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Complete Warrior, anybody got it? What's in it?

I bought it - here's why

Basically, this book is all the 3.0 splatbook stuff that's about fighting. Since I never thought the 3.0 books had enough good stuff for the money, I never bought any of them. That being said, I did like some of the feats and prestige classes.

This book has all of the splatbook stuff, but proofread, in colour, hardcover, and with some better balance.

You get some new basic classes - hexor, samurai, and swashbuckler. Interestingly enough, this samurai is different than the OA one - basically is a more constrained and stereotyped samurai. Probably fine for a European-style fantasy with a samurai in it. If I want to run a game in Kara Tura, I'd use the one in OA. There are also non-spellcasting variants of the ranger and paladin. The paladin gets a rage-like bonus once a day (increased STR and AC) when fighting evil, and can give weapons the good and ultimately the holy properties. These would defintely appeal to people who want to play rangers or paladins but don't want to bother with picking spells.

You get lots of prestige classes. Many are from the splats. There's yet another version of the bladesinger - this one adds spell-caster levels at every other class level rather than a separate spell list. Hooray. A new spellsword, a new Eye of Grumush, new Knight types and Hunter of the Dead. The Thayan Knight and the Purple Dragon are here in 3.5 form oddly enough. The exotic weapons master actually seems woth taking now. And there's one for shapechangers (including druids) who can partially shapechnage to gain benefits with natural weapons.


Lots of new feats. Most are from the splats, but with some minor tweaks. You get classics like Large and in Charge and Close-combat fighting. All those martial arts feats from SF and the extra rage feats. You also get reworked versions of all the divine feats (as someone who doesn't have DoF, this is a good thing). You get tactical feats, which are interesting as they provide specific bonuses under specific circumnstances. For example, there is one that allows you to improve your AC when fightinging someone using power attack. There are also weapon style feats which give you bonuses with certain weapon combos, including some that you wouldn't expect, like sword and axe. There's one for staff fighting that allows you to spin it around and improve your AC.

There's a section on monsters and fighting familiars. Great, the last thing I want as DM is more creatures for the party's menagerie of familiars, cohorts, bonded mounts and animal companions. Sigh.

There are some new weapons and armor. Nothing too crazy. The man catcher is back (good for us kuo-toan fans) and the elven thinblade. Some silliness like a dual-headed hammer.

And then there is a section on medieval and fantasy warfare. Haven't really looked at it to see if it's any good.

To sum up, if you don't have the 3.0 splats, it's a good buy. If you have some or all of them, look it over for yourself and see if it's worth it.
 

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Kwyn said:
Oh, I have seen here, and elsewhere, complaints about the sample characters for each PRC.
I personally think having sample characters can be helpful, especially if they help to understand some rules better. But from what I read here, there will be 36 sample characters, one for each PrC. That does seem a bit much for me, and it would have been better, in my opinion, to reserve a number of these samples for a web enhancement. (Then again, such a treatment hides the samples from a large number of gamers that are not online.)
 


Aaron L said:
"Technology killed my family, so I will forsake the use of it. However, my body has developed alternate strengths to compensate for my lack of technology. Watch as the puny bullets of technology bounce of my skin! See me run faster than the puny automobiles of technology!"

After reading about so many people wanting to play a Forsaker I was afraid I was the only one here to think they were hideously dumb :)

yeah, I've never seen a fantasy/science fiction story in which a "back to nature" type character competed with his technological superiors with strength, skills, wiles and semi supernatural abilities which compensated for his lack of weapons power...

Oh wait, thats actually a time honored archetype in dozens of stories... :rolleyes:

Anyway, certainly flavor issues are a weak reason to dismiss a PrC... If it doesn't fit your campaign,whatever, tons don't fit mine... but it can fit into a campaign and be a good addition.

kahuna burger
 

Plane Sailing said:
Tactics feats are "by DMs permission", and allow you to use up to 3 special tactics if the circumstances add up. e.g. the Giantkiller Tactical Feat gives three manouvers - the first one adds to your AC when fighting things two sizes bigger than you, the second one (called "death from below" :)) gives you a big attack bonus if the giant creature missed you while you were defensively using the first feat and the third one is to do with clambering aboard a giant foe.

Why does this sound like it was inspired by arcade fighting games with their "special moves"?
 

heirodule said:
Why does this sound like it was inspired by arcade fighting games with their "special moves"?
It doesn't sound like that to me. I mean, it doesn't involve rapid clicking on a button while twisting a joystick in quartercircles. ;) And I doubt there is a tactics feat that allows shooting a fireball at your opponent. ;)
 

Knight Otu said:
It doesn't sound like that to me. I mean, it doesn't involve rapid clicking on a button while twisting a joystick in quartercircles. ;) And I doubt there is a tactics feat that allows shooting a fireball at your opponent. ;)

Shame that...

;)
 


heirodule said:
Why does this sound like it was inspired by arcade fighting games with their "special moves"?
I don't know, why do you think it does? :)

They're pretty clearly identified and described as fighting styles, and most involve very specific circumstances. The first thing they looked like to me was styles from fighting schools, be they Kung Fu styles or fencing duelists. "Obviously you've a-studied your Capella!"

I don't have the book here, so giving a lengthy list of the Prcs is a bit difficult. There IS a sample character after each class, and I like this for two reasons. First, it's a handy NPC for use, right there. As a DM, that's just swell. Second, it helps illustrate how the class works in actual practice. There wouldn't have been any confusion about the obvious typo with the Arcane Trickster if a sample trickster had been provided with the class writeup, for example.

Now, working from memory:

Chapter 1 is the writeup of the new core classes that I mentioned before. Each class is given the standard core class writeup. The main change in focus for the CW samurai is that he's a two weapon fighter who gets most of his abilities for using his diasho. Give him a mace, and he loses a lot of his abilities. The OA samurai was focused on just imbuing magic power on his ancestral weapon, which became more powerful with him. None of the new core classes outmodes the fighter at his chief task, although the samurai can match him as long as he stays within his focus.

There is a two-page treatise on how to change the ranger and paladin for a low-magic game, and as mentioned above, basically takes away spellcasting and gives a few spell-like abilities, such as casting Holy Weapon once/day or being able to cast 'trackless step'. It's very brief, but not bad.

Chapter 2 is the bulk of the book, the Prestige Classes. There are quite a few, as you've seen listed. The lion's share are updated from the classbooks, or in some cases reworked while being updated. Most are for PC, although the Eye of Gruumsh and Thayan Protector are the exceptions.

In no particular order: Frenzied Berserker, Thayan Protector, Ronin, Order of the Bow Initiate, Hulking Hurler, Darkwoods Stalker, Halfling Outrider, Tempest, Eye of Gruumsh, Knight of the Chalice, Hunter of the Dead, Spellsword, Tattooed Monk, Cavalier, Bladesinger, Justicar, Devoted Defender, Drunken Master, Exotic Weapon Master, Giant-Killer, Rage Mage, Ravager (I think), and Purple Dragon Knight. There are more, naturally, such as the different shapeshifting classes, but I just don't recall them.
Chapter 3 is Spells and Magic Items, IIRC. Slim pickings, as you might expect. A few new magic weapons, some armor types and not much more to speak of.

Chapter 4 is Feats. There are a lot of them, as I mentioned, and many of them updated from several books, not just S&F. They appear to have been both updated and rebalanced in some cases.

Chapter 5 is on running a 'Martial' campaign. It mostly discussed the PCs role in a military game or games with a strong martial theme. It's mostly fluff, but it looks decently written, though I haven't perused it that heavily, yet.
 
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