Mysk... rogue/psionic)
- Spymaster (7 levels. Cover identities)
- Streetfighter (rogue/fighter, bonus to init, "shake off" damage")
- Tempest (two-weapon maniac)
- Thief-acrobat (as seen on WotC)
- Vigilante (urban, non-evil, stealthy paladin)
- Virtuoso (Jimi Hendrix)
- Wild plains outrider (3 levels. mount, favored enemy = goblins, mounted combat)

Chapter 3: skills and feats
- Skills
-- Combining skills attempts
- Expanded skill descriptions
-- Appraise
-- Balance
-- Climb
-- Craft
-- Decipher script
-- Diplomacy
-- Disable device
-- Escape artist
-- Forgery
-- Handle animal
-- Heal
-- Hide
-- Open lock
-- Sense motive
-- Survival
-- Swim
-- Tumble
-- Use rope
- Feats (aargh! the list!)
-- Appraise magic value
-- Ascetic hunter
-- Ascetic knight
-- ascetic mage
-- ascetic rogue
-- brachiation
-- brutal throw
-- combat intuition
-- danger sense
-- death blow
-- deft opportunist
-- deft strike
-- devoted inquisitor
-- devoted performer
-- devoted tracker
-- disguise spell
-- dive for cover
-- dual strike
-- expert tactician
-- extra music
-- extraordinary concentration
-- extraordinary spell aim
-- force of personnality
-- goad
-- green ear
-- hear the unseen
-- improved diversion
-- improved flight
-- improved swimming
-- insightful reflexes
-- jack of all trades
-- leap attack
-- linguering song
-- mobile spellcasting
-- natural bond
-- obscure lore
-- open minded
-- oversized two-weapon fighting
-- power throw
-- quick reconnoiter
-- razing strike
-- staggering strike
-- subsonics
-- tactile trapsmith
-- versatile performer
- bardic music feats
-- chant of fortitude
-- ironskin chant
-- lyric spell
- Wild feats
-- blindsense
-- Climb like an Ape
-- Cougar's vision
-- Hawk's vision
-- Savage grapple
-- scent

Chapter 4: tools and equipment
- new weapons
- equipment
- magic items

Chapter 5: spells
- swift actions and immediate actions
- new assassin spells
- new bard spells
- new cleric spells
- new druid spells
- new paladin spells
- new ranger spells
- new sorcerer/wizard spells
- new spells

Chapter 6: organizations
-- organization mae
-- blacklock loreseekers
-- the bloodhounds
-- college of concrescent lore
-- daggerspell guardians
-- dragonblade ninja clan
-- eyes of the overking
-- grayhaunt investigators
-- league of boot and trail
-- nightsong guild
-- order of illumination
-- shadowmind guild
-- talespinners league
- building an organization
-- step 1: type
-- step 2: alignment
-- step 3: size
-- step 4: population and resources
-- step 5: demographics
-- step 6: flesh out the details
- appendix: the epic adventurer
-- becoming an epic level adventurer
-- epic-level prestige class characters
-- sample prestige class epic progression
--- dungeon delver
-- epic feats

Sidebars:
- sudden strike and sneak attack
- spellthieves and psionics
- the pirate code ("it's more a list of guidelines...")
- fochlucan bandore
- the fochlucan college
- trick capacity
- exotic weapons from Complete warrior
- Using the hexblade with Complete adventurer
- Emphasizing an Organization within a campaign
- Adventurers and the League
- Option: create an organizational statistics block
- behind the curtain: epic levels and prestige classes

(whew!)
 
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Sammael said:
Is Expert Tactician in the book?

Yup, but different from the original. If you hit a creture with an AoO, you and all your allies get +2 circumstance bonus to attack and damage against it for 1 round.
 

Alaxk Knight of Galt said:
Can you describe in greater detail the Scout and the Spelltheif. BAB, Saves, Skill points, and an overview of their special abilities.

Thanks
Ninja is basically the same that was published in Dragon a couple of months back

Scout: d8/8 skill points/med BAB/good reflex saves
Overview of abilities:
skirmish: extra damage with ranged attacks if scout moves more than 10 feet during the round.
trapfinding
uncanny dodge
evasion
bonus feats dealing with movement
camouflage
blindsense
fast movement
other movement related abilities.

Looks like a very cool class at first glance

Spellthief: d6/6 skill points/med BAB/good will saves
Overview of abilities:
sneak attack (up to 5d6)
steal spell (can have as many stolen spell levels as class levels) if you forego 1d6 of sneak attack damage.
steal pretty much any magical effect or protection (resistance, SR, etc.) eventually
Spell list: can cast up to 4th level spells (like paladin/ranger/hexblade)
 

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