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Complete Adventurer, A Guide to Skillful Characters of All Classes
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Contents
Sample Prestige Class Epic Progression:
Dungeon Delver . . . . . . . . . . . . . . . . . . . 191
Sidebars
Exotic Weapons from
Complete Warrior . . . . . . . . . . . . . . . . . . . . . .116
Using the Hexblade with
Emphasizing an Organization
Option: Create an
Behind the Curtain:
Epic Levels and Prestige Classes . . . . . . 190
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Introduction
Complete Adventurer is a rules accessory for the D UNGEONS
& D RAGONS ® game. It is primarily a player resource
focused on skills and other game elements that charac-
ters of any class can use. It looks at nearly every aspect
of the D&D game with skills in mind, and it allows
characters with the proper number of skill ranks access
to new combat options, new spells, new equipment, and
new classes. DMs can also use this book as a resource for
creating or optimizing single creatures or even entire
campaign worlds.
Three new standard character classes—the deadly
ninja, the masterful scout, and the versatile spellthief—
provide players with new ways to approach highly skilled
characters, and each class has a unique approach to
combat as well.
The large number of prestige classes in this book is
deliberate. Every character class (and nearly every character
concept) is represented, each with a focus on skill use.
Whether you’re a spellcaster with a few levels of rogue or
ninja, a fighter feeling a lack of skill points, or a highly skilled
character looking to further specialize, you’ll find exciting
options and classes throughout these descriptions.
Many of the spells introduced in this book interact
with skills—opening up new uses, providing special
bonuses, or producing powerful effects for characters
with the right skills. In addition, many of the spells
focus on using existing abilities in unusual and inter-
esting ways. These spells allow spellcasters to occupy
a significant place in campaigns that emphasize skill
use and give advantages to those characters with a large
number of ranks in many skills.
The last chapter of this book provides information on
several organizations open to player characters. Some are
related to the prestige classes introduced earlier, while
others stand on their own. Each organization has guide-
lines for membership, benefits for joining, and realistic
reasons for adventurers to belong. Any one of these
organizations could become the focus of a campaign,
since each admits members from a diverse selection of
character classes and concepts.
EVERYONE HAS SKILL
What does it mean to be a skilled character? Really, the
term is just a matter of degree. Even a character who gets
a measly 1 skill point for each new level he attains can
become better at a particular skill than other characters
he might encounter (or travel with). Much of this book is
potentially relevant to any character—from new uses for
skills to new equipment that can help even an unskilled
character make a crucial skill check, Complete Adventurer
provides exciting options even for characters with very
low levels or very few skill points.
WHAT’S INSIDE
Complete Adventurer is structured similarly to its compan-
ion volumes Complete Warrior, Complete Divine, and Complete
Arcane. It provides the same kinds of game information,
emphasizing certain topics in a way that best suits the
theme of the book.
For instance, a full chapter in Complete Adventurer is
devoted to skills and feats, beginning with an extensive
discussion of new applications for existing skills—the
largest single expansion of the rules in Chapter 4 of the
Player’s Handbook that we’ve ever published. The chapter
also includes a long list of new feats, many of which are
suited to characters with a large number of skill points
per level or a large number of ranks in a single skill.
WHAT YOU NEED TO PLAY
Complete Adventurer makes use of the information in the
three D&D core rulebooks— Player’s Handbook, Dungeon
Master’s Guide, and Monster Manual. In addition, it includes
references to material in the Epic Level Handbook, the
Expanded Psionics Handbook, Complete Warrior, and Complete
Arcane. Although possession of any or all of these supple-
ments will enhance your enjoyment of this book, they
are not strictly necessary.
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The changes we make to previously published material are
intended to create an improved version of that material—to help
out prestige classes that were formerly suboptimal choices, to
adjust feats or spells that were simply too good, or take whatever
steps the D&D v.3.5 revision made necessary for each individual
class, feat, spell, or item. Of course, if you’re playing with older
material and it’s working fine in your game, you shouldn’t feel
compelled to change.
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SOURCES
This book includes material from other previously published
work, including Dragon Magazine and earlier supplements
such as Defenders of the Faith and Song and Silence. This mate-
rial has been picked up and revised to v.3.5 based on feedback
from thousands of D&D players comparing and debating
the strengths and weaknesses of characters and options at
gaming conventions, on message boards, on email lists, and
over the counters of their friendly local gaming stores.
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ince its inception, the latest edition of the
D UNGEONS & D RAGONS roleplaying game has
been about options, not restrictions. Complete
Adventurer continues that theme, introducing
new uses for old skills, new feats and equipment,
and the new character classes presented in this chapter.
Although every class participates in adventures and is
worthy of the title “adventurer,” the classes discussed
here emphasize skill use and ingenuity, making them
particularly appropriate for this book’s emphasis on
skills and adventure.
The three classes described in this chapter—ninja,
scout, and spellthief—have access to a wide variety of
class skills and gain 6 or more skill points per level.
More important, however, is the way that these skills
and the abilities unique to each class change the way
an adventure feels. The scout and ninja both match the
rogue’s stealth and ability to find and bypass traps, but
each of these classes approaches combat in a new way.
The spellthief adds a modest progression of arcane spells.
Although these abilities are potent, the most intriguing
aspect of a spellthief is his ability to steal and replicate
the abilities of his foes.
Each of these classes has a unique set of abili-
ties, and each presents a new approach to a wide
range of adventuring situations. The ninja, scout,
and spellthief classes are especially interesting to
groups who want to play in a campaign focused on
espionage, politics, or intrigue.
NINJA
Ninjas move through the shadows, striking down
the unwary and vanishing again with ease. Ninjas
walk where others cannot. They blend their train-
ing in stealth and assassination with a focused
mind. Their rigorous preparation sharpens their
minds and bodies, giving them supernatural
abilities of stealth and making them phantoms
in the eyes of many. Although ninjas in battle
lack the staying power of martial characters
such as fighters or barbarians, they excel at
making combat occur on their terms—appear-
ing and disappearing seemingly at a whim.
Historically, ninjas came from clans of assas-
sins and guerrilla warriors in feudal Japan. In a
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