Complete Warrior

IronWolf

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The most detailed D&D sourcebook on combat ever released. Complete Warrior provides D&D players 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 features as well, including new battle-oriented classes, combat maneuvers, feats, and equipment. The prestige classes included have been revised and updated based on player feedback, and there are rules for unusual combat situations. The tips and data provided will assist all class types including those classes not typically associated with melee combat. 75% of the material in this title is entirely new and has never been previously released. The previously published information in this title was compiled from various D&D class books, campaign setting products, and Dragon magazine.
 

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The Complete Warrior is 160 page hard cover sourcebook for D&D. It's done in the "Faux Tome" look of most WotC books and displays a heavily armored character clutching the severed head of some beastie.

Introduction: The book starts with an introduction, and as many know, I detest introductions. Fortunatly this one doesn't even run a page so I have very little to complain about.

Chapter 1: Classes

This Chapter Deals with new and Variant Core Classes.

Hexblade- A Warrior able to curse his foes, with the aid of a small selection of spells and the ability to summon a familar this is a ery interesting class that I hope to use someday soon for an Evil NPC.

Samurai- Didn't WotC already take a stab at the Samurai? Yep, but they decided to go back and fix what wasn't broken. What we end up with is a Samurai class focused on Dual wielding their Daisho (an Idea I intensely dislike) and who are skilled at staring contests. Between Oriental Adventures, The Quintessential Samurai, and this I now have three choices of Samurai core classes and this is by far my least favorite (The Quintessential Samurai being my most favorite).

Swashbuckler- Now I'm always up for a swashbuckler class, but instead of giving a smaller list of bonus feats (that focus on quickness) the Swashbuckler gets a smattering of okay abilities, but in doing so they get pigeon holed and lose their ability to be indivuals. I'd rather use the specialist fighters from Dragon #310

Variant Paladins and Ranges Without Spells- I love this in theory, and as far as paladins go I love how it's implemented, my only gripe is about the ranger. I've always disliked the idea of Rangers having access to spells, so when you take away their spells what do you give them? Spell-like abilities. I would at least come up with non-magical explanations for their powers for a low magic setting . For axample Healing Touch allows the Ranger to Neutralize Poison or Remove Disease... if we make it an Extraordinary power that requires that the Ranger have access to herbs or just plants I'd be happy. My complaints aside I love these things and have a low magic setting just perfect for them ::Eyes a collection of black books with red lettering on the spines::

Chapter 2: Prestige Classes
It kind of went without saying... lots of prestige Classes, there are so many I'll just score them, dropping in a comment every now and then.

Bear Warrior (5)
Blade Singer (6)- You got it right now guys... walk away
Cavalier (5)
Dark Hunter (3)- Spelunker with Attitude
Darkwood Stalker (5)
Dervish (7)- Quick moving blades of death ^_^
Drunken Master (7)
Exotic Weapon Master (9)- Learns special tricks to use with Exotic Weapons
Eye of Gruumsh (6)
Frenzied Berserker (6)
Gnome Giant Killer (3)
Halfling Outrider (3)
Hulking Hurler (4)- It's good, if your PCs are of Large size or larger
Hunter of the Dead (7)
Invisible Blade (6)- Quick Knife-master
Justicar (4)- Sorry The Bounty Hunter PrC from SSS's Rangers and Rogues is better.
Kensai (6)- Good in theory, not too sure how it'll work in practice
Knight of the Chalice (6)- Minus the Favored Foe requirement, but it doesn't look like anyone told the writers.
Knight Protector (4)
Master Thrower (9)- Like the Exotic Weapon master but with throwing weapons
Master of the Unseen Hand (5)- Telekinesis is fun, but not that fun
Mind Spy (5)- You can read their mind, no Insight bonus to AC?
Nature's Warrior (4)
Occult Slayer (5)
Order of the Bow Initiate (7)
Purple Dragon Knight (5)- Nice... if this were a Forgotten Realms book
Rage Mage (9)
Ravager (6)
Reaping Mauler (6)
Ronin (6)- The Blackguard for the Samurai
Spellsword (8)
Stonelord (7)
Tattooed Monk (6)
Thayan Knight (4)- See Purple Dragon Knight
Warchanter (5)
Warshaper (6)- Shape change your body into different weapons, cool.

Average? 5.7 A couple of new Good Prestige Classes, some Recycled good prestige classes, a little recycled crap.

Chapter 3: Supplemental Rules

Translations: Feats, all of them reprinted from other sources, complete with divine feats originally from Defenders of the Faith.

What is new are the Tactical feats. They allow you to get a bonus in three very specific instances. At first I wasn't keen on the idea, but reading them I realized that they would help spark a player's imagination in the game. You won't hear "I hit the Orc" when one can "Charge the Orc, and Bullrush him into the orc behind him"

We also get weapon styles, I was disappointed with them however because they were all variations on two weapon fighting. It got old quickly.

The rest of the chapter rounds out with spells, arcane guardians (for the improved familar feat), and new uses for old skills.

Chapter 4: Fantasy Warfare

This chapter begins with a discussion of Histocial Warfare vs. Modern-Inspired Warfare within a D&D game.

Then various campaign ideas, for example a military campaign, sporting events like jousts, archery contests, gladitorial games, and so much more.

The we move into magical items, warrior organizations, deities for warriors, epic feats for warriors, and the book ends with a collection of Exotic weapons. A fairly small collection when one stops to think about it.

Final Verdict? If one took all the new material in this book odds are they'd have just enough to fill an article in Dragon. Don't go through this book looking for enlightenment or any earth shattering ideas for your D&D game. WotC is just recycling their existing body of work.

This book also suffered from a big problem when it came to art. In the prestige class section I found myself saying "I liked the original artwork better" if you're rewriting an existing prestige class you have got to make sure the art grabs the reader and makes them want to use it.

Bottom line, if you want original ideas you're going to have to go to a third party publisher, because WotC seems very interested in recycling what they have.

Edit (12/02/03): It's official, I gave it a 2
 

Once upon a time, there were splatbooks published by WotC with names like Sword & Fist, Song & Silence...and they sucked. Okay, okay, that's a little unfair. Feats and prestige classes were still a new concept then and these books (along with Tome & Blood, Defenders of the Faith, Masters of the Wild) were as much experiments in progress as they were about filling a need in the marketplace. Each accessory was therefore a bit of hit-and-miss. Now, after a fair amount of time (and complaints about this or that PrC/feat being 'broken), WotC has decided to come back with the Complete Warrior, a D&D accessory which not only draws from some of the previous splatbooks but also claims to have '75% new material', somethingwhich some feel is false. Is it? Let's find out.

The Complete Warrior is a 160-page hardcover which retails for $26.95, not a bad price when you consider that most books out there seem to be squeezed into the $14.95-$20 range or the $32-$40 premium range. Therefore it falls into that middle spot, not too cheap and not too $$. The pages within are typical for WotC products, glossy with a fair amount of art. Frankly I'm surprised they didn't resort to B&W like they did with the Arms & Equipment guide, but perhaps the A&EG was just a fluke in that respect. When it comes to styles, there's a healthy range of artists found therein. My favorite would be Wayne A. Reynolds (WAR) yet again, who did the cover and a few of the illustratons within. I also appreciate Ginger Kubic's represntations of the bladesinger prC and the Swashbuckler core class. The rest is fairly good, although I'm well aware that some artists whose work has graced (for example) the pages of the Dragonlance HC, the Epic Level handbook, or Races of Faerun may not be to everyone's tastes.

The first chapter, Classes, is fairly short (only 8 pages), but I'm not so sure that people are clamoring for a bunch of new core classes. Here we have the Hexblade, truly a new class, although it could just as easily been made into a PrC. If it feels like a PrC, walks like a PrC...but it's okay as-is. The Samurai class is derived from that found in Oriental Adventures but is more detailed and can wield the katana and wakizashi together in combat (the Two Swords as One feature). I'm not an expert on samurai, nor samurai films but I was under the impression that samurai preferred fighting with the katana (with the wakizashi more or less as a back-up weapon). This does give me ranger deja vu since this 'Two Swords as One' feature improves as one progresses in level. Not the best idea. Also, providing Improved Initiative as a free feat at 8th level isn't either. Any warrior worth his/her salt will pick up Improved Initiative (as well as quick Draw) at their earliest opportunity, not 8th level. (My suggestion would be to give a Samurai character a fighter feat of their choice if they take Improved Initiative early on.) The Swashbuckler feels the most like a core class and is distinct from the fighter class. Instead of bonus feats every other level, the Swashbuckler has class features such as Grace and Acrobatic Charge. It does provide Weapon Finesse for free at 1st level, mind you, but that makes sense. All things considered, the Swashbuckler ought to use a d8 instead of a d10. Maybe I have a prejudiced view but the swashbuckler shouldn't be as tough a front-liner as the fighter when it comes to hit dice. It's still balanced in it's current form, however, and compares favorably with the Unfettered (Arcana unearthed) without having a sneak attack feature or magical parrying capablity. Insightful strike, Weakening Critical, and Wounding Critical make up for that nicely. Yes, there's more than one way to skin the proverbial rabbit (or is it a cat?). As mentioned by other reviewers, there's a few paragraphs on variant paladins and rangers. If you feel that magic is too pervasive among the classes, this is for you. It's not for me, however. (The ranger may be harder for some to justify as having spells, but it could easily be passed off by other other means.)

Chapter 2, Prestige Classes...Ah, here's where the trouble starts for some because they see 36 PrCs listed and only 10 or 11 are 100% new: "They said 75% new material and all I see are retreads!"...Hold your horsies, folks. They said 75% new 'material', not 75% new PrCs or 75% new feats, etc...much of which in this chapter can be counted up in the form of sample character stats for each PrC, and perhaps even certain revisions. Again, let's look at what's in here. There are a few classes from Oriental Adventures, such as the Bear Warrior, Kensai (aka Weapons Master in OA) and Tattooed Monk. From what I can tell, the Bear Warrior and Kensai have been tweaked somewhat. The Tatooed Monk, hmm...it looks the same but my eyes may be decieved. Doesn't mean it's a bad thing, of course. There are also a fair number of PrC's that debuted in Dragon magazine previously, such as the Darkwood Stalker and Stonelord. They both look good, although I doubt I'll get much mileage from the Darkwood Stalker since my campaign doesn't feature orcs as foes often enough. The Justiciar also looks like the one printed in Dragon magazine.There's the Knight Protector (a more generalized version from Sword & Fist), Knight of the Chalice (my fave from Defenders of the Faith), the Rage Mage (Miniatures Handbook?)--is it my imagination or is there not a single one from Song & Silence? It's just as well. My favorites from the revised PrCs happen to be the Bladesinger and Spellsword. In the case of the Bladesinger, it now has +1 caster leve/2 levels as well as a more graduated Song of Celerity ability--now starting at 4th level you can use Song of Celerity to cast spells of up to 2nd level as a free action 1/day, increasing to 4th level spells at 8th level. Hmm. In some ways this is an improvement, at the same time it's a nerf. (I'd just as soon limit the kinds of spells to those which enhance the bladesinger and/or weapon with regard to movement or enhancement bonuses and allow it to be done a number of times/day equal to the Bladesinger's Int bonus.)The Spellsword bumps up its BAB to that of the Bladesinger and its Channel Spell class feature has been improved upon. (I thought its Channel Spell ability was going to be like that of the Raumathari Battlemage found in The Unapproachable East book but I was happily mistaken.) It looks like they merged Channel Spell with Spell Cache somewhat, eliminating the way it was handled in T&B. Now the Spellsword can channel a spell through his melee weapon (as a move action) and unleash it right there upon a successful strike or let it reside within the weapon for up to 8 hours' time before dissipating. Nice and simple, none of that other junk to muck it up. And, at 10th level, they can channel two spells into their weapon (requiring a move action per spell channeled).

What about the new prestige classes? There's the Dervish, who can do a dervish 'dance' and cut opponents up using the Dance of Death, etc...It's different and effective while at the same time catering to a different role--in other words, RPers should appreciate it as much as those looking for a new PrC to kick arse with. The Frenzied Berserker is good--that is, if you like to really wig out during a fight (even moreso than just a straight barbarian). I would've preferred the Berserker found in Deities & Demigods because it also allowed for shapechanging (and because it felt more traditional)but that would've created an overlap with the Bear Warrior from OA so it's just as well that it was omitted. There's the Hulking Hurler (for Large+ sized characters) but it isn't as interesting as the Invisible Blade, which could've been better if made into a 10-level class that included the ability to capture thrown items...but hey, there's the Master Thrower, another 5-level Prc, so you could take 5 levels in each and accomplish the same thing. The Master of the Unseen hand is a new take on telekinetic force used as a weapon. Would I use it? Sure, once I get used to the concept. I definitely like the Mindspy, although the illustration of a doppleganger mindspy is unsettling...Then there's the Nature's Warrior, Reaping Mauler, and Ronin (the latter of which I'm not too fond of). I'm sure I missed a few but I wasn't certain whether the war chanter and War Shaper aren't from the Miniatures Handbook.

Chapter 3 deals with feats, which I'll breeze through a little faster than the previous one. Most of this is old hat with some tweaks involved. I'm glad it's in one place so I don't have to look through older sources. The problem with reviewing this section, however, is that I've seen so many flippin' feats from elsewhere that I'm not 100% certain that what I see as being new isn't an old one that's been reworked. I do recognize some from Sword & Fist and Masters of the Wild, and some from Defenders of the Faith, but...Aha, I do see some that I'm 100% sure are new. These are 'tactical feats' which enable the use of three tactical maneuvers, such as Cavalry Charge. Feats are precious, and some feats are hardly taken because their utility is too narrow. This is one way to address that and allows one to do more in combat than swing-hit-miss. Then there are weapon style feats, which I like even more. With the Crescent Moon feat, I now have a reason to use sword & dagger in concert against an opponent. However, it would've been nice to have seen a feat that removed penalties for using two weapons of the same size (of Medium or larger), but that's another story.

Chapter 3 continues with a few domains and spells--the spells are for the Hexblade class, while the domains relate to new combat/war deities found later in the book. The chapter finishes up with some new guardian familiars and additional information for new skill uses.

Chapter 4 deals with fantasy warfare, and before you ask the answer is no, they don't deal with warfare in detail. That's what the Miniatures Handbook, Cry Havoc, or other battle-rules heavy accessories are for. It does handle a wide variety of wars, from historical on, and then edges into competitions before getting into magic items. The section on magic items is itself small but most of what's there seems to be new. I do recognize the Disarming weapon property (from Magic of Faerun), which is pretty nice to have in a weapon. Ah, the Armor of the Unending Hunt---that has to be new (mithral +2 chain that provides its wearers with immunity to fatigue and exhaustion). From what I see, there's better quality in the magic items and properties than found in most of the corresponding sections of the splatbooks. In addition there are new special materials such as Pandemonic Silver and Susalian Chainweave--the former material screams (causing a fear effect) while the latter provides protection in the form of 3/piercing damage reduction. This sort of stff makes adventures interesting indeed. The rest of chapter 4 deals with warrior organizations, a few new deities, epic-level fighting and feats, and rounds out with bits on exotic, primitive (short), and improvised weapons, respectively.

Now, having read through the Complete Warrior several times over, and cross-checking with other books, does it look like '75% new material' to me? Yes and no. On a chapter-by-chapter basis, not quite. Taken as a whole, at least 2/3 of it is new if you count the sample PrC characters that are included, and perhaps 75% if one counts the revised prestige classes. People shouldn't get too hung up on that number, however. Other factors should count more. For me, I like the Complete Warrior because it collects a number of previously-published PrCs/feats and revises them. I didn't like its softcover predecessors as much and they usually cost $20 retail a piece (although now they can be found on the cheap at eBay and elsewhere). I like the mix of new and old (especially the improvements made upon PrCs such as the Spellsword), and I appreciate the fact it's bound within an under-$30 hardcover. If you already have the old stuff and don't think $27 is justified, look around and get it at a discount somewhere. Save your Dragon mags and ratty splatbooks some wear and tear, this is a better deal than it may seem at first glance.
 

The first few character source books from Wizards of the Coast, such as Sword and Fist, to put it mildly, had issues. When I heard about the Complete Warrior, I was anxious. Would those mistakes be repeated? It seemed that in some ways, they would. I mean, look at the size of the thing. When some great full color books like Underdark and Exalted Deeds out, to have one of these smaller hardcovers come out for a few dollars less reeked of the same intelligence that put the black and white Arms & Equipment Guide on the shelf at the same time as Races of Faerun.

It's not quite the same though. Races of Faerun was 192 full color pages at $29.99 while Arms and Equipment Guide was 160 black and white pages at $26.95. The Complete Warrior is a full color book, the first difference, at $26.95, and the new books are $32.95. The price differences are greater but the consistency, full color, is the same. I can deal with that. Good deal on price so far then.

On another issue, completely outside the book itself, what is Wizards trying to pull? Just update some simple mechanics to 3.5 and charge the customer for them? Not quite. There is a lot of material here, new and old, some from previous books, some from Dragon Magazine. It's all updated to 3.5 though and in many cases, these just aren't simple updates of skill lists. Now some might not be happy with that and want to know why Wizards isn't providing free updates to their products. Same reason others aren't.

I paid for my Creature Collection Revised, no free update on the web from Sword and Sorcery Studios. I have friends who've paid for their updated Ravenloft information and will continue to do so. I don't know what plans Monte's has, but he's got an updated book (Eldrich Might for 3.5) coming up too. So Wizards is updating material, making it useful for a new edition and is moving on. Me? I'm not 100% satisfied with this but it does make things a lot easier.

The book itself is almost perfect for those who just started with 3.5 and want more options for their characters at and after character creation. In terms of new characters, there are three new core classes and some new options for old favorites. We have the Swashbuckler, Hex Blade and Samurai. The Swashbuckler is a lightly armored fighter who favors speed and agility. The Hex Blade, with a limited spell list and more in common with a fighter-sorcerer hybrid, has some interesting potential as a neutral or evil character. One of the first core characters meant to PC use in such a fashion. Usually we have good based characters like Paladins and Rangers. The Hex Blade follows a different path. They get some curse ability, bonus feats, and even a familiar. The Samurai here isn't the one found in Oriental Adventuers 3rd edition, but rather, a master of two weapon fighting utilizing the katana and the wakizashi. It's a nice change of pace from the Legend of the Five Rings variant and makes for an alternative for those who want something different.

The Ranger and Paladin have some options for those who don't want to use spells. Unfortunately, the replacement abilities are still heavily basic on magical or supernatural effects. In terms of variants, I think that with the acknowledgment that there would be some reprinted material, that the recent class variations from Dragon Magazine should've also been included making this less than a “Complete Warrior” book and more of a “Warrior Toolkit.” Another example of this is the War Mage core class in the Miniature's Handbook. A class that should definitely fall under any “Player's Guide to Combat.”

For Prestige Classes, there's been a lot of rework on a lot of classes. If it deals with combat, chances are it's here. This doesn't just mean fighter based PrCs. We have PrCs to fit almost every class. One useful tool that Wizards provided was a table that breaks down the PrCs into broad categories that allow a reader to see which PrC may fit a concept of idea they have.

Want a Weapon Specialist? How about a exotic weapon master, kensai or master thrower? Want a Melee specialists? Look at the cavalier, frenzied berserker or knight protector.

One thing that bothered me about the PrCs is that they yanked the Greyhawk flavor out. That knight protector I mentioned used to have some affiliation with Greyhawk. On the other hand, there is a brief section about making PrCs specific to a campaign or making them generic in nature with the example of the bear warrior and tattooed monk formerly belonging to the Oriental Adventurers milieu and the Thayan Knight in the Forgotten Realms.

One thing that interested me was some of the PrCs had more choices than they could take in their level advancement. One of the things I enjoyed about Arcana Unearthed by Monte Cook was that not all Totem Warrior, Champions or Witches for example, had to even remotely resemble one another. Making features potentially unique is a great way to showcase different options for the same PrC. In this case, the exotic weapon master and master thrower both have special abilities they can select from and have more special abilities then they get choices.

For the PrCs, all I can really say is that there are a lot of them. Want a Druid that masters shape changing in order to maximize their terror potential? Try a warshaper. Want to see the newest version of the bladesinger that doesn't have a seperate spell list? Want to see the rage mage updated to 3.5? Want to see how the purple dragon knights have been made generic? It's all in here.

One thing different than past books is that each PrC includes an example. This is another case where I'm a little undecided. On one hand, it's like a waste of space as there are often free NPC's from Wizard's own site. On the other, pregenerated characters help by providing examples. What would've been really helpful would be either a fully fleshed out characters or what I call 'quick paths' where they list the easiest method to get into the PrC with class information listed at a glance so I can quickly make NPC's with these requirements.

For those who want feats, the book has you covered. There are a wide number of general feats here and some feats of different types as well. Once again, some of these look familiar on the name, but may not mean anything that they did before. Read everything carefully. Some of the feats are good for fighters who want to increase their damage potential like Power Critical where you get a bonus to confirm a critical hit. Others like Greater Two-Weapon Defense are perfect for those who want more options in their defensive stance even as they use Improved Combat Expertise to get a higher bonus to defense than +5.

Now there are divine feats here as well. I thought this strange but I can understand WoTC wanting to keep the book open to all classes. Still, you'd think that these feats would be even more combat oriented than they are. For example, Divine Might allows you to spend a turn attempt and adds your charisma bonus to your damage. Good right? What about Divine Vigor where you get bonus hit points? Sure, it fits but not to the same degree.

More interesting were the tactical feats. These reminded me of the material in Master of Arms where you have different combat options for your character. These feats are almost multi-feats in that you can do more than one thing with them. Combat Brute lets you user with advancing blows, sundering cleave or momentum swing, each one with different benefits and drawbacks. GM's should keep a careful eye on these and make sure that they're limitations are followed. For example, to use Combat Brute's Sundering Cleave, you have to make a successful sunder attempt. To use Momentum Swing, you have to make a charge attack in the first round, use power attack on the second round with a -5 penalty or worse. The benefit? The attacks on the second round get a bonus equal to the attack x 1.5 or x3 if your using a two handed weapon. Yes, two handed weapons became even more dangerous.

Another new type of feat, weapon style, in my opinion could've been expanded greatly. While there are ten examples, I would've liked to have seen rules on making them and extra goodies on how to incorporate them. Most of these use two weapons to gain their benefits and actual leave out the single weapon user.

One of the odd things about the book's organization is that the Hex Blade's spells are listed in the third chapter. They don't get a lot of fancy or flashy spells but more like the little augmentations. Cause Fear or Charm Person anyone? No fireballs for these young ones. This is another thing that annoys me though. While spells form this book are introduced in the spell list, what about spells from other official products? What about unofficial spells? Some guidelines on what would make an appropriate spell and what would be out of the question for these new classes, would go a long way in making them more friendly and give them more utility.

Also in this section are new domains, Courage, Fate, Nobility, Planning and Tyranny. Other little bits like new spells and guardian familiars help round out the chapter for those non-fighters as well as some skill uses. I like the use of Perform as a Weapon Drill base skill but find that it makes the fighters, the best in the business, at the weak end of the stick, just as it does if you use a skill like Profession, Soldier, as fighters get neither perform nor profession as a class skill.

Chapter Four, Fantasy Warfare is filled with advice. Some of it useful for those wishing to do some quick warfare in the historical mode and ideas for playing D&D with modern combat options. Those looking for information on a mercenary campaign will also get some advice. It's not heavy and detailed but it should do the job for those who don't have any books devoted to the subject.

Instead of putting the magic items and other goodies in the previous chapter, those wind up here for some reason. Things like Lance of the Last Rider and Armor of the Unending Hunt are joined by new materials like panedmonic silver and susalian chainweave.
Those who missed the old advice in the Complete Books have a flashback with the section Warriors in the Campaign that covers ideas on how to play a campaign where warriors have the majority of the focus. That means reduced spellcasting, reliance on magic items and other things a long term player or GM should have a pretty good grip on already.

Other little bits help fill the book out. There are some new organizations with sample NPC's, but not maps. There are some new weapons, but not all of the weapons from say, Sword & Fist. Sure, it's nice to have the Warmace, but where's the Fullblade and Mercurial Weapons? These little bits, like information on a warrior pantheon or more rules for epic warriors, go a long way in providing tools that a GM can use to customize his campaign and for giving players more options for their characters.

The book boasts many artists with various degrees of skill. For example, the section on the Warrior Pantheon with their symbols did nothing for me, but Wayne Reynolds, Mark Smylie, and Ron Spencer provide some great illustrations that give the book some energy. The layout is standard two-column with a look very similar to the Player's Handbook. White space use is fairly good but there may actually be too much art. Don't get me wrong, the full page illustration of dwarves and orcs going at it on paged 125 is great, but do we really need a charging knight on page 109 with a full page when on page 107, we have a great full page illustration by Ron Spencer?

If there had been more options for core classes like the variant core classes from Dragon, more weapons, like those originally found in Sword & Fist, and more options for combat itself, the book would be a five. My group has found itself using the book often. That's a good sign of things to me. We enjoy the new feats and that so many PrCs have been updated and centralized makes the book useful. It's focus on trying to put a little something in here for every class is also nice. This makes it a solid four for me and my group, of which we already have four out of six players who own it.
 

The bad thing about this book, one would presume, is that it is essentially a rewritten Sword & Fist. Why would you buy a book that was mediocre at best in 3e just to have revised 3.5e, version?

Fortunately, this fear of mine was unfounded. Although there is some stuff in this book from S&F, as well as from other books, most of this is substantially revised. A large amount of it, however, is completely new.

The first chapter of the book is new. Three new core classes, the hexblade, samurai, and swashbuckler, are presented, as well as non-spellcasting ranger and paladin variants. The hexblade is a great fighter/mage type class that I think has loads of potential. The spellcasting is low, roughly like ranger spellcasting but spontaneous. It also has some nice curse and luck-related abilities. Unique, and about the right power level. The samurai was nothing special, placing too much emphasis on two-weapon fighting and not enough on flavor. I'd stick with the Oriental Adventures version, personally. The swashbuckler is supposed to be a fighter-rogue type class. There's already prestige classes for this and I don't see the need for a core version. It seems reasonably balanced, though. The ranger and paladin changes seemed a little underpowered, trading all spellcasting for some new supernatural and spell-like powers.

The majority of the book is devoted to prestige classes. While usually prestige classes are either overpowered or useless, many of these are pretty good. They have several good fighter/mage options, something I'd been looking for. There are some reprints, but most are revised considerably. Many of the classes are not 10-level classes, which I kind of like. Just something to add a little spice to your character. The warshaper is not, fortunately, anything like the controversial shaper; it just gives combat bonuses related to shapeshifting. The Frenzied Berserker is as overpowered as ever, and I would have like to have seen better archery classes, but overall I liked these things.

The third chapter presents mostly feats and spells. The feats are varied and quite good. The long awaited Improved Toughness (1 hp/level-type feat) is there, as well as a progression of two-weapon defense feats and a non-stupid, non-overpowered version of Power Critical. Two new types of feats are presented. Tactical feats each allow three small-niche combat maneuvers. One of them is absurdly overpowered (allowing a character to negate opponent's power attack and cause flanking enemies to hit each other), so DMs take note of that one. Style feats give a bonus for fighting with a normally crappy weapon choice. Most of them allow something like a free trip or disarm attack for hitting with two wildly different weapons. There's also a quarterstaff defense feat and a halberd feat. The feats are useful and more balanced than some of the ones in previous WOTC classbooks. There are a few spells, but nothing remarkable, and new combat-oriented construct familiars.

The fourth chapter talks about combat-oriented campaigns, using PCs in large-scale battles, fighter-related deities, organizations and presents epic fighter feats and new weapons. The "fluff" is much better than what was in the previous classbooks because it isn't as long, and the writing is better. If this is the start of a new trend of epic rules being built through various books instead of one, I welcome it. The selection of epic feats is handy and includes a new one: Wield Oversized Weapon, with a hilarious picture of a halfling fighting a giant. The weapons are few but useful, including a bigger, exotic, finessable sword and some better bludgeoning weapons.

This book was a pleasant surprise. It wasn't perfectly balanced or perfectly edited, but it is much cleaner than many of WOTC's books in recent years. The combat people in my campaign have already started to feast on its goodness. It offers a fair amount of options for all classes, but particularly helps out the poor, bland fighters. It offers new concepts that haven't been seen in any book before (now everyone will have their own little tactical and style feats). It's well worth it if even you got the old classbooks, and slightly more worth it if you don't have them.
 

With the recent revision of the Dungeons and Dragons 3E rules, Wizards of the Coast have also taken the opportunity to revise their line of class books and update them to the 3.5E rules. However, it is not a straight revision and reprinting of books like Sword and Fist. Instead, Complete Warrior shows that the WotC designers have thought about the highs and lows of the earlier series of books, and changed the format significantly to include more useful information and less superfluous material.

The increased attention given to the book can be first appreciated in its format: a 160-page full colour hardcover. About twenty artists provide the interior art in a variety of styles - I did not find the artwork as effective as that in the Miniatures Handbook, instead demonstrating several styles that I did not like very much. There are some great pieces of artwork in the book, but overall it was disappointing.

Where Sword and Fist was dedicated to expanding the abilities of Fighters and Monks, Complete Warrior instead is a "guide to combat for all classes". The reconception works brilliantly and the book is likely to be of benefit to most players. Even Wizards and Sorcerers benefit from some of the options in this book.

Complete Warrior is a combination of new material, and revised material from other sources: various 3E books and articles in Dragon Magazine. As a result, Complete Warrior will not be as useful to established players of D&D 3E, but to someone that does not already have Sword and Fist, there is hardly any comparison, so much is Complete Warrior its superior.

Chapter One: Classes

The book begins by presenting three new classes: the Hexblade, Samurai and Swashbuckler, demonstrating that WotC are moving away of the 3E paradigm of only providing new prestige classes. Each of them presents a concept that can only be badly implementing using present classes and prestige classes.

The Hexblade is something like the arcane version of a paladin, using magical curses to diminish the opponent's fighting capabilities whilst being a very effective combatant itself. The Samurai is a charismatic fighter, skilled with fighting with two blades, intimidating people and in the diplomatic arts. The Swashbuckler provides a way of running a lightly-armoured fighter with good intelligence and dexterity scores; it also provides a good platform for the Duellist prestige class.

These new classes seem well balanced, but, unlike the classes in the Player's Handbook, are not of the sort that would fit into every campaign. Thus, they are of varying utility to players and DMs. The one complaint that I have with the Samurai is on of inexactitude with the name: although clearly inspired by a samurai style of character, it is not the be-all-and-end-all of samurai classes as the name might imply.

These new classes don't always take the path you'd expect them to, either. The Swashbuckler doesn't have good Reflex saves, thus emphasising their fighter-base, but gains a class bonus to Reflex saves that puts them midway between rogues and fighters in that ability.

Two variants of the Paladin and Ranger are also presented: instead of casting spells, they instead have a number of supernatural and spell-like abilities that can be used each day. This doesn't really diminish the fantastical nature of those classes, instead just removing their requirement of praying for their abilities. We still have to wait for variants of these classes in a non-magical sense.

Chapter Two: Prestige Classes

The bulk of this book is taken up by new prestige classes: 36 in all. This compares to 19 in Sword and Fist. Prestige Classes have proved an extremely popular part of D&D 3E, and it is no surprise to find the tradition continued here.

Surprisingly, only a few of the prestige classes from Sword and Fist have been reprinted in this book: Cavalier, Drunken Master, Halfling Outrider, Knight Protector, Order of the Bow Initiate, and Ravager. Actually, I find it more a relief than a surprise, for I wasn't that fond of most of the prestige classes in Sword and Fist. Instead, we have a large number of prestige classes from other sources: the other class books of 3E, Dragon magazine, and a few other 3E books. There are several original prestige classes as well.

Those prestige classes that have been reprinted are often revised, sometimes significantly. For example, the Order of the Bow Initiate no longer gains a Sneak Attack ability, instead getting a Ranged Precision ability, similar to Sneak Attack but not requiring surprise. Instead it adds a significant amount of damage if the initiate takes only a single attack. I was most impressed with the majority of these revisions: they made a lot of sense and improved the mechanical aspects of the classes.

Another new feature of Complete Warrior is to provide a sample character for each prestige class. I do appreciate this, for it provides a basis for a DM to use for NPCs, or a player to use in a pick-up game - although I note that no personality or history is given for each class. Somewhat irritating is the reprinting of class abilities that were described on the previous page (or even same page), which smacks of padding. On the other hand, it is a good guide for newer DMs in how to write stat blocks, as it must be admitted that the wording must change from the general to the specific, and this demonstrates how it is done. I am neutral on the overall effect of this, however.

There is a good mix of five and ten level prestige classes, and even a three level prestige class. Druids, Bards and Wizards, who you might typically find to be left out in a book devoted to martial combat, do find some useful prestige classes presented for their use here. Indeed, I am extremely impressed by the War Chanter, a prestige class that improves the bard's combat ability, gives a different path to the bardic music, whilst sacrificing the spell-casting and bardic knowledge portions of the bard: the package looks extremely playable and fun.

Whilst most of the prestige classes are designed for players, there are still several that will primarily be used by monsters and villainous NPCs. All in all, there is much variety in the prestige classes presented in this chapter, and though not all will prove useful, I consider it very unlikely that nothing of use can be found.

Chapter Three: Supplemental Rules

There are thirty-one pages in this chapter, mainly dealing with new feats, but also introducing new spells, monsters and uses for skills.

As with the prestige classes, the feats in this chapter are a mix of old and new, are taken from various sources, and demonstrate the improved knowledge of the 3E system gained by much playtesting and experience. There were 31 feats in Sword and Fist, there are 82 here. Given that even a 20th level Human Fighter in 3E will have a maximum of 19 feats, the range of options is significantly expanded.

The feats are of four sorts:

General Feats, of which type most feats are. Several feats improve the lot of monks, most are useful for fighters, but every so often you get a feat that helps a martial wizard, such as Arcane Strike, which allows a prepared spell to be converted into a burst of energy that enhances a weapon strike. There is a good number of feats here, and the rules problems that plagued Sword and Fist are significantly absent from here.

Divine Feats, of which there are six and were originally presented in Defenders of the Faith. They have been revised for the new rules - generally making them more useful.

Tactical Feats, a new sort of feat. In general they represent a combat style and combine two or three benefits, each of which requires a specific condition to use. Just one of the benefits would be too weak for a regular feat, but together they form a potent combination. Possibly the most notable of these would be Elusive Target: the Diverting Defense manuever allows you, whilst flanked and dodging a foe, to dodge the first blow aimed at you by that foe and make it instead hit the other opponent that is flanking you! Very specific? Yes, but enjoyable. There are 8 Tactical feats.

Weapon Style Feats are also new to the game. Mostly, they help users of unusual weapons or weapon combinations, for example the use of Crescent Moon allows a free disarm attempt if you strike an opponent with both your longsword and dagger in the same round - thus promoting the use of that weapon combination. There are 10 feats of this sort.

A drawback with feats can be that they replace manuevers that should be able to be performed by anyone, although this is also part of the drawback of a systemised combat system: it can be to prescriptive on what you can and cannot do in combat, and imaginative manuevers are ruled impossible because "You don't have the feat!" For the most part, the feats in this chapter are not of that sort, but they do tend to define actions in combat a little more. I do not have a problem with this, but it is worth mentioning.

There are four new Clerical Domains given: Courage, Fate, Nobility, Planning and Tyranny; suggestions are made as to which deities from the Player's Handbook may award these domains. Seven new spells are added, and the Hexblade's spell list is given. The spells are interesting - especially cursed blade, a 4th level assassin or hexblade spell that means the wounds of a particular weapon cannot be cured until a remove curse spell is employed.

The new monsters are actually guardian familiars, constructs created by a wizard to protect them and use in combat. I'm not too enthused by these constructs, but I do like the expanded list of creatures provided for use with the Improved Familiar feat - creatures like the Worg can be used as a familiar by high-level wizards, allowing for some interesting encounters and characters.

Chapter 4: Fantasy Warfare

In the final chapter of the book, attention is given to elements a DM can use in planning a D&D game for his or her players, mainly from the focus of a warrior-based campaign. Interestingly, it notes that the fantastical component of D&D means that battles can take on a more modern feel than normally assumed, due to the greater communications, movement and destructive power of the game.

Of particular note are the ideas given to a Mercenary campaign, where PCs are employed by an army, most likely as a special operation unit. Tables giving suggested missions, complications and support seem extremely useful to me, and the authors are to be commended for their excellent discussions of the issue.

Rules for sporting contests such as gladiatorial combats, jousts and archery contests are also given.

This chapter also discusses the roles of organisations in a game, including some example organisations. It also looks at the effects of deities, discussing both the PHB deities and a new pantheon designed for a warrior-orientated game. Some epic level material is also introduced, expanding upon that in the 3.5E DMG, and the chapter concludes with a discussion of weaponry, including 17 new weapons.

All this material seems to be of pretty high quality to me. The use of the new pantheon is somewhat irrelevant to my needs, but neither does it take up much space. With the idea of adventures and the guidelines for contests, there is much here that can be immediately applied in my campaigns, and I am grateful for it.

Conclusion

3rd edition D&D promotes the idea of providing game mechanics and tools to support different types of characters and campaigns. The Complete Warrior book does a superb job of providing those mechanics. Where Sword and Fist stumbled in providing too much "advice" - often of dubious value - to aid new players of the game, the Complete Warrior instead concentrates on providing you with material to enhance the game, and when it does provides advice, it does so in an excellent manner: briefly and to the point.

In short, Complete Warrior does what it says it does: it provides new options and expanded rules for D&D players who want to create or advance martial characters. Although I have some reservations about how the sample characters are presented, those reservations do not apply to the book as a whole.

For any new player of D&D 3.5E , I heartily recommend the book; for those players converting from 3E, I think it is well worth a look. I possess all of the original 3E class books, and Complete Warrior surpasses them by far in both presentation and content.
 

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