Complete Adventurer

IronWolf

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Complete Adventurer serves primarily as a player resource focused on adventuring skills for characters of any class. As adventuring is the foundation for the entire D&D experience, nearly every aspect of the D&D game benefits from the material in this product.

Characters have access to new combat options, spells, equipment, and prestige classes, as well as exciting new character classes such as ninja and scout. Complete Adventurer also provides new information on several organizations and guilds, and Dungeon Masters will find material for creating or optimizing single creatures or even entire campaign worlds.
 

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The Complete Adventurer finishes off the character-focused books by Wizards of the Coast. This book’s theme is character’s of skill and provides new uses for skills, new core classes, prestige classes, feats, spells, monsters, organizations, and magic items to add into your campaign. The Complete Adventurer weighs in at 192 full color pages for $29.95, inexpensive compared to many d20 books which tend to range from 160-192 pages for that price or greater.

The interior art varies tremendously and encompasses many styles. Many of my favorites are present, like M. Philippi, Wayne England, Ron Spencer, and W. O’Conner. Several of the illustrations are full page views that show two-related prestige classes like the daggerspell mage standing back to back with a daggerspell shaper or the shadowbane inquisitor in white plate waiting for a signal from the shadowbane stalker clad all in black.

The editing isn’t as bad as the Complete Divine but there are some snafu’s here. My favorite one for meaning is “it allows characters with the proper number of skill ranks access to new…new classes.” So how many skill ranks do I need to take the ninja or scout class anyway? How about the back of the book, mentioning the new monsters? Well, unless they’re printed in some invisible ink that I need to hold the book against moonlight, there are none. In some other instances, it’s a formatting issue as I doubt that the Vigilante on page 86 is meant to have 20 3rd level spells at 7th level and it’s probably 2 3rd level spells and 0 4th level spells, allowing casting only of bonus spells. One thing that could be added is an index.

Like previous books, this one starts with new core classes. This time around, it’s ninja, scout, and spellthief. One interesting aspect to the ninja and scout is that neither has sneak attack, but rather, a variant. The ninja has sudden strike, where they gain bonus damage dice if the opponent is surprised and has no Dexterity bonus, not when flanking, while the scout gets skirmish, where if they move, they deal extra damage. It makes sneak attack in and of itself more valuable and more powerful in campaigns where the ninja and scout are included.

Overall, the ninja is good for stealth and quick strikes having several abilities that allow it to go where no one should be able to. Take Ghost Step, where they use ki (equal to half her level plus wisdom bonus) and can become invisible for one round as a swift action or becoming ethereal at 10th level instead of invisible.

The scout is a good substitute for the ranger in some campaigns. Fair hit dice, d8, good skill ranks (8 level), proficient with simple weapons and some light martial weapons, some trapfinding and dodge ability, and some bonus feats along with some nature survival abilities. No spellcasting and good ref saves gives you a perfect substitute for a ranger in a low magic campaign.

For some reason, the spellthief doesn’t strike me as anything I’d use, but wouldn’t have a problem allowing in my game. They’re similar to the rogue in some aspects like hit dice, not quite as many skill points (6 as opposed to 8),reduced sneak attacks, trapfinding, and then, some magical abilities. For example, if they can sneak attack, they can lose 1d6 points of sneak attack and steal a spell. It starts off at 0 or 1st level spells, but at 18th level, the spellthief can steal a 9th level spell.

They have some other abilities related like being able to detect magic and having a bonus to save against spells. Higher level spellthieves can steal energy resistance, or spell resistance or even absorb spells but they almost seem more like a prestige class in it’s focus as opposed to a standard core class.

In looking at prestige classes, the variety is key. Some of the PrCs work best for multi-classed characters but regardless of your core character class, you should be able to find something. One interesting aspect of many of these PrCs is that they are involved with an organization, detailed latter in the book, that provides an alternative PrC. Good for those looking for more role playing elements in their PrCs.

Many old favorites are updated including the Tarzan inspired Animal Lord, Bloodhound, Dread Pirate, Tempest, and Vigilante, and I recognize at least the Ghost Faced Killer from Dragon magazine. One thing that disappoints me a little about some of the classes, is that those with unique spell progressions like the Vigilante, don’t note which spells from other resources would be appropriate save for those introduced in this book. Still, they’ve all been updated to 3.5 standards, noting the changes in some things like two-weapon fighting for the Tempest, or adding variety to some like the Dread Pirate.

The Dread Pirate is almost like two PrCs. At 2nd level, the pirate must decide if he’s an honorable pirate or a dishonorable pirate. Each version gains different abilities and sad to say, many of the ‘good’ versions aren’t quite as personally useful to the character as the dishonorable. See, the good version gets the ability to rally the crew, with the bonuses growing as the character goes up in level. A dishonorable pirate gets sneak attack that goes up in level.

My personal favorite is the shadowbane inquisitor. This is a paladin with some rogue training who can sacrifice spells from memory to gain a bonus to Hide and Move Silently checks. Who gains sneak attack ability and Smite ability. It’s a nice example of how non-traditional classes can be combined.

Almost as a side-note, there are some ideas for using the material here in a psionic based campaign, as well as one psionic based PrC, the Shadowmind, although there are no-new psionic powers and no specific psionic feats like Ascetic Psion.

The PrCs will have players pouring over the book for months and allow the GM to add many standard types of characters to his game. Need a street brawler or a master spy? You’ve covered. The repeated text, word for word, on special abilities on the example NPCs though, is once again present and once again, a bit much.

The section on skills and feats, at least as far as skills go, didn’t impress me that much. I like the rules for improving another person’s skill by taking a penalty to your own, or the expanded rules for aid another, where the higher your DC check is, the higher the bonus they gain is, but I was expecting much more from a book devoted to skills. Sure, the expanded skill descriptions themselves are great, but they don’t cover every skill either Some information on crafting poison, and using diplomacy to haggle, are not new things to the d20 system.

Much like the PrCs, the feats cover a wide range of options. Looking to stack your base class levels with your monk levels? Take one of the Ascetic feats. You levels will stack for purposes of determining your unarmed strike damage and often with another class ability. A paladin-monk for example, has levels that stack for his smite evil ability and can multi-class freely between paladin and monk. An ascetic mage, can sacrifice spells to gain a bonus to attack and damage rolls equal to the level of the spell cast.

Bards have numerous feats to review as well. While the book certainly didn’t do enough for the bards through PrCs, it does include some nice Bardic Music abilities. Take Ironskin Chant where the bard gains DR 5/-. Good stuff.

Some of the feats are nice to have official versions, but aren’t new in terms of game mechanics. Take Brutal Throw. You use Strength to attack instead of Dexterity. The opposite of a standard feat. How about Power Throw? Let’s you use Power Attack with Thrown Weapons. How about Tactile Trapsmith where you use your Dexterity instead of Intelligence to find traps? It’s a nice feat but hardly original use of swapping out one stat ability score for another. Some of the feats work well for multi-classed characters. A rogue-wizard for example, can sacrifice a spell to gain sneak attack damage against constructs or undead.

After all of the inherent character abilities via feats and class selection are made, what remains? How about tools and equipment? This includes several new exotic weapons and alchemical items. One of the nice thing about the exotic weapons is that there is a new rule introduced to allow exotic weapons that are very similar to standard weapons, to gain benefits from weapon focus, weapon specialization, and improved critical. For example, the barbed dagger allows a user who has those feats for a dagger, to use them with the barbed dagger. The good news is that they’ve included the exotic weapons from the complete warrior and the similar weapons. The bad news is that they didn’t do it for other releases like the Races of series or the environmental series.

My favorite new weapon here is the Longaxe. You can treat it as a reach weapon any time you use Power Attack and use 3 or more points. Now when it’s in reach mode, you can’t strike adjacent enemies but it’s a perfect weapon to take on trolls and ogres and doesn’t have to be wielded like that all the time.

For alchemy, we have a new subset of items, capsules. These are concentrated alchemical items that you store in your mouth, either through a false tooth or a retainer. They can be activated as standard or as a swift action. They can also be put into weapon capsules and can be held by a standard retainer or a triple retainer for those who can afford it.

The former capsules offer bonuses to skills, while the latter, are useful for overcoming an enemies damage reduction. Take ghostblight, an alchemist weapon augmentation that allows you to ignore the miss chance when fighting an incorporeal creature or quickfrost, where you deal extra cold damage.

Not everything is alchemical here though. We have several new masterwork instruments and various tools and skills kits.

Of course, no character book would be complete without magic items. We have new special abilities for armor, shields, and weapons, as well as specific weapons. Try using the Bowstaff that can switch into a longbow or use the dagger of defense that prevents you from being flanked. How about new wondrous items like the collar of obedience, perfect for your animal companions as it lowered the Handle Animal check by 5 points or the Medal of Gallantry, where you get a bonus to Diplomacy, but a penalty to Bluff checks in addition to the ability to use Sanctuary on yourself as a swift action.

As many of the PrCs here include spellcasting progressions, we have new spells. The section starts off with the class, then level, and for arcane casters, the school. Spells are noted for the assassin PrC, but apparently nothing here was suitable for the Blackguard. The Hexblade is included in a sidebar so those who want more spellpower for their favorite evil slanted semi-spellcaster have it.

Several spells are aimed at the multi-classed character like Grave Strike where you can sneak attack undead for one round or the wizard spell, Golem Strike, where you can sneak attack constructs for one round. I can see the point of these abilities, but combined with the feats that allow the same thing, it seems a tad overpowering and should result in lowering the CR of golems and constructs where such spells and feats are common and in everyday use.

Other spells flesh out the range’s list nicely like Blade Storm, a swift spell that lets you make melee attacks against every foe you threaten or Arrow Storm, where you make one ranged attack against each foe with one range increment. I like the idea of the swift spells, but I worry that those too much like feats, like Blade Storm, which is very similar to Whirlwind Attack, will reduce those feats to the realm of never selected. Perhaps that’s the route the game engine is following though as references to Swift and Immediate Actions are in almost every book.

The last chapter of the book, Organizations, includes several new organizations with the following blocks of information; joining the organization, character benefits, roleplaying suggestions, typical members, prestige classes, lore of the guild, a guild campaign, and a sample organization member. Role playing notes on how to emphasize an organization are included and while many of the organizations make direct use of the new PrCs included here, several refer to standard PrCs like the Loremaster, making them perfect for those who don’t want to overburden their campaign with new PrCs.

Rules for building your own organizations are included by going through several steps starting with type, alignment, size, population and resources, demographics, and fleshing out the details.
In some ways, this last chapter can be combined nicely with Races of Destiny. One of the organizations, The Eyes of the Overking, are waiting for their lord, the Overking, to return, and in the meanwhile, try to keep peace between the various realms and are master spies and gathers of information. Perfect for those looking for a way to include the Illumians in their game. The organization rules can be slotted into the rules of community and district details from Races of Destiny.

The book closes out with some details on Epic Adventuring including some Epic Feats and a sample progression, of the Dungeon Delver, as well as the standard information on what benefits you can from advancing past 20th level.

Overall, I like the book. I felt that while bards didn’t get quite the shaft here that they got in Songs & Silence, that there still wasn’t enough material for them. For a book that’s on skill focus, there was still a lot of druid and other “Masters of the Wild” style information included. The rules on skills were fairly brief.

The things I like about the book, are the new organizations and how they’ve tied them into several of the PrCs included in this book, as well as a nod to other books. The similar weapon rules for exotic weapons benefiting from the various weapon augmentation feats, is a good deal but could’ve went a little further like including a Feat to do that with similar weapons. The nod to the Hexblade was a nice touch, but not including the other core classes like the War Mage in the spell listings, should be overlooked to verify that none of these spells are appropriate for those new core classes via a web enhancement.

The Complete Adventurer is a great book for anyone looking for options. If you’re mage wants to become a little more dangerous in melee combat with the Daggerspell Adept or your Bard wants to emulate the Bards of old via the Fochlucan Lyrist, the Complete Adventurer is for you.
 

There are times when I really delight in a new D&D purchase. This is one of those times.

Complete Adventurer, to put it succinctly, is a fabulous book. The cover describes it as "A Guide to Skillful Characters of All Classes", which is quite accurate. In fact, it's a little more accurate than you might expect: apart from expanding on the various uses of skills, it also gives greater options for multiclass characters - "All Classes", you see.

Chapter 1: Classes. (26 pages)
As has become customary in the Complete line, the book begins with a description of three new 20-level classes: the Ninja, the Scout and the Spellthief. Each one of these classes is a variation on the skill-using rogue and could substitute for that class in the standard party, albeit with different strengths and weaknesses.

The Ninja has Trapfinding, a variation on the sneak attack called Sudden Strike that works only when the opponent is denied its Dexterity bonus, and various ki powers, including the ability to turn invisible as a swift action for a single round. In the same manner as the monk, the Ninja cannot wear armour, but gains both its Wisdom bonus and a class-based bonus to its AC. At third level it gains the Poison Use ability, and with d6 hit dice and 6 skill points a level, it makes an interesting variant on the rogue or assassin.

The Scout is somewhat of a combination of a ranger and a rogue. Its key abilities are Trapfinding, Fast Movement and Skirmish - the last is a bonus to AC and damage if it moves at least 10 feet in the round. This bonus to damage also applies to ranged attacks within 30 feet, making a bow-using Scout the most likely build for the character. At higher levels, it gains the abilities of Camouflage and Hide in Plain Sight. Somewhat unusually, although it has the ability to find traps, it does not have Disable Device as a class skill - Andy Collins has told me that this was an intentional decision, something that I think does fit the flavour of the scout. I very much like this class: although it isn't going to be an amazing fighter, it can be effective and fulfill the Rogue's role in the party.

The Spellthief is this book's strange class: as it progresses, it gains the ability to "steal" magical spells, effects, resistances and more from the opponents it fights. Add to that the abilities of detect magic, trapfinding, minor spell-use and sneak attack, and you have a curiously potent class. It is such a strange class that I can't really evaluate it without seeing it in action; suffice to say that it will likely require a skillful player to take full advantage of its abilities. I do like the concept and I look forward to seeing it in action in the future.

Chapter 2: Prestige Classes (72 pages)
If you don't like Prestige Classes, then you're probably not going to enjoy Complete Adventurer as much as I did. There are 26 here; a mixture of reprints from the 3rd edition books and entirely new classes.

Animal Lord - 10 levels, major revision from MotW.
The Animal Lord is a combat-based class, gaining the ability to take on aspects of his totem creature and possessing good animal handling skills as well. Rangers and Barbarians are likely to find this class most appealing. The original MotW incarnation was less combat orientated, and I feel that the changes improve the class.

Beastmaster - 10 levels, major revision of Tamer of Beasts from MotW
With a good base attack bonus, d10 hit points and 4 skill points per level, one would be forgiven for thinking that this class might not have much more to offer the ranger or druid that might take it. The Beastmaster's main attraction is in the various animal-based abilities it gains over the levels (Alertness, Scent, Low-light vision), although some might like the extra animal companions it gains. However, given the low power of these additional companions, they seem like a minor benefit of the class.

Bloodhound - 10 levels, minor revision from MotW
Another good combat character, the Bloodhound's abilities focus on tracking down (and possibly capturing) specific foes.

Daggerspell Mage - 10 levels
With an average attack and nine levels of casting ability, the Daggerspell Mage is the first of the multiclass-enabling Prestige Classes in the book. Designed for Rogue/Wizards, it takes the specific concept of a mage who fights with two daggers and creates an implementation that is quite intriguing. A Rogue 1/Wizard 5 can enter this class.

Daggerspell Adept - 10 levels
This class is thematically linked to the Daggerspell Mage. This time around, it enables a Rogue/Druid. Wildshaping abilities continue to improve, as do sneak attack and divine spellcasting. Interestingly, a Scout/Druid also can enter this class quite easily, and probably works better as such.

Dread Pirate - 10 levels, revision from Song and Silence
The Dread Pirate class is designed for the commander of sailors - either pirates or good seamen serving the king. Charismatic and with good ship lore, the prestige class actually has two paths it can take, depending on whether the characters is honorable or not. The result is very appealing.

Dungeon Delver - 10 levels, revision from Song and Silence
Perhaps one of the iconic prestige classes for the traditional dungeon crawling campaign, the Dungeon Delver has been revised primarily to put it more in tune with the revised rogue of 3.5e. Sacrificing sneak attack for improved trap skills and other survival skills for the Underdark, it remains a useful option.

Exemplar - 10 levels
To enter the Exemplar class, you require 13 ranks in one skill. It is designed to heighten a character's ability with their skills and to be charismatic when doing so. It is quite an odd class, and I can't quite see the point, I must admit. As it loses any other special ability progression it might have - such as bardic knowledge, music and spells - I'm not sure what character would actually take it.

Fochluchan Lyrist - 10 levels
Revisiting the original 1st edition bard, the Fochluchan Lyrist is designed for a Rogue/Bard/Druid. Yes, it is a strange combination of classes, and the Fochluchan Lyrist goes about making the character work with a vengeance - bardic knowledge, bardic music, 10 levels of arcane progression, 10 levels of divine progression, and a good base attack progression! Despite all this, the severity of the entrance requirements mean it isn't overpowered, but a true challenge to enter and play. I very much like this class.

Ghost Faced Killer - 10 levels, revised from Dragon Magazine
Basically this is the ninja class as a prestige class. A good attack progression, 4 skill points, sudden strike and the ability to swiftly turn invisible makes this more of a combat character than the basic ninja. At high levels, it can even frighten its target to death. A rather interesting class.

Highland Stalker - 10 levels
Skirmish abilities, good base attack, and good tracking abilities. Yes, it's the Prestige Class version of the Scout . There's not really much more to say about this. I rather like this trick of presenting both normal and prestige class versions of the same concept.

Maester - 5 levels
A gnomish magic-item crafter extraordinary. The main attraction is the ability to craft magic items at double speed and to identify items just by touching them. Apart from that, it is a very light class for abilities - a bit too much so. There seems little reason to take anything past the first level.

Master of Many Forms - 10 levels, minor revision of Shifter from Masters of the Wild
I mostly like the revised prestige classes, feeling that they have greatly improved on the original class. However, the Master of Many Forms suffers from a rules problem: it does not continue to increase the Hit Dice of the forms it can shift into - such is based on its Druid level. Without that increase, it is worthless. I suggest you allow the Druid level to stake with the Master's level for such.

Nightsong Enforcer - 10 levels
A combat rogue (good base attack progression) with teamwork abilities, such is the Nightsong Enforcer. Only 4 skill points a level is the price paid for the improved combat abilities, something that some will consider well worthwhile.

Nightsong Infiltrator - 10 levels
The teamwork element of the Nightsong Enforcer is complemented by this more roguish class, specialising in trapfinding and moving both quickly and quietly. Once again, it has abilities to help its allies, but loses the rogue's sneak attack ability in exchange.

Oleam - 5 levels
A dwarven teacher, suitable for either bards or clerics. 3 levels of spell progression, and lore and inspiring abilities. Rather an odd class, but it fits a cultural role.

Shadowbane Inquisitor - 10 levels
As a Paladin/Rogue multiclass, this is definitely unusual. It makes it all work, though. Good attack bonus, improved smite and sneak attack, and other holy special abilities. Great fun!

Shadowbane Stalker - 10 levels
Unusually, there's a second Paladin/Rogue enabler here. This one also works as a Cleric/Rogue combination, and emphasises the spell casting and sneak attack progressions.

Shadowmind - 10 levels, revised from the Wizard website
Continuing the rich vein of multiclass options, the Shadowmind is designed for the rogue/psion combination. I don't know about psionics to evaluate it fairly, though it seems quite bare as far as its abilities go. It reminds me of the Eldritch Knight or Mystic Theurge, an enabler class which doesn't have its own identity, as classes like the Shadowbanes and Arcane Trickster do.

Spymaster - 7 levels, major revision from Song and Silence.
A much improved version of the class, the Spymaster excels at maintaining a ficticious role even in the face of divination spells.

Streetfighter - 5 levels
Rather an odd class, it's sort of like a hyper-alert fighter. Sneak attack, good base attack, better initiative and uncanny dodge. Worth looking at.

Tempest - 5 levels, major revision from Masters of the Wild.
The master of two-weapon fighting, the revision is necessary due to the expanded Two Weapon Fighting feats available in Complete Warrior. Instead, the class allows the use of one set of weapon specialisation feats with both weapons wielded, improved two-weapon attack bonuses, and eventually a special two-weapon spring attack. I like this revision.

Thief-Acrobat - 5 levels, major revision from Song and Silence
Reducing the Thief-Acrobat from 10 levels to 5 levels greatly improved it. You now get improved movement options without too much distraction from your main progression as a rogue.

Vigilante - 10 levels, major revision from Song and Silence
A master of finding and punishing criminals, the Vigilante has minor spell-using abilities, average combat abilities and a wealth of special abilities to help him in his quest against the criminals of the world. It's most spectactular feature is the full-page artwork by David Hudnut which is very Batman or Van Helsing-like in pose.

Virtuoso - 10 levels, revision from Song and Silence
The master of bardic music and magic, the Virtuoso has lost some of the lesser songs of the S&S version. The main attraction of this class is the ability to sustain virtuoso music whilst casting spells.

Wild Plains Outrider - 3 levels
Consider a rider who is skilled at tracking from horseback, and you have the Wild Plains Outrider. The class is also set up to allow Paladins to take it, a very nice touch.

Chapter 3: Skills and Feats (20 pages)
This chapter begins with expanded uses for several skills. Mostly these give penalties to the skill checks in order to perform the skill more rapidly, but there are some more interesting uses here as well, such as the DCs for using the Heal skill to determine cause of death. The rules for Craft (poisonmaking) are here as well.

The feats (general, bardic and wild) are impressive. Several of them permit unusual multiclass combinations to work: the Devoted feats (paladin/rogue, paladin/bard and paladin/ranger), and the Ascetic feats (monk/ranger, monk/paladin, monk/sorcerer and monk/rogue). They permit stacking of some abilities and the lifting of some restrictions.

Apart from that, many of the feats improve skill use in some way, such as Appraise Magic Value, a sort of non-magical identify. There are also a few feats that allow one ability bonus to take the place of another, such as Force of Personality, which allows the Charisma bonus to be used instead of Wisdom for Will saves against mind-affecting abilities.

In fact, there is such a range of feats that it is unlikely that there are none here of interest. I very much like the feats that are presented, and consider this a highlight of the book.

Chapter 4: Tools and Equipment (22 pages)
I'm never a great fan of new equipment and magic items, but there are some nice items here. Exotic Weapons get a boost with a handful of new items such as the quickblade rapier - it gives a bonus on disarm checks and feint checks.

There are also some rules for masterwork bardic instruments, which give more of a bonus than merely a +2 to Perform checks; some give a bonus to spellcasting or particular forms of bardic music.

The magic items are dominated by new wondrous items. There are many different types here, and many aiding skill use. A rather impressive selection, when all is said and done.

Chapter 5: Spells (22 pages)
Another highlight of the book, this chapter expands greatly on the Swift and Immediate mechanics that have been introduced over the past year. All spell-using classes are likely to be very impressed by this chapter.

For instance, arrow storm allows a ranger to effectively make a whirlwind attack against all foes within 100 feet with his bow. Golem strike allows a rogue/wizard to make a sneak attacks against constructs, whilst vinestrike is the same for rogue/druids and gravestrike for rogue/clerics. All of these last just a round, but are cast as a quickened action - very nice indeed!

That is a main theme of the spells - helping other special abilities to function. Distract assailant makes a foe flatfooted for a round. At higher levels, a wizard can cast nightstalker's transformation - like Tenser's Transformation, but for roguish abilities.

Bards are certainly not forgotten, with a wealth of new spells. I rather like listening coin, which allows you to eavesdrop through a coin, and master's touch, which allows you to use a weapon or shield as if you were proficient with it.

A great selection of spells, well worth investigating.

Chapter 6: Organizations (30 pages)
Twelve organisations are given here, many of which relate to the new prestige classes and classes given earlier. The format that is used covers the following topics for each guild:

* Joining the Organisation
* Character Benefits
* Roleplaying Suggestions
* Typical Member
* Prestige Classes
* Lore of the Guild
* A Guild Campaign (discusses how the game might work if the majority of PCs were from one particular guild).

This is a great format. The organisations that are listed are not particularly useful for my own campaign, but I can't really judge them for your game. They are definitely well presented and interesting.

The chapter ends with some tables and advice for creating your own organisations. I'm not totally convinced with what is given here; I do think this chapter is the weakest in the book.

Appendix: Epic Level Characters (4 pages)
The appendix revises a few more bits and pieces from the Epic Level Handbook, and repeats some advice. There's not of much interest here, but it would be useful for someone without the ELH as it does provide options for epic level play.

Conclusion
As I said at the beginning of this review, the Complete Adventurer is a fabulous book, completing what has been, overall, an impressive series. It is on the same level as Complete Warrior for usefulness, and the comments I've read online have generally confirmed that impression.

One thing that the Complete series has shown me is that the designers of Wizards have really improved their mastery of the game since the early days of 3rd edition. Sword and Fist was plagued with rules problems, Tome and Blood didn't understand the implications of prestige classes for spellcasters. Although this mastery is not yet complete - witness the Master of Many Forms - it is growing.

Complete Adventurer also shows a better integration of game elements: witness the new uses for spells and feats for enhancing multiclass options. 3rd edition D&D does have problems with multiclass characters, but the examples shown in this book give a pointer for the way ahead.

Complete Adventurer is possibly the strongest of the Complete series, and a great first release for January 2005. I highly recommend this book.
 

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