The hexblade is even more intriguing, a cross between a fighter and a curse-tossing sorcerer who would make a superb anti-hero. Even the previously published prestige classes revisited in this book have generally been reworked significantly for flavor and balance. Not all are level classes, either, allowing players to expand their character options without major commitment. As always, beware the frenzied berserker a common quote from a typical game: "Why won't he DIE?!?
The best prestige classes are those that provide flavor without the expense of too little or too much combat power. The mindspy, for instance, is a 5-level prestige class often seen in doppelgangers and mind flayers. Even in a game without psionics, this is a class that works just as well out of combat as it does within a melee. Necessary Feats. These range from the desperately needed Improved Toughness feat to tactical feats that give slightly more powerful abilities in very specific circumstances, to style feats that make normally mediocre weapons interesting and viable in combat again.
This chapter also includes a handful of combat-oriented spells, particularly new domains for clerics and spells for the hexblade, and a handful of construct-based familiars. In retrospect, tactical feats probably turned out to be too specific; a feat that you aren't able to use very often isn't really a useful power, even when it provides a great benefit in those rare cases you're able to bring it into play. Nevertheless, in a game that has characters specializing on different tactics as they rise in power, tactical feats allowed players to build very competent and focused heroes.
Style feats were needed for some time, and rationalize the inclusion of relatively ineffective weapons that remain flavorful. And let's face it, every gladiatorial battle should feature someone with a net and trident; style feats make that a viable choice.
Fantasy Warfare. Historical and modern tactics are both examined here, and fantasy twists such as using giant eagles for aerial recon are applied. It's a reasonable overview of methods for making smarter decisions on the battlefield.
This chapter also examines mercenary campaigns, gladiatorial matches, archery contests, warrior organizations, and how to survive in an all-warrior campaign. Additional information covers a few new magic items, deities for warriors, exotic weapons, and rules for epic warriors. Warriors Ho! Much better balanced than the original source book it is based on, Complete Warrior exceeds its goals by giving players a wide array of flavorful, balanced character variants.
It served as an admirable model for the other Complete books to follow it, such as Complete Arcane. About the Creators. Please feel free to mail corrections, comments, and additions to kevin. These PDF files are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase. Warning : If any files bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you.
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