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		<title>Warhammer Army Project/Kingdoms of Ind</title>
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		<summary type="html">&lt;p&gt;2A02:2F0C:5811:1400:C3:83A1:5EF6:7C5C: /* Sacred Relics of Ind */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Kingdoms of Ind: Warhammer Army Project, 9th Edition Tactica==&lt;br /&gt;
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is constantly updating his work, so don&#039;t expect this page to stay current forever. As of now: I&#039;ll be using the most current Ind Armybook he has as of mid-2018. If anyone wishes to actually update this page and the items that need it, later on, go ahead.&lt;br /&gt;
&lt;br /&gt;
==Why Play WAP Kingdoms of Ind==&lt;br /&gt;
&lt;br /&gt;
The mysterious lands of Ind, home to a thousand Gods, where the Nobles live in luxury and take to war on the back of mighty elephants.&lt;br /&gt;
&lt;br /&gt;
Put it quite simply you are a Hipster who does not want to play one of the more &#039;mainstream&#039; WAP armies (Read: Any armies with official GW models) that finding models for is easy. You want to field massed Human armies backed up by Gods that actually bother to help their worshipers directly on the field of battle.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Your Gods actually fight for you in the form of Not!Daemons unlike those of the Not!Europe who sit about as their worshipers are killed.&lt;br /&gt;
*You get some very cost effective and useful Core choices.&lt;br /&gt;
*You have ELEPHANTS!!!&lt;br /&gt;
*The Caste system is basically the nesting doll of the Bretonnian Vow system and gives you lots of cannon fodder options.&lt;br /&gt;
*The Devas bring some cool unit variety to the army list. Do you want flying Infantry? You got it. Do you want lucky Monstrous Infantry? You got it.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Elephants though cool sounding will stampede if the enemy even sneezes at them.&lt;br /&gt;
*Getting models for this army is going to be pretty difficult and probably expensive.&lt;br /&gt;
*The Caste system limit your options for Character bunkers.&lt;br /&gt;
*Low Armour saves across the board.&lt;br /&gt;
*Outside Royal Elephants and Weapons of the Devas, you have no field artillery.&lt;br /&gt;
*Unlike many of Eliasson&#039;s other army books this one suffers from poor wording especially in relation to Magic Items. This can lead to some disagreement with an opponent. Hopefully this will be rectified when the next mass update occurs.&lt;br /&gt;
&lt;br /&gt;
==Army Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Castes&#039;&#039;&#039;: Most units in your army belong to a Caste this effects which characters can join them. Members of the Noble Caste may only join units that are part of the Noble Caste or Warrior Caste and ignores Panic caused by units from the Warrior and Lowborn Castes. Members of the Warrior Caste ignore Panic caused by units from the Lowborn Caste.&lt;br /&gt;
**This means that your Lowborn units should be treated like Bretonnian Peasants i.e. cannon fodder.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deva&#039;&#039;&#039;: The rule your Not!Daemons get. It is largely the same as the Daemonic Special Rule though. You get Immune to Psychology, Fear, Magical Attacks, Ward save (5+). A renamed version of Daemonic Instability in the form of Divine Corporeality. Divine Corporeality is a special kind of break test which you take instead of the normal one, Calculate combat resolution as normal and roll 2D6. Compare the dice roll to the Devas&#039; Leadership value, taking into account any modifiers for combat resolution. For each point, the unit fails its Corporeality test by, the unit suffers one additional wound. No saves of any kind are allowed against these wounds, including Ward saves, regeneration, etc. If characters are present in the unit, the controlling player first allocates wounds to the unit (up to their current Wounds), then divides the remaining wounds as equally as possible amongst any characters. The only new elements are Hatred (Daemons of Chaos) and that you can&#039;t use the Generals Inspiring Presence or the BSB Hold Your Ground, but may use the Leadership of any Character with the Deva special rule within 12&amp;quot;. Deva characters may not be Generals. In addition, units of Devas may never be joined by any characters without the Deva special rule.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*&#039;&#039;&#039;Chakram&#039;&#039;&#039;: War Frisbees, range 8&amp;quot;, S3, Quick to Fire, Multiple Shots (2). An improved throwing weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pata&#039;&#039;&#039;: A weapon that requires Two Hands that can either grant an extra attack or the Parry special rule, the player deciding which at the start of every close combat phase. Think of it as a good spear that can also be used as a bad shield.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Urumi&#039;&#039;&#039; Whip Sword. Sadly S:U-1 but grants an extra attack for every model in base contact (be they friend or for). Weak but can give a lot of extra attacks.&lt;br /&gt;
&lt;br /&gt;
===Weapons of the Devas===&lt;br /&gt;
These are the most powerful weapons of the Thousand Gods of Ind and all but the Vajra are pretty awesome for their obscene costs. Deva Lord choices can take a single one of these.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mahakali&#039;s Bow&#039;&#039;&#039;: A one use only Magic longbow that costs 85pts and lore wise can destroy all life in the world if misused so the God Shaivi will punish anyone who tries to do so. It is a Long Bow that hits automatically causing D6+1 Wounds ( ̶U̶n̶c̶l̶e̶a̶r̶ ̶i̶f̶ ̶s̶a̶i̶d̶ ̶w̶o̶u̶n̶d̶s̶ ̶s̶t̶i̶l̶l̶ ̶n̶e̶e̶d̶ ̶t̶o̶ ̶b̶e̶ ̶r̶o̶l̶l̶e̶d̶ ̶f̶o̶r̶ they&#039;re wounds, not hits so they don&#039;t get rolled.) that ignore armour saves. However, before using it the weilder has to pass a LD test which if failed causes them to suffer D6+1 Wounds with no Armour saves allowed. If the bearer survives failing to fire it they may try again next turn following the same procedure, so you&#039;re guaranteed that one use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sudarshana Chakram&#039;&#039;&#039;: While regular Chakram is War Frisbees, this is the Frisbee of Death costing 80pts and can only be purchased for the Vaishna and given to Karishna. It has a range of 18&amp;quot; and works as follows. Nominate 1 enemy model within line of sight, roll to hit as normal, if the attack hits place a 3&amp;quot; blast template over the model, proceed to scatter the template D6. Any model passed over suffers a S5 Magical hit with the Armour Piercing special rule. This item comes stock on Karishna. This will scythe through just about any massed infantry, best used against high armour save units as they will suffer a -3 penalty to their armour save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Brahmirastra&#039;&#039;&#039;: 75pts and can only be purchased for the Brahmir. This is a staff that unmakes the universe where it is used purging that area from existence and oh my it does just that. One use only, the Brahmirastra can be used in the close combat phase. When it is used, place the large blast template over the model carrying it. Any model bar the carrier takes an S10 hit that causes D6 Wounds. Ogres will hate you as you erase a whole unit at the drop of a hat. The prevalence of Ward saves will undermine its use against characters, but the main issue it faces is positioning the bearer in a way they can hit as many enemy models and as few of yours as possible. Note you don&#039;t have to be in combat to use it nor does it use up your close combat attacks that turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Vajra&#039;&#039;&#039;: 70pts. The Vajra can be used in the shooting phase. It has a range of 24&amp;quot; and fires D6 S6 lightning bolts which you have to roll to hit for as usual. A bit anti-climactic compared to the last 3, it would be better at either a lower cost or if it hit automatically.&lt;br /&gt;
**Alternate opinion: It is not described as a ranged weapon, it merely says it can be used then, this means you can use it while in combat the target just needs to be valid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Kaumodaki Mace&#039;&#039;&#039;: 60pts and can only be purchased by a Vaishna. The wielder gains S10 and for every initial attack that hits roll a D6 on a 4+, it scores another hit, potentially letting you flood the enemy in hits. A very good weapon, like very very good. The Giant Blade in the BRB gives +3S and costs  ̶6̶0̶ ̶p̶o̶i̶n̶t̶s̶, 45 points in 9e, for 15 more points you get an extra point of S and the ability to generate more hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trident of Destruction&#039;&#039;&#039;: 50pts and can only be purchased by Shaivi. It may be used as a Halberd in close combat and a Javelin in the shooting phase but its main attraction is granting its wielder the Heroic Killing Blow special rule which works well with the Shaivi&#039;s base attack number of 6.&lt;br /&gt;
&lt;br /&gt;
===Sacred Relics of Ind===&lt;br /&gt;
*&#039;&#039;&#039;Asi, Divine Khanda&#039;&#039;&#039;: The first blade according to Indian legend that all swords are mere copies of formed from a grand sacrifice by the Gods and... it is only 50 points. Magic Weapon, gives the wielder +1 To Hit and To Wound as well as Flaming Attacks. Additionally, if it on rolls of a natural 6 To Wound, that attack is done with Multiple Wounds (D3).&lt;br /&gt;
*&#039;&#039;&#039;Gauntlet of Igni&#039;&#039;&#039;: A gauntlet gifted by the fire god Igni that gives lots of fire based buffs. 45 pt Magic Weapon, it is a Pata that if used with the extra attack setting generates an additional S4 Flaming Automatic hit on the enemy, if the Parry setting is used then every attack that hits the wearer in Close Combat causes the enemy model that struck the blow to suffer an automatic S4 Flaming hit. On top of this the wearer gains Immunity against Flaming Attacks. Will do happily against light infantry.&lt;br /&gt;
*&#039;&#039;&#039;Flail of Kali-Ma&#039;&#039;&#039;: A flail made of Human bone and blackened steel. It is a 45 point Flail that gives the wielder +2 Strength in the first round of combat and +1 Strength at other times. In addition, he gives Poisoned Attacks and Armour Piercing special rules. The Flail is priced fairly and during the first round of combat will shred through heavily armored infantry while being better than just an oversized CCW at any other time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Kavacha&#039;&#039;&#039;: Gives the wearer a 2+ re-rollable Armour Save that can not be improved in any way, and due to the nebulous rules, qualifies as any sort of armour. Costly but as long as you can keep the bearer protected against high strength weapons the bearer can happily shrug off an ungodly number of attacks, add in a ward save and he is going nowhere. Has good synergy with the Guardian Amulet and Amrita if you really want to tank damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Guardian Amulet&#039;&#039;&#039;: Gives a 2+= Ward Save which weakens by by 1 for every successful (presumably Ward) save you make until it becomes a 6+ at which point it stops weakening. Kind of meh, depending on who you are facing it can be alright, especially if combined with the Kavacha.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holy Censer&#039;&#039;&#039;: The bearer may ignore the effects of a miscast on a D6 roll of a 4+. A dirt cheap item that can save your caster, a good item which works even better when combined with the Lore of the Devas Attribute. Pretty much an auto-take on an Eldritch Guru&lt;br /&gt;
*&#039;&#039;&#039;Prayer Beads&#039;&#039;&#039;:  When attempting to cast one spell, the bearer may choose to use a Prayer Bead to add +1 to the total casting value. A Guru can buy as many of these as he has points for and buying them does not stop the Guru from taking another Arcane Item . If only multiple Gurus could take them...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amrita, Nectar of the Gods&#039;&#039;&#039;: The bearer may use this item at the start of any phase, if he does so he regains all lost Wounds and gains Regeneration for that one turn. It&#039;s pretty much your saving throw for a valuable Hero.&lt;br /&gt;
*&#039;&#039;&#039;Mask of Ganeshan&#039;&#039;&#039;: A lucky [https://image.smythstoys.com/original/desktop/100213.jpg Elephant Masque]. The Wearer may re-roll failed rolls of 1 like the actual Ganeshans. Buffs everything a wearer can do, it won&#039;t make you a master in those areas by itself but useful even when not combined with other magic items. However it is Hilarious when combined with Hatred or ASF, but better used with the 4+ Ward save granted by the Talisman of Preservation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holy Standard of the Devas&#039;&#039;&#039;: The only Magic Item over 50pts, it grants all models in the unit carrying the banner Stubborn and a 5+ Ward Save. Pricey but can be worth it in a Death Star where it is a cheap way to hand out Ward saves to characters. Note that Stubborn pairs well with the Rajah considering his Unswerving Loyalty rule.&lt;br /&gt;
&lt;br /&gt;
==Lore of the Devas==&lt;br /&gt;
&#039;&#039;Lore Attribute: Karma:&#039;&#039; You can replace a 1 with a 6 on the casting roll of any spell, but in doing so you need to replace the next 6 you roll when casting a spell with a 1. &lt;br /&gt;
*&#039;&#039;&#039;Signature: Tantra: (5/10)&#039;&#039;&#039; Grants a unit ASF for the low casting value of 5+. Hell, even augmenting it to be spread 12&amp;quot; around the caster&#039;s not that terrible on a 10+.&lt;br /&gt;
#&#039;&#039;&#039;Creation of Brahmir: (6/12)&#039;&#039;&#039; Adds +1 Strength and Magical Attacks to a unit, which can make urumis the bane of mobs.&lt;br /&gt;
#&#039;&#039;&#039;Ganeshan&#039;s Blessing of Fortune: (6/12)&#039;&#039;&#039; Lets a unit re-roll d3 die that they roll, which gives you insurance policy if needed.&lt;br /&gt;
#&#039;&#039;&#039;Sacred Shield of Vaishna: (9/18)&#039;&#039;&#039; Grants a 5++ Ward Save. can be combined with a Deva rule to make a 4+ save.&lt;br /&gt;
#&#039;&#039;&#039;Bolts of Cindra: (9/16)&#039;&#039;&#039; Chucks around a couple of artillery-tier blasts with a bit of scattering. While not enough to compensate for your lack of war machines, this will give you something to do at range, and devastate units.&lt;br /&gt;
#&#039;&#039;&#039;Curse of Kali-Ma: (10/13)&#039;&#039;&#039; Straight-up Leadership on one model or d6 wounds, no saves, no psychology BS. While it sounds funny to kill a warlord in this way, you shouldn&#039;t bother unless you know you&#039;re facing crappy Leadership or plan to kill some monsters.&lt;br /&gt;
#&#039;&#039;&#039;Invocation of Shaivi: (18/21)&#039;&#039;&#039; The unit can wound on a 2+ and ignores armour. This sounds fucking nightmarish, but it&#039;s for a scary high casting value.&lt;br /&gt;
&lt;br /&gt;
==Army Units==&lt;br /&gt;
===Lords &amp;amp; Heroes===&lt;br /&gt;
====Named Characters====&lt;br /&gt;
Unlike most other WAP armies you don&#039;t get a supreme ruler of your race or supreme wizard character. Instead, you get lots of ranged characters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Darahma, the First Avatara and God-Hero of Ind&#039;&#039;&#039;: The Indian version of Sigmar, a man-made Deva who united the Kingdoms of Ind against the devils who aren&#039;t daemons. Darahma is a mix of Maharaja and Deva, having all the leading powers of the former and all the powers of the latter without drawbacks. He&#039;s at home with archers, as his special longbow fires four Exploding flaming S5 hits and has a single-use arrow that gives you a big blast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Karishna, The Current Avatara&#039;&#039;&#039;: He&#039;s just as much of a leader-Deva as Darahma, but comes with the benefit of being a level 2 wizard of Light/Heavens/Devas and has the Sudarshana Chakram. He&#039;s also a bit better in melee, striking at I7 with WS7.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Urjana, Master of the Bow&#039;&#039;&#039;: This guy&#039;s your ultimate sniper. While no Deva, he has a magic longbow with Killing Blow and can make a decent meatshield as all melee can only hit him on a 6. Throw him on a chariot and get him stuck in for even more frustration.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mhogli, the Beastmaster&#039;&#039;&#039;: Jungle Book reference, obvi. He rides upon Shere Khan and thus gets Terror while forcing enemies to re-roll all psychology tests he triggers(this will change). His spear is also pretty scary as it gives Armour Piercing (1) and d6 wounds, which can be freaking scary on the charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Parashuruma, the Holy Slayer&#039;&#039;&#039;: An absolutely deranged Kingslayer. He&#039;s only Warrior Caste, so he lacks the protection most HQs get. Not that he needs it, as he has Immune to Psychology. He&#039;s the through-and-through challenge monstrosity, having Hatred and an axe with S+2 and Killing Blow that triggers on a 5+. Additionally, he grabs 100 Victory Points for every character he murders.&lt;br /&gt;
&lt;br /&gt;
====Generic Characters====&lt;br /&gt;
*&#039;&#039;&#039;Maharajah&#039;&#039;&#039;: Noble Caste. At 100 points he is your generic Lord level general you all know and love he comes with Light Armour and a Hand weapon. He has a wide array of options available to him that can make him a decent in combat without breaking the bank on Magic Items (the Morning Star stands out as a nice option at 3pts which still allows him to take a shield). He comes with the Unswerving Loyalty Special Rule which allows any unit within 12&amp;quot; of him with the Caste rule to detract D3 from the result of any LD test. This rule counterbalances some of the moral issues of the Caste system and can make any he is in virtually unbreakable.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rajah&#039;&#039;&#039;: The Hero-tier Maharajah and your lone BSB. The fact that he loses so little compared to the Maharajah is a bit perplexing, but it also means that you can totally buy cheap heroes and then grab more bodies to protect them without feeling guilty about buying a lesser version of the Lord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Guru/Guru&#039;&#039;&#039;: Your standard Lord level caster. He may take the Lore of Fire, Heavens, Light, Life, or Devas. Note he does not have the Caste system rule and instead has the Spiritual Leader rule which means he can join any unit regardless of Caste and does still benefit from rules that apply to models with the Caste special rule. Additionally, this rule allows any unit he is in re-roll failed LD tests. His Spiritual Leader rule can grant the LD resilience your Lowborn and Warrior Caste units need but like all other human casters, he has no real combat ability so don&#039;t chuck him away.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brahmir&#039;&#039;&#039;: Greater Not!Daemon of the Creator. Similar stats to a Lord of Change (still can put up a frightening fight), he is a spellcaster among Devas, knowing only Lore of Life and can be upgraded to level 4. Has an aura that resurrects Caste units(get more value when resurrecting elites). A compliment to make any unit hard to annihilate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vaishna&#039;&#039;&#039;: Greater Not!Daemon of the Preserver knows the lore of Light and has a Ward save Aura. While the Brahmir is best suited behind the front lines, the Vaishna&#039;s the Deva you want to send into combat and grant your lowborns at least have a chance of lasting a round.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shaivi&#039;&#039;&#039;: Greater Not!Daemon of the Destroyer, The Melee Beast Deva and fire mage. He gives an aura of Frenzy and offers 6 S6 attacks at WS9, a real treat. Pars will with great weapons, Bengal Riders and give Shaivi his trident, then let them rampage through. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beastmaster:&#039;&#039;&#039; Lowborn caste beast handler that can be accompanied by Tigers or Panthers, whom they can then set loose onto the battlefield. The tigers are stronger with WS 5 and S5, but the panthers are M9 and three attacks at I5, If you want this guy to actually keep up with those pets, buy a Bengal Tiger to ride on. They allow a re-roll to leadership test and stubborn to all nearby animals and their riders. Helpful to control elephants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vishkanya&#039;&#039;&#039;: A race of snake women with poison comparable to Skaven Assasins. She is your generic Assassin Hero with poisoned attacks, occasionally dealing a wound when injured.&lt;br /&gt;
&lt;br /&gt;
====Mounts====&lt;br /&gt;
*&#039;&#039;&#039;Warhorse:&#039;&#039;&#039; Horses are horses. Yours are no different. But maybe they should be since horses don&#039;t handle tropical weather so well. Meh. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Throne Bearer:&#039;&#039;&#039; Like Dwarfen Shieldbearers,  your Maharajah can be placed on a throne carried by elite warriors and contribute 4 models to the rank bonus of the unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Royal Elephant:&#039;&#039;&#039; A bulldozer mount and high leadership make them more controllable. Still, a chance to send your general deep into enemy territory or running back home like a sissy, though with the Maharajah&#039;s skills and a nearby Beastmaster that won&#039;t be an issue.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Royal Chariot:&#039;&#039;&#039; Your special chariots. lets you ride with other Royal Chariot.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
*&#039;&#039;&#039;Rajputs&#039;&#039;&#039;: Your cheap Warrior Caste units. These guys have a range of options allowing you to kit them out for any situation. Take in big blocks to keep them steadfast and tarpit your enemy. You could grab them special weapons like Patas or Greatweapons, but they&#039;re so cheap that you shouldn&#039;t want to worry if you want an effective unit. Taking chakrams are also good on charges to soften up goblins.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maratha Archer&#039;&#039;&#039;: Warrior Caste Bowmen. Cheap, cheerful, your best-ranged option.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Urumi Swordmen&#039;&#039;&#039;:  Warrior Caste glass cannons with WS4 I4 and come equipped with only Urumi Swords. There one base S2 attack can be increased to 6 easily by making sure you have a rank of troops behind you and if you angled your charge correctly two enemy models (make sure to take in at least 3 ranks). More often than not you will hit first so against smaller units you may take fewer casualties. Besides being able to take command options your only option is whether or not to become Skirmishers (Free), which option you choose depends on who you face and how you see them. Note, only try to send these against T3 (or the rare T2) lightly armored troops, use Thugee against anything better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Peasant Levies&#039;&#039;&#039;: Lowborn Caste mooks that cost the same as your Rajputs but are WS and BS 2 with an LD of 5. Yet you get Spears and Shields as well as being made expendable by being Low Caste. These are your Skavenslaves. If you feel like wasting them as ranged harassment, they can get slings or javelins.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pindar Cavalry&#039;&#039;&#039;: Lowborn Fast Cavalry at 11pts with shields and hand weapons. They can swap their shields for Short Bows and may take either Spears or Javelins for additional support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zamindar Horsemen&#039;&#039;&#039;: Warrior Caste Cavalry at 14pts and one of the few high Armour saves you will have access to. They have Hand Weapons, Heavy Armour, and Shields. May buy Barding (2pts), Spears (1pt), and Short Bows (1pt), as well as being able to swap their Shields for Flails (2pts).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thugees&#039;&#039;&#039;: The mooks from the Temple of Doom. Lowborn Caste Skirmishers with a basic human statline and 2 Hand Weapons. Generally not as good as Urumi Swordsmen but are more consistent in their damage output.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Snake Swarm&#039;&#039;&#039;: Your swarm unit that doesn&#039;t count towards your minimum Core. Lowborn Caste with Poisoned Attacks that Cost 35pts and come with a free Fakir snake charmer who if killed causes the whole unit to be removed from the field. Snipers will erase these units quickly.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
*&#039;&#039;&#039;Maiden Guard&#039;&#039;&#039;: A recurring theme that Eliasson has when making armybooks for new factions is that he likes to give them an all-female unit, usually in the special slot (See: Shieldmaidens, Onna Bushi). These ladies are the closest thing you have to bodyguard infantry. Being of the Noble Caste they will not have to take Panic tests in response to most friendly units. They cost 9 points for a basic human statline with WS4, I4, and LD8 with Stubborn and equipped with Spear+board, but lack armour if you didn&#039;t buy any. Each unit of them can take a Magic Standard worth up to 50pts. &lt;br /&gt;
**Their other options are that they can swap their Hand Weapon and Shield for either dual weapons or halberds. If you go with the latter, take the Razor Standard for extra Armour Piercing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holy Warriors&#039;&#039;&#039;: Warrior Caste, Immune to Psychology, Magic Resistance (2), and Great Weapons. Their stat line is WS4, S4, and LD8 Each unit of them may take a Magic Standard worth 25pts. You take these guys over Rajput Great Weapons for use against Monsters and other things with Terror or spells, but against everything else go with Rajputs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Royal Chariots&#039;&#039;&#039;: Noble Caste, at 70pts each you get some elite Chariots. Unique with Ind&#039;s chariots is the ability to pack more horses on them in the event that you actually use them to attack. you will spend the time softening targest with arrows before going in for the devastating charge. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Camel Gunners&#039;&#039;&#039;: Lowborn Fast Calvary with S6 Heavy rifles. You&#039;ve got yourself a pack of anti-elites who can cow a horseback unit that attempts to bumrush your ass.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bengal Riders&#039;&#039;&#039;: Lowborns riding on top of scary-ass tigers. These tigers are scarier than any horse, walk right through forests, and have Devastating Charge to complement their three S5 attacks and impact hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;War Elephants&#039;&#039;&#039;: Warrior Caste. a brute Chariot like Monstrous Cavalry, being about to take up to 3 Spear/Javelin/bow Riders. They can also take a number of upgrades. Mahout Expert is a must-have + BeastMaster + high Leadership, as every time an elephant takes a ranged attack wound and fails a Leadership test, it moves in a random new direction like its some kind of Colossal [[squig]], running over anything in its path.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanaras&#039;&#039;&#039;: Monkey-men scouts with poison blowpipes. If you intend to make them into a wall, then you&#039;d be inclined to buy the paired weapons so they can make another attack. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rakshasas&#039;&#039;&#039;: Chaotic neutral Beastmen who will sometimes fight with the armies of Ind, they are one of the few confirmed canon units. As strong as Bestgors, they&#039;re pretty fast for infantry and pretty fierce as ambushers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kalaratri:&#039;&#039;&#039; a Naked Deva with dual weapons and a lot of attacks. Sadly, that wards all they got for protection, and their stats are only about as good as a Maiden Guard. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maruts&#039;&#039;&#039;: Not-demons in heavy armor for those wanting a Dorf-Ironbreaker-Tough unit. throw them in the center and they will endure for a while.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Garudas&#039;&#039;&#039;: Winged Deva Hawk-men. They&#039;re the more glass cannons while the Kalatri are better considered the glass machineguns. The backline hunter.&lt;br /&gt;
&lt;br /&gt;
===Rare===&lt;br /&gt;
*&#039;&#039;&#039;Ganeshans&#039;&#039;&#039;: Elephant Deva ogres. They are especially more effective than ogres because of being able to reroll their hit, wounds Armour and Ward save rolls of 1. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nagas&#039;&#039;&#039;: A Swift all-rounder elite Deva with poison on everything. the opponent will sweat when you disintegrate a Greatsword flank. They can also take Heavy longbows that they must Stand and Shoot with (their already too expensive to pay more and not move). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Royal Elephants:&#039;&#039;&#039; Noble Caste and an Improved Elephant and Riders. A point Less likely to Stampede and can also take a Bolt thrower or a smaller cannon.&lt;br /&gt;
**Another possible use for the elephants is to be your war machines. Your options are either a bolt thrower or a small cannon, and neither of them are as strong as the big static pieces.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Basilisk:&#039;&#039;&#039; Lowborn Caste handling a [[Basilisk|Danger Noodle]]. In combat, The snake slowly kills every model that is in the same combat with Armor and regen negating wounds that get better for every round the basilisk is in. Also has a Shooting Gaze that could single out a Character and either reduce Initiative, deal an Armour-ignoring wound, or outright kill [[Archaon]] in front of his groupies.&lt;br /&gt;
&lt;br /&gt;
==Regiments of Renown==&lt;br /&gt;
&lt;br /&gt;
==Building Your Army==&lt;br /&gt;
&lt;br /&gt;
===Army Composition===&lt;br /&gt;
the building is about organizing your tiers of expendables. using most Lowborns as chaff and vanguarding, and Warriors to do the killing. Devas will be your elites as they do hit hard, so protect them with casts before they get into position. having a couple of Rajahs around the board is also a useful thing so units can more likely bass LD test. &lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
*&#039;&#039;&#039;Fire:&#039;&#039;&#039; all your fire-throwing needs, and a fire buff on your swords and arrows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavens:&#039;&#039;&#039; mixing reroll debuffs and buff at hero levels and lightning attacks at lord lv.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Light:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Life:&#039;&#039;&#039; something to keep everything alive, putting regen on your blobs and Regrowth on your dead devas.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devas:&#039;&#039;&#039; A lot of good things rolled into one, heroes give out ASF, Rerolls, and a Ward and Bolt of Cindra can make up a little for not having proper war machines.&lt;br /&gt;
&lt;br /&gt;
==Tactica==&lt;br /&gt;
&lt;br /&gt;
===VS===&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
[http://warhammerarmiesproject.blogspot.com The Project&#039;s website]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer Army Project}}&lt;br /&gt;
[[Category:Warhammer/Tactics]]&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A02:2F0C:5811:1400:C3:83A1:5EF6:7C5C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Complete_Book_Series&amp;diff=149154</id>
		<title>Complete Book Series</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Complete_Book_Series&amp;diff=149154"/>
		<updated>2020-11-19T19:18:58Z</updated>

		<summary type="html">&lt;p&gt;2A02:2F0C:5811:1400:C3:83A1:5EF6:7C5C: /* The Complete Barbarian&amp;#039;s Handbook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsImages}}&lt;br /&gt;
&#039;&#039;&#039;The Complete Books of D&amp;amp;D&#039;&#039;&#039; were a series of [[splatbook]]s for [[Advanced Dungeons &amp;amp; Dragons]] and [[Dungeons &amp;amp; Dragons 3rd Edition]], which expanded upon player options in various ways.&lt;br /&gt;
&lt;br /&gt;
In AD&amp;amp;D, the original Complete Books were released as part of the Player&#039;s Reference series, divided into the &amp;quot;Complete (Class)&#039;s Handbook&amp;quot; titles, which looked at that specific class, and the &amp;quot;Complete Book of X&amp;quot;, which focused on races. After the Player&#039;s Reference releases finished, further entrants were released as part of the Dungeon Master&#039;s Reference series and the Campaign Reference Series.&lt;br /&gt;
&lt;br /&gt;
In 3e, the books were simply titled &amp;quot;Complete X&amp;quot;, with &amp;quot;X&amp;quot; standing for whatever kind of character class or archetype they were focused on detailing. The initial wave of books were 3.5 translations of &amp;quot;class splatbooks&amp;quot; from 3.0, but these were followed by a mixture of new ideas &amp;amp; sequels to the previous books.&lt;br /&gt;
&lt;br /&gt;
==AD&amp;amp;D Books==&lt;br /&gt;
===The Complete Fighter&#039;s Handbook===&lt;br /&gt;
&#039;&#039;The Complete Fighter&#039;s Handbook&#039;&#039; was divided into five chapters.&lt;br /&gt;
&lt;br /&gt;
Chapter 1, &#039;&#039;&#039;Character Creation&#039;&#039;&#039; is first and foremost a simple, easy to understand guide to creating your [[Fighter]]. It also includes expanded rules for using skills to create armor, bows &amp;amp; arrows, and weapons.&lt;br /&gt;
&lt;br /&gt;
Chapter 2, &#039;&#039;&#039;Warrior Kits&#039;&#039;&#039; adds the following new [[kits]], and examines how kits interact with the various [[multiclassing]] rules, as well as how to abandon a kit (for plaers) and how to modify or create fighter kits (for DMs).&lt;br /&gt;
* [[Amazon]]&lt;br /&gt;
* [[Barbarian]]&lt;br /&gt;
* Beast-Rider&lt;br /&gt;
* Berserker&lt;br /&gt;
* [[Cavalier]]&lt;br /&gt;
* [[Gladiator]]&lt;br /&gt;
* Myrmidon&lt;br /&gt;
* Noble Warrior&lt;br /&gt;
* Peasant Hero&lt;br /&gt;
* Pirate/Outlaw&lt;br /&gt;
* [[Samurai]]&lt;br /&gt;
* Savage&lt;br /&gt;
* Swashbuckler&lt;br /&gt;
* Wilderness Warrior&lt;br /&gt;
&lt;br /&gt;
Chapter 3, &#039;&#039;&#039;Role-Playing&#039;&#039;&#039; is, well, all about how to roleplay fighters. It details certain archetypical (in [[Gygax]]&#039;s eyes, at least) fighter personalities and looks extensively at how to run a warrior campaign, including the level of magic in the world, how many types of warrior exist in the world, and campaigns focused on the archetypes covered in the previous chapter on [[kits]]. It ends with brief notes on running a military campaign and the differences between a campaign and a mini-series.&lt;br /&gt;
&lt;br /&gt;
Chapter 4, &#039;&#039;&#039;Combat Rules&#039;&#039;&#039; is perhaps the most stereotypical of the chapters; page after page of rules for upgrading combat, such as ambidexterity, style specialization, martial arts and exotic melee manuevers, all with the trademark convoluted mechanics of [[Advanced Dungeons &amp;amp; Dragons]]. It&#039;s the longest chapter in the book.&lt;br /&gt;
&lt;br /&gt;
Finally, Chapter 5, &#039;&#039;&#039;Equipment&#039;&#039;&#039; is all about new gear and new rules relating to gear, such the effects of armor, wearing piecemeal armor, and so forth.&lt;br /&gt;
&lt;br /&gt;
===The Complete Thief&#039;s Handbook===&lt;br /&gt;
&#039;&#039;The Complete Thief&#039;s Handbook&#039;&#039; was divided into eight chapters.&lt;br /&gt;
&lt;br /&gt;
Chapter 1 is &#039;&#039;&#039;Role-Playing Thieves&#039;&#039;&#039;, a basic section explaining the various backgrounds a thief could have as well as some sample motivations and stereotypes with which to base a thief around.&lt;br /&gt;
&lt;br /&gt;
Chapter 2, &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;, introduces a whole slew of non-weapon proficiencies for the Thief to look into as well as how to use them.&lt;br /&gt;
&lt;br /&gt;
Chapter 3 is the obvious &#039;&#039;&#039;Thief Kits&#039;&#039;&#039;, which adds the following new [[kits]], and examines how kits interact with the various [[multiclassing]] rules, as well as how to abandon a kit (for plaers) and how to modify or create fighter kits (for DMs).&lt;br /&gt;
* Acrobat&lt;br /&gt;
* Adventurer&lt;br /&gt;
* [[Assassin]]&lt;br /&gt;
* Bandit&lt;br /&gt;
* Beggar&lt;br /&gt;
* Bounty Hunter&lt;br /&gt;
* Buccaneer&lt;br /&gt;
* Burglar&lt;br /&gt;
* Cutpurse&lt;br /&gt;
* Fence&lt;br /&gt;
* Investigator&lt;br /&gt;
* Scout&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Spy&lt;br /&gt;
* [[Swashbuckler]]&lt;br /&gt;
* Swindler&lt;br /&gt;
* Thug&lt;br /&gt;
* Troubleshooter&lt;br /&gt;
&lt;br /&gt;
Chapter 4, &#039;&#039;&#039;Thieve&#039;s Guild&#039;&#039;&#039;, introduces the prospect of a Thieve&#039;s Guild in the setting and how to build one and how it can interact with the larger setting. It also includes rules about joining or even running a guild of their own.&lt;br /&gt;
&lt;br /&gt;
Chapter 5, &#039;&#039;&#039;Tools of the Trade&#039;&#039;&#039;, goes over not only the special skills available to the Thief, but also the various mundane and magical tools available to either go about their business or cover their tracks.&lt;br /&gt;
&lt;br /&gt;
Chapter 6, &#039;&#039;&#039;The Arts of Deception: Classic Cons&#039;&#039;&#039;, is a mostly RP-based chapter, focused upon a few classic tricks a Thief can use for their own schemes.&lt;br /&gt;
&lt;br /&gt;
Chapter 7, &#039;&#039;&#039;New Rules for Thieves&#039;&#039;&#039;, introduces few extra rules to work with: Poisons, knocking out targets, and ways to make lock-picking harder.&lt;br /&gt;
&lt;br /&gt;
Chapter 8, &#039;&#039;&#039;The Thief Campaign&#039;&#039;&#039;, focuses on how to run a thief campaign, including the level of magic in the world, the various ways thieves and their guilds interact with the campaign, and a few sample ideas of hooks for a thief campaign.&lt;br /&gt;
&lt;br /&gt;
===The Complete Priest&#039;s Handbook===&lt;br /&gt;
The &#039;&#039;Complete Priest&#039;s Handbook&#039;&#039; covers not only the priests themselves, but also various ways to fit religion into campaigns. This book spans five chapters&lt;br /&gt;
&lt;br /&gt;
Chapter 1, &#039;&#039;&#039;Priests, Gods, and the World&#039;&#039;&#039;, explains various key facets of mythologies, namely how gods come to be, their present existence, and their influence on mankind,  and how to fit this into your setting.&lt;br /&gt;
&lt;br /&gt;
Chapter 2, &#039;&#039;&#039;Designing Faith&#039;&#039;&#039;, is the most in-depth of the chapters, as it explains everything about priesthoods in both fluff and crunch. Not only is there a whole section dedicated to the various duties and rituals a priest may be expected to carry out, but it also has various rules on how to put together sub-classes of the Priest that can differ quite drastically from the Cleric or Druid. The biggest part of this is the rather dizzying list of sample priesthoods to make, each with differing Spheres of Influence to work with and differing powers as opposed to just Turning Undead.&lt;br /&gt;
&lt;br /&gt;
Chapter 3, &#039;&#039;&#039;Priest Kits&#039;&#039;&#039; adds the following new [[kits]], and examines how kits interact with the various [[multiclassing]] rules, as well as how to abandon a kit (for plaers) and how to modify or create fighter kits (for DMs).&lt;br /&gt;
* [[Amazon]] Priestess&lt;br /&gt;
* Barbarian/Berserker Priest&lt;br /&gt;
* Fighting-[[Monk]]&lt;br /&gt;
* Nobleman Priest&lt;br /&gt;
* Outlaw Priest&lt;br /&gt;
* Pacifist Priest&lt;br /&gt;
* Peasant Priest&lt;br /&gt;
* Prophet Priest&lt;br /&gt;
* Savage Priest&lt;br /&gt;
* Scholar Priest&lt;br /&gt;
&lt;br /&gt;
Chapter 4, &#039;&#039;&#039;Role-Playing&#039;&#039;&#039; covers a decent number of topics; from typical personalities to story hooks and even how to have a priest interact with their god(s).&lt;br /&gt;
&lt;br /&gt;
Chapter 5, &#039;&#039;&#039;Equipment and Combat&#039;&#039;&#039;, obviously gives a few options for items, but the only major combat options are just reprinted Wrestling/Martial Arts rules reprinted from &#039;&#039;&#039;The Complete Fighter&#039;s Handbook&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Complete Wizard&#039;s Handbook===&lt;br /&gt;
The &#039;&#039;Complete Book of Wizards&#039;&#039;, as you might expect, is all about the [[Wizard]]. It spans 9 chapters in length.&lt;br /&gt;
&lt;br /&gt;
Chapter 1, &#039;&#039;&#039;Schools of Magic&#039;&#039;&#039; talks about the eight schools of magic in D&amp;amp;D. It discusses the benefits vs penalties of specialization and provides mechanics on how to abandon a school.&lt;br /&gt;
&lt;br /&gt;
This is followed by chapter 2, &#039;&#039;&#039;Creating New Schools&#039;&#039;&#039;, which is all about how a DM can create entirely new forms of magic. Everything from naming it to defining its ethos to figuring out what races would likely be allowed to use it.&lt;br /&gt;
&lt;br /&gt;
Chapter 3 is the self-explanatory &#039;&#039;&#039;Wizard Kits&#039;&#039;&#039; title, which is all about new kits and how to make your own. It introduces the following new kits to D&amp;amp;D:&lt;br /&gt;
* Academician&lt;br /&gt;
* [[Amazon]] Sorceress&lt;br /&gt;
* [[Anagakok]]&lt;br /&gt;
* Militant Wizard&lt;br /&gt;
* Mystic&lt;br /&gt;
* Patrician&lt;br /&gt;
* Peasant Wizard&lt;br /&gt;
* Savage Wizard&lt;br /&gt;
* [[Witch]]&lt;br /&gt;
* [[Wu jen]]&lt;br /&gt;
&lt;br /&gt;
Chapter 4, &#039;&#039;&#039;Roleplaying&#039;&#039;&#039; covers a vast array of sub-topics around its theme; iconic wizard personalities, character backgrounds, logical non-adventuring-based careers for the wizard, some example wizard-focused adventures, the &amp;quot;how much magic is in your world?&amp;quot; and campaign variations for all-wizards, single wizard kits, restricted schools and restricted levels.&lt;br /&gt;
&lt;br /&gt;
Chapter 5, &#039;&#039;&#039;Combat and the Wizard&#039;&#039;&#039; looks at how wizards fight, covering the different combat categories of spells mostly.&lt;br /&gt;
&lt;br /&gt;
Chapter 6 is self-explanatory; &#039;&#039;&#039;Casting Spells in Unusual Conditions&#039;&#039;&#039;. This lets you know how being underwater, on another plane, or physically impaired in some way should affect your casting efforts.&lt;br /&gt;
&lt;br /&gt;
Chapter 7 is &#039;&#039;&#039;Advanced Procedures&#039;&#039;&#039;, and is the obligatory new rules systems for wizards. It covers playing 20+ level wizards, creating 10th level or higher spells, new rules for adjudicating illusions, and a system of spell research so your wizard PCs can create their own magic.&lt;br /&gt;
&lt;br /&gt;
Chapter 8 is &#039;&#039;&#039;New Spells&#039;&#039;&#039;, because you knew this was coming.&lt;br /&gt;
&lt;br /&gt;
Finally, chapter 9 is &#039;&#039;&#039;Wizardly Lists&#039;&#039;&#039;, a grab-bag of random lists that provide fluffy inspiration for wizards. There is a new table of [[familiar]]s here, though, which can replace the normal table for Find Familioar checks.&lt;br /&gt;
&lt;br /&gt;
===The Complete Psionics Handbook===&lt;br /&gt;
Comparatively easy to outline, and with a title that has been reused more than some, the original Complete Psionics Handbook was, as its name suggests, the first major update of [[psionics]] since they had first appeared as a sub-system in the original [[Advanced Dungeons &amp;amp; Dragons]] 1e [[Player&#039;s Handbook]].&lt;br /&gt;
&lt;br /&gt;
The book itself was divided into an introduction, 9 official chapters, an unofficial 10th chapter introducing new psionic monsters, and a set of appendices that provided a summary of all the psionic powers in the book, an index of them, and an update of all the psionic creatures from the earlier Monster Compendiums.&lt;br /&gt;
&lt;br /&gt;
The introduction covers, in brief, what the purpose of this book is - introducing the [[psion]]icist as a full-fledged character class instead of just making psionics a &amp;quot;secondary trait&amp;quot; - and the difference between [[psionics]] and [[magic]].&lt;br /&gt;
&lt;br /&gt;
The very first chapter is an exhaustive examination of the [[Psion]]icist class; requirements, level-restrictions, [[multiclassing]], proficiencies, etcetera. It also included the Wild Talents system, which allowed for members of other classes to possess psionic powers themselves without devoting themselves exclusively to psychic arts.&lt;br /&gt;
&lt;br /&gt;
The second chapter is Psionic Combat, an exhaustive and controversial new combat subsystem. Why was this so bad? Read the [[Psion]] page.&lt;br /&gt;
&lt;br /&gt;
Chapters three through eight cover different categories of psionic power, with an ssortment of new Sciences and Devotions for each. In order, they go Clairsentience, Psychokinesis, Psychometabolism, Psychoportation, Telepathy and Metapsionics.&lt;br /&gt;
&lt;br /&gt;
Chapter 9 is all about running a psionics-heavy campaign.&lt;br /&gt;
&lt;br /&gt;
The Monsters subchapter introduced the [[Baku]], [[Brain Mole]], [[Cerebral Parasite]], [[Intellect Devourer]] (Larval &amp;amp; Adult), [[Shedu]], [[Su-Monster]], [[Thought Eater]] and [[Vagabond]].&lt;br /&gt;
&lt;br /&gt;
===The Complete Book of Dwarves===&lt;br /&gt;
The &#039;&#039;Complete Book of Dwarves&#039;&#039; was the first of its ilk to focus on a race rather than a class, expanding upon how to make a more distinctive [[dwarf]] character. Although, like all of the racial books, it was somewhat hindered by the default assumptions as to what a race &#039;&#039;was&#039;&#039; in AD&amp;amp;D, it still strove to present as much useful information as possible.&lt;br /&gt;
&lt;br /&gt;
Ironically, although its successor would go down in infamy for blatant racial supremacist overtones, the writing in this one is pretty arrogant too.&lt;br /&gt;
&lt;br /&gt;
This splatbook was divided into 11 chapters:&lt;br /&gt;
&lt;br /&gt;
Chapter 1 is &#039;&#039;The Creation of Dwarves&#039;&#039;, literally a glorified creation myth. At 5 pages long, it&#039;s the shortest chapter in the book.&lt;br /&gt;
&lt;br /&gt;
Chapter 2 covers &#039;&#039;Dwarf Subraces&#039;&#039;; in addition to the now-iconic trinity of Hill Dwarf, Mountain Dwarf and [[Duergar]], it also covered Deep Dwarves (non-evil [[Underdark]] dwarves, which is one of the many ways in which Duergar struggled to gain an identity for themselves), Sundered Dwarves (those clans who have lost their traditional identity and no longer fit the standard mold) and Gully Dwarves (a wretched, [[goblin]]-like breed introduced in [[Dragonlance]]).&lt;br /&gt;
&lt;br /&gt;
Chapter 3, &#039;&#039;Your Life as a Dwarf&#039;&#039;, covers all the bits on dwarf culture; clans, loyalties, world view, crafts, humor, wealth, individualism, emotions, attitudes toward other races, war, isolationism, hearths, diet, clothing, and music &amp;amp; singing.&lt;br /&gt;
&lt;br /&gt;
Chapter 4 is &#039;&#039;Character Creation&#039;&#039;; rules for creating a dwarven PC from any of the subraces in the 2nd chapter.&lt;br /&gt;
&lt;br /&gt;
Chapter 5 is &#039;&#039;Proficiencies&#039;&#039;, all about new weapon and non-weapon proficiencies. The most unique addition here is new skill proficiencies to build upon the dwarf&#039;s traditional gimmick of being able to sense things when underground, in a cave or in a dungeon.&lt;br /&gt;
&lt;br /&gt;
Chapter 6, &#039;&#039;Dwarf Kits&#039;&#039;, is all about race-restricted [[kits]]. Because dwarves are one of the [[multiclassing]] races, this is actually one of the longest chapters in the book. It provides the following kits by class:&lt;br /&gt;
* Dwarf Fighter Kits:&lt;br /&gt;
** Animal Master&lt;br /&gt;
** Axe for Hire&lt;br /&gt;
** Clansdwarf&lt;br /&gt;
** Hearthguard&lt;br /&gt;
** Battlerager&lt;br /&gt;
** Highborn&lt;br /&gt;
** Outcast&lt;br /&gt;
** Rapid Response Rider&lt;br /&gt;
** Sharpshooter&lt;br /&gt;
* Dwarf [[Cleric]] Kits:&lt;br /&gt;
** Crafts Priest&lt;br /&gt;
** Pariah&lt;br /&gt;
** Patrician&lt;br /&gt;
** Ritual Priest&lt;br /&gt;
* Dwarf [[Rogue]] Kits:&lt;br /&gt;
** Diplomat&lt;br /&gt;
** Entertainer&lt;br /&gt;
** Locksmith&lt;br /&gt;
** Pest Controller&lt;br /&gt;
* Dwarf Fighter/Cleric Kits:&lt;br /&gt;
** Champion&lt;br /&gt;
** Temple Guard&lt;br /&gt;
** Vindicator&lt;br /&gt;
* Dwarf Fighter/Rogue Kits:&lt;br /&gt;
** Ghetto Fighter&lt;br /&gt;
** Trader&lt;br /&gt;
** Vermin Slayer&lt;br /&gt;
** Wayfinder&lt;br /&gt;
&lt;br /&gt;
Chapter 7, &#039;&#039;Role Playing &amp;amp; Personalities&#039;&#039;, is just a list of example dwarven personality archetypes: the Decadent, the Glory Seeker, the Grumbler, the Hoarder, the Optimist, the Paragon, the Phobic, the Pragmatist and the Statesman.&lt;br /&gt;
&lt;br /&gt;
Chapter 8, &#039;&#039;Mining&#039;&#039; is... well, what do you think it is? A new rules system for creating and running your own mine.&lt;br /&gt;
&lt;br /&gt;
Chapter 9, &#039;&#039;Equipment&#039;&#039;, looks at some uniquely dwarven weapons, some dwarven war machines, and has rules for smelters to go along with the earlier chapter on mining.&lt;br /&gt;
&lt;br /&gt;
Chapter 10, &#039;&#039;Dwarf Strongholds&#039;&#039;, is a do-it-yourself guide to designing a dwarven stronghold. With a sample one for reference.&lt;br /&gt;
&lt;br /&gt;
Finally, chapter 11 is the self-explanatory &#039;&#039;Designing Dwarf Campaigns&#039;&#039;. Complete with the importance of myth and the gods, the races of the world, wars &amp;amp; conflicts, and creating new [[kits]].&lt;br /&gt;
&lt;br /&gt;
===The Complete Bard&#039;s Handbook===&lt;br /&gt;
The Complete Book of Bards was, in its way, one of the more experimental of the Complete Books, being full of new optional rules and ideas to make the [[bard]] class more fun.&lt;br /&gt;
&lt;br /&gt;
The very first chapter is &#039;&#039;&#039;Character Generation&#039;&#039;&#039;, which even opens with an admission that the standard dice rolling mechanic for character generation makes you extremely unlikely to qualify for a bard, what with the need for being an [[Alignment|Any Neutral]] [[Human]] or [[Half-Elf]] with [[Dexterity]] 12, [[Intelligence]] 13 and [[Charisma]] 15. The rest of this chapter breaks down and simplifies the rules for creating a bardic character, as it was considered one of the more complex characters of AD&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
The 2nd chapter is the obligatory [[Kits]] chapter. It even presents the original PHB bard in kit format, as a True Bard, in order to make it easier to understand which features a given kit retains in common and which are unique. Aside from the True Bard, the kits presented consist of the following:&lt;br /&gt;
* Blade (bards that make a show of weapon-skill and stunts)&lt;br /&gt;
* Charlatan (bards specialized in deceiving others, [[gnome]]s can take this kit to 6th level)&lt;br /&gt;
* Gallant (romantic warrior type; sort of a bardic [[paladin]])&lt;br /&gt;
* Gypsy-bard (nomadic tribal performer with some very [[/pol/]] overtones, [[elves]] can take this kit to 9th level)&lt;br /&gt;
* Herald (bards that use their social skills to aid nobles, all [[demihuman]]s can take this kit to 6th level)&lt;br /&gt;
* Jester (bards specialized in amusing through buffooner, [[gnome]]s and [[halfling]]s can take this kit to 15th level and 8th level respectively)&lt;br /&gt;
* Jongleur (bards specialized in juggling and acrobatics, [[gnome]]s and [[halfling]]s can take this kit to 9th level and 12th level respectively)&lt;br /&gt;
* Loremaster (bards specialized in chronicling and historical knowledge, [[elves]] can take this kit to 12th level)&lt;br /&gt;
* Meistersinger (musicians with an affinity for the wilderness, which gives them authority over animals; [[elves]] can take this kit to 15th level)&lt;br /&gt;
* Riddlemaster (bards that entertain with the use of riddles, rhymes and puzzles, [[gnome]]s and [[halfling]]s can take this kit to 8th level and 9th level respectively)&lt;br /&gt;
* Skald (warrior-poets, [[dwarves]] can take this kit to 12th level)&lt;br /&gt;
* Thespian (professional actors &amp;amp; mimes)&lt;br /&gt;
&lt;br /&gt;
Chapter 3 expands on the bardic class options. One of the longer chapters in the book, it opens with the idea of [[Demihuman]] bards; whilst demihumans are barred from the &amp;quot;True Bard&amp;quot;, this section not only confirms that the previous Kits chapter provided variant bards open to certain demihuman races, it also provides four 15th level demihuman-exclusive variant/kit bards - the [[Dwarf]] Chanter, the [[Elf]] Minstrel, the [[Gnome]] Professor and the [[Halfling]] Whistler - as well as explaining how dwarf/gnome/halfling &amp;quot;demi-bards&amp;quot; have their magic affected. It also provides a list of new [[multiclassing]] options for demi-bards, and rules for humans dual-classing into or out of the bard class.&lt;br /&gt;
* Dwarf: [[Fighter]]/Chanter or [[Fighter]]/Skald&lt;br /&gt;
* Elf: [[Mage]]/Minstrel, [[Thief]]/Gypsy&lt;br /&gt;
* Gnome: [[Illusionist]]/Professor, [[Thief]]/Professor, [[Thief]]/Jongleur&lt;br /&gt;
* Half-Elf: [[Fighter]]/True Bard, [[Fighter]]/Blade, [[Fighter]]/Gallant, [[Fighter]]/Skald, [[Ranger]]/True Bard, [[Ranger]]/Meistersinger, [[Mage]]/Loremaster, [[Mage]]/Riddlemaster, [[Cleric]]/True Bard, [[Druid]]/Meistersinger, [[Thief]]/True Bard, [[Thief]]/Gypsy, [[Thief]]/Jongleur, [[Thief]]/Thespian&lt;br /&gt;
* Halfling: [[Thief]]/Jongleur&lt;br /&gt;
&lt;br /&gt;
Chapter 4 compiles all of the non-weapon proficiencies  in easy-to-read tables, so a player can more easily pick them, and adds a number of new bardic NWPs, such as acting, chanting, crafting instruments, crowd working, and so forth.&lt;br /&gt;
&lt;br /&gt;
Chapter 5 examples the bard&#039;s common abilities - picking pockets, detecting noise, climbing walls, reading languages and using written magical items - in greater detail.&lt;br /&gt;
&lt;br /&gt;
Chapter 6 examines the bard&#039;s relationship with magic, such as using bardic perfomance types in lieu of spell verbal components. It also includes some new bard-developed spells; Alter Instrument, Sound Bubble, Silence 15&#039; Radius, Improved Magic Mouth, Instant Audience, Wall of Sound, and Conjure Cabinet, as well as new bardic magical items and some older magic items that bards tend to favor.&lt;br /&gt;
&lt;br /&gt;
The 7th chapter looks at music in more detail, covering its place in history, listing myriad musical instruments, and providing a glossary of sound.&lt;br /&gt;
&lt;br /&gt;
Chapter 8 is all about role-playing bards better, as well as examining new rules for applying the Reputation, Fame and Infamy mechanics to bardic PCs, and how to run bardic performances.&lt;br /&gt;
&lt;br /&gt;
Chapter 9 is &amp;quot;Comrades&amp;quot;, examining bardic colleges, patrons and followers.&lt;br /&gt;
&lt;br /&gt;
An appendix provides a translation of the original bard, that weird [[Fighter]]/[[Thief]]/[[Druid]], to the AD&amp;amp;D 2e mechanics.&lt;br /&gt;
&lt;br /&gt;
===The Complete Book of Elves===&lt;br /&gt;
Without a doubt the most &#039;&#039;infamous&#039;&#039; of the Complete Books line, the &#039;&#039;Complete Book of Elves&#039;&#039; is a racial splatbook for [[elf]] characters that got hit with so much elven love at the cost of hypocrisy and blatant stupidity that it would become memetically infamous.&lt;br /&gt;
&lt;br /&gt;
How bad was it? Eventually, the author would post a &#039;&#039;formal apology for writing it&#039;&#039; on the internet!&lt;br /&gt;
&lt;br /&gt;
Spanning 13 chapters, plus an appendice with monster stats for the [[Avariel]] and [[Cooshee]], this book covered a &#039;&#039;lot&#039;&#039; of ground.&lt;br /&gt;
&lt;br /&gt;
The first chapter was, as with its [[dwarf]] predecessor, a 4-page creation myth. This was followed by chapter 2; &#039;&#039;&#039;Variations on a Theme&#039;&#039;&#039;, which examined all of the different elf breeds - Aquatic, Dark, Grey, High, and Sylvan, as well as taking a look at [[Half-Elves]] and finishing with an examination as to which of the aforementioneds breeds the elves of [[Al-Qadim]], [[Dark Sun]], [[Dragonlance]], [[Forgotten Realms]], [[Greyhawk]], [[Ravenloft]] and [[Spelljammer]] fit into.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re curious; Sylvan Elves are what we now call Wood Elves, whilst Dark Elves are [[Drow]] and Grey Elves were a kind of uber-elite, uber-asshole version of High Elves who&#039;re such douchebags they actually make slaves of other elven races.&lt;br /&gt;
&lt;br /&gt;
Chapter 3, &#039;&#039;&#039;Physical Attributes&#039;&#039;&#039;, takes a long look at the various physical characteristics of elves, such as their stages of life, their supernaturally keen vision, and their interfertility. It also covers elven music, for some reason.&lt;br /&gt;
&lt;br /&gt;
Chapter 4, &#039;&#039;&#039;Mental Attributes&#039;&#039;&#039;, does the same thing for elven mentalities, icluding outlook, emotion vs. logic, generational splits, and attitude towards other races.&lt;br /&gt;
&lt;br /&gt;
Chapter 5, &#039;&#039;&#039;Elven Society&#039;&#039;&#039; is a comparatively brief chapter on the day-to-day workings of elven civilization; language, livelihood, rituals and holy days.&lt;br /&gt;
&lt;br /&gt;
Chapter 6, &#039;&#039;&#039;Elven Myths&#039;&#039;&#039;, recounts 5 elf morality tales.&lt;br /&gt;
&lt;br /&gt;
Chapter 7, &#039;&#039;&#039;The Death of Elves&#039;&#039;&#039;, is a brief chapter looking at how elves regard death by accident/violence and how they honor their dead.&lt;br /&gt;
&lt;br /&gt;
Chapter 8, &#039;&#039;&#039;ELven Dwellings&#039;&#039;&#039; is... well, you can probably figure it out; a look at the distinctive city-building styles of grey, high and sylvan elves.&lt;br /&gt;
&lt;br /&gt;
Chapter 9, &#039;&#039;&#039;Optional Rules&#039;&#039;&#039;, is a grab-bag of new rules; letting elves progress like humans do, giving them no level limits but doubling the EXP cost of levels after their &amp;quot;maximum&amp;quot;, the new Bladesong Fighting Style, new rules for archery stunts, rules for arrow breakage/loss, and rules for using bows as melee weaplons.&lt;br /&gt;
&lt;br /&gt;
Chapter 10 is &#039;&#039;&#039;Character Creation &amp;amp; Kits&#039;&#039;&#039;. Next to chapters 2 and 3, this is the longest chapter in the book. It covers PC stats for all of the elven subraces, and a bevvy of new elven [[kits]]. It even includes the first ever &amp;quot;race-only&amp;quot; kit, the Undead Slayer, which can be taken by an elf of any class.&lt;br /&gt;
* Elf [[Cleric]] Kits:&lt;br /&gt;
** Herbalist&lt;br /&gt;
* Elf [[Fighter]] Kits:&lt;br /&gt;
** Archer&lt;br /&gt;
** Wilderness Runner&lt;br /&gt;
* Windrider&lt;br /&gt;
* Elf [[Mage]]/[[Thief]] Kits:&lt;br /&gt;
** Elven Minstrel&lt;br /&gt;
** Spellfilcher&lt;br /&gt;
* Elf [[Gish|Fighter/Mage]] Kits:&lt;br /&gt;
** [[Bladesinger]]&lt;br /&gt;
** War Wizard&lt;br /&gt;
* Elf [[Fighter]]/[[Thief]] Kits:&lt;br /&gt;
** Huntsman&lt;br /&gt;
* Elf [[Fighter]]/[[Mage]]/Thief Kits:&lt;br /&gt;
** Collector&lt;br /&gt;
** Infiltrator&lt;br /&gt;
&lt;br /&gt;
Chapter 11, &#039;&#039;&#039;Elven Equipment&#039;&#039;&#039; is an assortment of new elf-made items, ranging from weapons to luxury goods.&lt;br /&gt;
&lt;br /&gt;
Chapter 12, &#039;&#039;&#039;The Magic of the Elves&#039;&#039;&#039; is an assortment of elf-invented spells and magical items, and rules for artificial limbs.&lt;br /&gt;
&lt;br /&gt;
Finally, chapter 13 is &#039;&#039;&#039;Elven Campaigns&#039;&#039;&#039;. The suggested examples are the elf-dominated world, the human-dominated world, an elf vs dwarf campaign, a world where the evil races rule, an aquatic campaign, or a campaign focused on half-elves and their direct progenitors.&lt;br /&gt;
&lt;br /&gt;
===The Complete Book of Gnomes &amp;amp; Halflings===&lt;br /&gt;
The last of the [[demihuman]] racial splatbooks in this line, the &#039;&#039;Complete Book of Gnomes &amp;amp; Halflings&#039;&#039; was the only one of its ilk to function for two races at the same time. Arguably the shortest of them all, it consisted of ten chapters; 5 for each race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Myths of the Gnomes&#039;&#039;&#039; is, despite its name, mostly focused on the small gnomish pantheon: [[Garl Glittergold]], [[Baervan Wildwander]], [[Callarduran Smoothhands]], [[Flandal Steelskin]], [[Segojan Earthcaller]] and [[Urdlen]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gnome Subraces&#039;&#039;&#039; provides complete mechanical rules for creating a [[gnome]] PC. It houses stats for the original &amp;quot;rock gnome&amp;quot; race, as well as the newcomer &amp;quot;forest gnome&amp;quot; race, the [[svirfneblin]] and the [[Dragonlance|Krynnish]] [[Tinker Gnome]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gnomish Culture&#039;&#039;&#039; covers various cultural aspects of gnome society; festivals, the importance of fire, marriage &amp;amp; family, food &amp;amp; drink, humor, magic, warfare, and so fourth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gnome Character Kits&#039;&#039;&#039; is the second mechaniclly-focused gnome chapter, and provides... well, what it says; new [[kits]] for gnome characters:&lt;br /&gt;
* Gnome [[Fighter]] Kits:&lt;br /&gt;
** Breachgnome&lt;br /&gt;
** Goblinsticker&lt;br /&gt;
* Gnome [[Thief]] Kits:&lt;br /&gt;
** Mouseburglar&lt;br /&gt;
** Tumbler&lt;br /&gt;
* Gnome [[Illusionist]] Kis:&lt;br /&gt;
** Imagemaker&lt;br /&gt;
** Vanisher&lt;br /&gt;
* Gnome [[Multiclassing]] Kits:&lt;br /&gt;
** Buffoon (Thief/Illusionist)&lt;br /&gt;
** Stalker (Fighter/Thief)&lt;br /&gt;
* Gnome [[Cleric]] Kits:&lt;br /&gt;
** Rocktender&lt;br /&gt;
** Treetender&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Granitehome&#039;&#039;&#039; depicts a typical gnomish village, a perfect launching pad for gnome PCs, an inspiration for DMs to design their own, or just a place to drop into your campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Myths of the Halflings&#039;&#039; is, again, actually focused mostly on [[Yondalla]] and her other halfling-focused deities. It does also cover the halfling folk-hero Littleman and a general history of their race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halfling Subraces&#039;&#039;&#039; covers the three iconic halflings from the [[Player&#039;s Handbook]], the [[Kender]] of [[Dragonlance]], the Rhulisti of [[Dark Sun]], and the Furchins of [[Spelljammer]]. Some basic lore is provided, but the focus in on PC stats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halfling Culture&#039;&#039;&#039; examines what halflings think, do and feel; what village life is like, family structure, norms &amp;amp; tabboos, and of course the big reason why most halflings are homebodies and a few become PCs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halfling Character Kits&#039;&#039;&#039; is, again, the other crunchy chapter in this book, with new class [[kits]] for halfling PCs:&lt;br /&gt;
* Halfling Fighter Kits:&lt;br /&gt;
** Archer&lt;br /&gt;
** Forestwalker&lt;br /&gt;
** Homesteader&lt;br /&gt;
** Mercenary&lt;br /&gt;
** Sheriff&lt;br /&gt;
** Squire&lt;br /&gt;
** Tunnelrat&lt;br /&gt;
* Halfling Thief Kits:&lt;br /&gt;
** Bandit&lt;br /&gt;
** Bilker&lt;br /&gt;
** Burglar&lt;br /&gt;
** Smuggler&lt;br /&gt;
** Urchin&lt;br /&gt;
* Halfling Fighter/Thief Kits:&lt;br /&gt;
** Cartographer&lt;br /&gt;
** Trader&lt;br /&gt;
** Traveler&lt;br /&gt;
** Halfling Cleric Kits:&lt;br /&gt;
** Healer&lt;br /&gt;
** Leaftender&lt;br /&gt;
** Oracle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lindendale&#039;&#039;&#039; depicts a typical halfling village, a perfect launching pad for halfling PCs, an inspiration for DMs to design their own, or just a place to drop into your campaign.&lt;br /&gt;
&lt;br /&gt;
===The Complete Book of Humanoids===&lt;br /&gt;
This entry into the Complete Books series focused on &amp;quot;Humanoids&amp;quot;, that nebulous term that basically meant &amp;quot;humanoid races which aren&#039;t [[demihuman]]s and so are usually presumed to be evil&amp;quot;. Spiritual successor/brother to &amp;quot;The Orcs of Thar&amp;quot; for [[Mystara]] under the Basic/Expert D&amp;amp;D line, it was all about ading new races to the classic line up.&lt;br /&gt;
&lt;br /&gt;
That&#039;s right kiddies, playable orcs, goblins and the like were a thing &#039;&#039;long&#039;&#039; before [[Warcraft]] came along.&lt;br /&gt;
&lt;br /&gt;
This book was divided into seven chapters, not counting the introduction:&lt;br /&gt;
&lt;br /&gt;
Chapter 1, &amp;quot;Humanoid Characters&amp;quot;, was all about the mechanics of playing huanoids and how to feature them in campaigns, with four specific campaign models: &amp;quot;A Friend In Need&amp;quot; (the humanoid PC was rescued by the human/demihuman PCs and is owed loyalty), &amp;quot;Is A Friend Indeed&amp;quot; (the reversal; the human-kin were saved by the humanoid), &amp;quot;Hello Again&amp;quot; (the humanoid is a human-kin PC who fell afoul of Reincarnate) and &amp;quot;All That Glitters&amp;quot; (the humanoid PC is a hireling who forms a bond with the party). Ironically, the simple idea that, maybe, humanoid races in your setting are NOT handled the same way as in standard D&amp;amp;D settings never comes up - it would be a long time before D&amp;amp;D would be that open-minded.&lt;br /&gt;
&lt;br /&gt;
Chapter 2, &amp;quot;Humanoid Races&amp;quot;, lists the various new races made playable in this book:&lt;br /&gt;
* [[Aarakocra]]&lt;br /&gt;
* [[Alaghi]]&lt;br /&gt;
* [[Beastman (D&amp;amp;D)|Beastmen]]&lt;br /&gt;
* [[Bugbear]]&lt;br /&gt;
* [[Bullywug]]&lt;br /&gt;
* [[Centaur]]&lt;br /&gt;
* [[Fremlin]]&lt;br /&gt;
* [[Giant]]-kin, [[Firbolg]]&lt;br /&gt;
* [[Giant]]-kin, [[Voadkyn]]&lt;br /&gt;
* [[Gnoll]] and Flind&lt;br /&gt;
* [[Goblin]]&lt;br /&gt;
* [[Hobgoblin]]&lt;br /&gt;
* [[Kobold]]&lt;br /&gt;
* [[Lizardfolk]]&lt;br /&gt;
* [[Minotaur]]&lt;br /&gt;
* [[Mongrelfolk]]&lt;br /&gt;
* [[Ogre]] and [[Half-Ogre]]&lt;br /&gt;
* [[Oni|Ogre Mage]]&lt;br /&gt;
* [[Orc]] and [[Half-Orc]]&lt;br /&gt;
* [[Pixie]]&lt;br /&gt;
* [[Satyr]]&lt;br /&gt;
* [[Saurial]]&lt;br /&gt;
* [[Swanmay]]&lt;br /&gt;
* [[Wemic]]&lt;br /&gt;
&lt;br /&gt;
Chapter 3, &amp;quot;Humanoid [[Kits]]&amp;quot;, introduces new subclasses for humanoid members of the Warrior, Wizard, Priest and Rogue classes:&lt;br /&gt;
* Tribal Defender&lt;br /&gt;
* Mine Rowdy&lt;br /&gt;
* Pit Fighter&lt;br /&gt;
* Saurial Paladin&lt;br /&gt;
* Sellsword&lt;br /&gt;
* Wilderness Protector&lt;br /&gt;
* Hedge Wizard&lt;br /&gt;
* Humanoid Scholar&lt;br /&gt;
* Outlaw Mage&lt;br /&gt;
* Shaman&lt;br /&gt;
* Witch Doctor&lt;br /&gt;
* Oracle&lt;br /&gt;
* War Priest&lt;br /&gt;
* Wandering Mystic&lt;br /&gt;
* Scavenger&lt;br /&gt;
* Tramp&lt;br /&gt;
* Tunnel Rat&lt;br /&gt;
* Shadow&lt;br /&gt;
* Humanoid Bard&lt;br /&gt;
&lt;br /&gt;
Chapter 4, &amp;quot;Humanoid Proficiencies&amp;quot;, as the name sugests, provides a list of new &amp;quot;humanoid appropriate&amp;quot;  nonweapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
Chapter 5 is &amp;quot;Role-Playing Humanoids&amp;quot;, which provides extended roleplay tips on a humanoid. Limited by the presumptions of D&amp;amp;D at the time, but still interesting, including examining tribal life, social &amp;amp; racial disadvantages, humanoid trait and campaign complications.&lt;br /&gt;
&lt;br /&gt;
Chapter 6, &amp;quot;Superstitions&amp;quot;, ties into the frequently primitive status of humanoids, examining all of the different superstitions and how to use them in play.&lt;br /&gt;
&lt;br /&gt;
Finally, chapter 7, &amp;quot;Arms and Armor&amp;quot;, talks about how the new races interact with existing armor &amp;amp; weapons, and introduces new humanoid weapons.&lt;br /&gt;
&lt;br /&gt;
===The Complete Ranger&#039;s Handbook===&lt;br /&gt;
Because the [[Ranger]] was seen as one of the more complicated classes of the time, the Complete Ranger&#039;s Handbook devotes most of its 10 chapters into detailing and expanding upon its rules and how those rules interact with the core rules of AD&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
Chapter 1, &#039;&#039;Character Creation&#039;&#039;, looks at the basic mechanics of becoming a ranger. Chapter 2, &#039;&#039;Ranger Abilities&#039;&#039;, expands upon the individual special abilities of the Ranger class. Chapter 3, &#039;&#039;Followers&#039;&#039;, is the first touch of new rules, as it allows rangers to have animals as followers as well as the normal [[demihuman]]s.&lt;br /&gt;
&lt;br /&gt;
Chapter 4 is, of course, the obligatory &#039;&#039;[[Kits]]&#039;&#039; chapter. Alongside the new kits, there are rules on acquiring them, abandoning them, creating new kits, rules for [[multiclassing]] and dual-classing rangers, and &amp;quot;demi-rangers&amp;quot; - that is, mechanics to allow for [[dwarf]], [[gnome]] and [[halfling]] rangers. This mostly amounts to mandating they take a specific kit (Guardian, Mountain Man or Warden for dwarves, Forest Runner, Pathfinder or Stalker for gnomes, and Explorer, Feralan or Sea Ranger for halflings), restricted environments, lesser tracking, and altered access to magic. There&#039;s an even an optional rule for multi-classed ranger-[[druid]]s.&lt;br /&gt;
* Beastmaster&lt;br /&gt;
* Explorer&lt;br /&gt;
* Falconer&lt;br /&gt;
* Feralan&lt;br /&gt;
* Forest Runner&lt;br /&gt;
* Giant Killer&lt;br /&gt;
* Greenwood Ranger&lt;br /&gt;
* Guardian&lt;br /&gt;
* Justifier&lt;br /&gt;
* Mountain Man&lt;br /&gt;
* Pathfinder&lt;br /&gt;
* Sea Ranger&lt;br /&gt;
* Seeker&lt;br /&gt;
* Stalker&lt;br /&gt;
* Warden&lt;br /&gt;
&lt;br /&gt;
Chapter 5 covers &#039;&#039;Proficiencies&#039;&#039;, both clarifications and modifications to old ones, and a selection of new ones. Chapters 6 and 7, &#039;&#039;Magic and Equipment&#039;&#039;, are full of new spells and items, both mundane and magical.&lt;br /&gt;
&lt;br /&gt;
Chapter 8, &#039;&#039;Role-Playing&#039;&#039;, is all about roleplaying advice; it covers demographics, how one becomes a ranger, comon traits of the classical ranger, a look at daily lives for rangers, the typical ranger&#039;s personality, and how they handle gaining experience.&lt;br /&gt;
&lt;br /&gt;
Chapters 9 and 10 follow in this vein. Chapter 9 examines how rangers feel about religion, including their interactions with [[druid]]s and [[cleric]]s. Chater 10 examples forgatherings, the ranger get-togethers where multiple rangers spend some time hanging out to exchange ideas, barter for supplies, participate in contests of skill, catch up on gossip and just generally blow off steam by hanging around like-minded souls.&lt;br /&gt;
&lt;br /&gt;
The book concludes with an appendix that examines the AD&amp;amp;D 1st edition Ranger, or rather how to handle rangers in that particular rule set.&lt;br /&gt;
&lt;br /&gt;
===The Complete Paladin&#039;s Handbook===&lt;br /&gt;
Much like its [[Ranger]] counterpart, the Complete Book of Paladins is first and foremost concerned with examining the rules and flavor of the [[Paladin]] to make it easier for players to understand. It spans 9 chapters, with an appendix for AD&amp;amp;D 1e Paladin rules.&lt;br /&gt;
&lt;br /&gt;
The first two chapters, Character Creation and Paladin Abilities, look deeper into the crunch of making a paladin and its inherent abilities.&lt;br /&gt;
&lt;br /&gt;
Chapter 3, Ethos, looks at the paladin&#039;s most infamous trait: the long and byzantine list of behavioral restrictions they were forced to undergo as part of their mandated &amp;quot;Knight in Shining Armor&amp;quot; character theme. This is perhaps the least-liked chapter in the book, as this is where the whole thing of paladins being encouraged to be dicks to non-good party members springs from. It also examines mechanical side-effects of the mandated &amp;quot;chivalric&amp;quot; behavior of the paladin, and how to deal with the inevitable behavioral violations.&lt;br /&gt;
&lt;br /&gt;
Chapter 4 covers [[kits]], as usual. It also examines abandoning kits, creating new kits, and mechanics for both demipaladins - [[demihuman]] [[multiclassing|multiclassed]] [[fighter]]/[[cleric]]s who gain limited paladin-like abilities as a result of their combination of devotion and martial talent - and for dual-classed paladins... which basically amounts to &amp;quot;Paladins can only dual-class as [[Cleric]]s&amp;quot;. &lt;br /&gt;
* True Paladin: Your &amp;quot;standard&amp;quot; paladin.&lt;br /&gt;
* Chevalier: Basically an alternate name for the [[Cavalier]], this is a paladin who emphasizes the &amp;quot;[[knight]]&amp;quot; aspect by coming from noble stock.&lt;br /&gt;
* Divinate: A paladin who serves as the military branch of a church.&lt;br /&gt;
* Envoy: A paladin diplomat and representative.&lt;br /&gt;
* Equerry: A paladin specialized in mounted combat.&lt;br /&gt;
* Errant: A wandering paladin who has no ties to a singular landed authority, but seeks to do good wherever s/he roams.&lt;br /&gt;
* Expatriate: An exiled paladin who still seeks to do good, usually fleeing a corrupt government or church.&lt;br /&gt;
* Ghosthunter: A paladin specialized in slaying the [[undead]].&lt;br /&gt;
* Inquisitor: A paladin specialized in battling evil [[mage]]s.&lt;br /&gt;
* Medician: A paladin with training in the healing arts.&lt;br /&gt;
* Militarist: A paladin who focuses on their martial skills first and foremost, usually a member of an army.&lt;br /&gt;
* Skyrider: An Equerry specialized in riding flying mounts, such as the [[pegasus]] or [[hippogriff]].&lt;br /&gt;
* Squire: A rookie or underling paladin.&lt;br /&gt;
* Votary: A more fanatical and self-righteous form of the Divinate.&lt;br /&gt;
* Wyrmslayer: A paladin specialized in fighting [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
Chapter 5 covers various old and new non-weapon proficiencies. Chapter 6 is a mixture of new equipment and examination of why paladins are so associated with particular pieces of equipment. New magical gear is part of this chapter, as you&#039;d expect.&lt;br /&gt;
&lt;br /&gt;
Chapter 7 is devoted to roleplaying, with lots of basic assumptions about the paladin&#039;s nature and role given it is so pigeonholed into the Arthurian Shining Knight model. It includes examples of how a paladin may have been risen to their rank and routine activities. It even provides a look at things like marriage and and courtly love, the paladin&#039;s personality, and how they keep themselves financially solvent.&lt;br /&gt;
&lt;br /&gt;
Chapter 8 is devoted to examining faith and the precise relationships that could exist between the religions in a DM&#039;s setting and the paladins of that same setting.&lt;br /&gt;
&lt;br /&gt;
Finally, chapter 9 is devoted to Orders; organizations of paladins. Sample orders are provided, and there is also an examination of how the DM can make their own.&lt;br /&gt;
&lt;br /&gt;
===The Complete Druid&#039;s Handbook===&lt;br /&gt;
One of the shortest Complete Books at a mere 6 chapters long, the Complete Book of Druids is brief and to the point.&lt;br /&gt;
&lt;br /&gt;
The very first chapter is Druid Charcters. It examines druidic organization, a basic summary of the mechanical side of creating a Druid PC, mechanical rules for druids from specific regions (Arctic, Desert, Gray - aka, Underdark, Forest, Jungle, Mountain Plans and Swamp), and the rules for multiclassed and dual-classed druids. Amusingly, it even has a section lampshading that a high-leveled dual-classed druid tends to have an unfair advantage in the duels that decide political rank.&lt;br /&gt;
&lt;br /&gt;
The first chapter also has an expanded set of sub-mechanics to running farms under AD&amp;amp;D rules. Which gives you some idea of just how druids were perceived in AD&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
A very large sidebar in the first chapter addresses the idea of non-human druid PCs. It references the four races given access to that class in the Complete Book of Humanoids - the [[Alaghi]], [[Centaur]], [[Saurial]] and [[Swanmay]] - and gives the author&#039;s opinion on other races:&lt;br /&gt;
* [[Dryad]]s can become 4th level Forest Druids; [[Half-Dryad]]s can become 7th level or higher Forest Druids.&lt;br /&gt;
* Sylvan [[Elves]] can achieve 12th level as Forest Druids and tke the Herbalist Kit. [[Drow]] cannot become druids, but [[Half-Elf|Half-Drow]] can become Gray Druids. Elves may have access to a druid-like priest kit.&lt;br /&gt;
* [[Giant-kin]], specifically [[Firbolg]]s and [[Voadkyn]], can become 7th level Forest Druids or have a druid-like cleric kit.&lt;br /&gt;
* [[Halfling]]s did originally have the ability to become 6th level druids in AD&amp;amp;D Original Edition, with [[Unearthed Arcana]] giving them a higher level, and they have the Leaftender [[cleric]] kit. The end result, the author argues, is that 2e halflings should be able to reach 8th level as Forest or Plains Druids.&lt;br /&gt;
* [[Lizardfolk]] can reach 7th level as Jungle or Swamp Druids.&lt;br /&gt;
* [[Satyr]]s and [[Half-Satyr]]s, like their dryad relatives, can only be Forest Druids; pure satyrs max out at 4th level, and half-satyrs at 6th level.&lt;br /&gt;
&lt;br /&gt;
Chapter 2 is, of course, the mandatory [[kits]] section.&lt;br /&gt;
* Adviser: A druid who provides counsel to a ruler, ala Merlin.&lt;br /&gt;
* Avenger: A militant druid who seeks to actively root out and destroy threats to the wild.&lt;br /&gt;
* Beastfriend: A druid who feels a particular empathy for animals over plants or humanoids.&lt;br /&gt;
* Guardian: A territorial druid who takes a specific region under their charge due to its resources requiring prolonged care and attention.&lt;br /&gt;
* Hivemaster: A Beastfriend specialized in insects and arachnids.&lt;br /&gt;
* Lost Druid: A druid whose former territories were maliciously destroyed, resulting in the druid turning to dark magic and seeking vengeance.&lt;br /&gt;
* Natural Philosopher: An intellectual druid who is as much a scholar of the wild as they are a protector.&lt;br /&gt;
* Outlaw: A druid who hails from a region whre evil has taken over, leading to them becoming militant in their drive to restore the balance.&lt;br /&gt;
* Pacifist: A non-violent druid who seeks to preserve intelligent life and seek diplomatic solutions over violence.&lt;br /&gt;
* Savage: A druid from a particularly primitive, Stone Age type background.&lt;br /&gt;
* Shapeshifter: A druid who focuses on mastering the shapechanging powers of their class above all else.&lt;br /&gt;
* Totemic Druid: A druid who forms an almost priest-like bond with a specific totemic beast.&lt;br /&gt;
* Village Druid: A relatively urban druid, who lives amongst villagers in order to keep them safe in return for their following the druidic codes.&lt;br /&gt;
* Wanderer: A nomadic druid who roams the land constantly instead of taking a singular territory.&lt;br /&gt;
&lt;br /&gt;
Chapter 3 examines the greater druidic order, the assumed mystery religion to which druids belong, their equivalent of the typical [[cleric]] church. Sub-aspects of this chapter include branches, membership, moving up or down in the ranks, conducting the duels that they use to settle disputes, and the existence of the malevolently anti-civilization Shadow Circle.&lt;br /&gt;
&lt;br /&gt;
Chapter 4 talks about role-playing druids, examining things like their world-view, how their particular religion does or doesn&#039;t match up with the existence of nature-invested deities, interacting with other people, daily routines for druids, ceremonies, and just other tips to make your druid character deeper and more interesting. There are even some sample druid personality types and druidic campaigns.&lt;br /&gt;
&lt;br /&gt;
Chapter 5 is the obligatory Druidic Magic chapter, with new spells and magical items.&lt;br /&gt;
&lt;br /&gt;
Finally, chapter 6 examines sacred groves - the catch-all phrase for any druidic equivalent of a holy site slash temple, complete with the possible magical powers that such a place could possess.&lt;br /&gt;
&lt;br /&gt;
===The Complete Barbarian&#039;s Handbook===&lt;br /&gt;
Whilst the [[Barbarian]] is iconic to [[Dungeons &amp;amp; Dragons]] in the modern era, the truth is that the raging, near-naked warrior with a big axe of 3e was almost as much a 3rd edition invention as the [[Sorcerer (Dungeons &amp;amp; Dragons)|Sorcerer]]. There was a &amp;quot;Barbarian&amp;quot; class in AD&amp;amp;D, but it differed in some very marked ways from its 3e progeny - called the &amp;quot;Barbarian Fighter&amp;quot;, it was a warrior class with enhanced mobility and some baked-in cultural assumptions, but completely lacking the now-iconic Rage mechanics.&lt;br /&gt;
&lt;br /&gt;
The AD&amp;amp;D concept of a Barbarian was strictly tied to [[Conan the Barbarian]]: a &amp;quot;primitive&amp;quot; warrior hero from a rugged region whose dominant culture was pre-Iron Age. Thus, this book is a double-duty book, covering variant [[fighter]]s and [[cleric]]s hailing from those &amp;quot;savage&amp;quot; cultures that rely on hunter-gathering lifestyles and have no capacity for blacksmithing. It has acquired a certain... [[/pol/|unsavory cast in modern times]].&lt;br /&gt;
&lt;br /&gt;
The first chapter is Character Creation. Here, were presented with the Barbarian class (a variant [[fighter]]) and the Shaman class (a variant [[cleric]]). They are hardier and more mobile than their mainstay counterparts, and possess a knack for wilderness survival, but lack access to armor outside of the leather &amp;amp; hide group, whilst shamans have restricted spellcasting and turn undead capabilities.&lt;br /&gt;
&lt;br /&gt;
Chapter 2 is Special Characteristics, which examines the underlying socio-cultural elements used to define &amp;quot;barbarians&amp;quot;, such as a cultural aversion to magic, examples of &amp;quot;talismans&amp;quot; (the shamanic version of holy symbols), interaction with the concept of money, language, strongholds, followers, and general behavioral quirks.&lt;br /&gt;
&lt;br /&gt;
Chapter 3 is the inevitable [[kits]] chapter, divided into Fighter Kits and Cleric Kits. It also addresses the idea of demi-barbarians - barbarians of the [[dwarf]] or [[elf]] races - and rules for dual &amp;amp; multiclassed barbarians. Barbarians &amp;amp; shamans can only dual-class or multiclass into each other&lt;br /&gt;
* Brushrunner: A plains barbarian fighter specialized in hunting food by running it down, making him incredibly fast even by barbarian standards, but restricting his armor usage.&lt;br /&gt;
* Brute: The most savage and low-cultured of the barbarian fighters, this is your standard pulpy caveman type.&lt;br /&gt;
* Forest Lord: A barbarian fighter with a totemic allegiance to a specific kind of animal, giving him some minor druidic abilities. Basically, this is the kit for if you want to play [[Tarzan]].&lt;br /&gt;
* Islander: A barbarian fighter hailing from an aquatic culture, who is thus used to surviving and fighting on boats or in the water. More magical than some, he has innate shapechanging abilities and the ability to create his own magical weapon.&lt;br /&gt;
* Plainsrider: A barbarian fighter from the plains and deserts specialized in mounted warfare and archery.&lt;br /&gt;
* Ravager: The most stereotypical of barbarian fighters, a muscular behemoth whose berserk fury is his deadliest weapon.&lt;br /&gt;
* Wizard Slayer: A barbarian fighter specially raised and trained to combat wizards and other practitioners of dark magic.&lt;br /&gt;
* Dreamwalker: A barbarian shaman specialized in the spiritual world, which is touched upon by dreams.&lt;br /&gt;
* Flamespeaker: A barbarian shaman who has a unique relationship with fire.&lt;br /&gt;
* Medicine (Wo)Man: A barbarian shaman specialized in healing and counselling others.&lt;br /&gt;
* Seer: A barbarian shaman specialized in divination and omen-reading.&lt;br /&gt;
* Spiritist: A barbarian shaman specialized in communing with and currying favor with the animistic spirits of the world.&lt;br /&gt;
* Witch(wo)man: A barbarian shaman based on your standard pulp fantasy voodoo priest.&lt;br /&gt;
&lt;br /&gt;
Chapter 4 is an examination of proficiencies, listing all of the old ones that barbarians can access or which may need special rules, as well as a number of new proficiencies.&lt;br /&gt;
&lt;br /&gt;
Chapter 5 is all about weapons and equipment, starting with answering the question of &amp;quot;so, why doesn&#039;t my barbarian want to learn how to use the more durable and sharper iron axe instead of his old flint axe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Chapter 6 looks at Barbarian Cultures in more detail, aiming to provide players &amp;amp; DMs with a better guide to fleshing out the societies from which barbarian PCs and NPCs come from.&lt;br /&gt;
&lt;br /&gt;
Chapter 7 looks at how to roleplay a barbarian, including just why your &amp;quot;primitive&amp;quot; character is running around with more advanced cultural characters.&lt;br /&gt;
&lt;br /&gt;
===The Complete Ninja&#039;s Handbook===&lt;br /&gt;
The [[Ninja]]: the [[weeaboo]] [[thief]]-[[assassin]], a figure of fascination amongst the budding weeaboo culture even way back in the 70s, before anime existed in America and peoples&#039; only exposure was badly translated kung fu films. So, you can be damn sure that the Ninja got its own Complete Handbook for [[Advanced Dungeons &amp;amp; Dragons]], even if it was the last of the official line.&lt;br /&gt;
&lt;br /&gt;
This book was something of a follow-up to the original 1e [[Oriental Adventures]], and even took many elements straight from that [[splatbook]].&lt;br /&gt;
&lt;br /&gt;
The first chapter is dedicated to the Ninja as its own class, a sub-group of [[Rogue]] alongside the [[Thief]] and the [[Bard]].&lt;br /&gt;
&lt;br /&gt;
The second chapter is the obligatory [[kits]] chapter:&lt;br /&gt;
* Stealer-In: This is the standard or basic ninja.&lt;br /&gt;
* Shadow Warrior: A ninja that is more adept at combat, at the expense of their thievery skills. Only humans, dwarves and half-elves can take this kit.&lt;br /&gt;
* Intruder: This is a ninja specialized in espionage, specifically in the arts of sneaking into places where they shouldn&#039;t be.&lt;br /&gt;
* Consort: A ninja specialized in social missions.&lt;br /&gt;
* Pathfinder: Ninjas specialized in survival in the wilderness. Only humans, half-elves and halflings can take this kit.&lt;br /&gt;
* Lone Wolf: The ninja equivalent of either a ronin, a clan exile, or else the last survivor of a destroyed clan.&lt;br /&gt;
* Spirit Warrior: A ninja who has mastered a number of  unique magical techniques, giving them access to specialist spells. Only humans and half-elves can take this kit.&lt;br /&gt;
&lt;br /&gt;
Chapter 3 covers Shinobi. Hilariously, the book itself acknowledges that these were the same thing in real life. Here, &amp;quot;shinobi&amp;quot; covers a number of class kits representing members of ninja clans who aren&#039;t actually members of the ninja class, but who&#039;ve still picked up some basic tricks. This is basically a work-around for the silly rule that ninjas can&#039;t multiclass or dual-class.&lt;br /&gt;
* Shinobi Fighter&lt;br /&gt;
* Shinobi Ranger&lt;br /&gt;
* Shinobi Mage&lt;br /&gt;
* Shinobi Illusionist&lt;br /&gt;
* Shinobi Priest&lt;br /&gt;
* Shinobi Thief&lt;br /&gt;
* Shinobi Bard&lt;br /&gt;
&lt;br /&gt;
Chapter 3 also covers the idea of &amp;quot;Spies&amp;quot;, which are basically ninjas with non-weeaboo cultural trappings.&lt;br /&gt;
&lt;br /&gt;
Chapter 4 is the obligatory assortment of new ninja-themed nonweapon proficiencies, as well as new combat subsystems to make martial arts viable. This comes with even more subsystems like finding a martial arts master and getting them to teach you.&lt;br /&gt;
&lt;br /&gt;
Chapter 5 follows it up with new ninja gear, from weapons and armor to other things, like eggshell grenades.&lt;br /&gt;
&lt;br /&gt;
Chapter 6, Country and Clan, is a basic shorthand guide to medieval Japanese culture, in order to create a more &amp;quot;authentic&amp;quot; background for ninjas.&lt;br /&gt;
&lt;br /&gt;
Chapter 7 is Playing the Ninja, the roleplaying chapter which opens up by telling you that you should give every effort to make your character appear to NOT be a ninja, as disguising your true nature is more historically accurate.&lt;br /&gt;
&lt;br /&gt;
Chapter 8, Campaigning the Ninja, is a DM&#039;s chapter focused on how to incorporate ninja PCs and NPCs into their campaign.&lt;br /&gt;
&lt;br /&gt;
Finally, the 9th chapter provides sample ninja NPCs and ninja organizations to incorporate into a DM&#039;s campaign.&lt;br /&gt;
&lt;br /&gt;
===The Complete Book of Villains===&lt;br /&gt;
As its name suggests, the Complete Book of Villains was a DM&#039;s toolbook designed to help the DM come up with better villains in their games more easily. Officially classified as DMGR6, it covered a wide array of topics.&lt;br /&gt;
&lt;br /&gt;
Chapter one, Defining Your Villain, is all about the basics; occupation, objective, motive, personality, attitudes &amp;amp; behaviors, tastes &amp;amp; preferences, surroundings, history, network, appearance, abilities &amp;amp; alignment, and so forth.&lt;br /&gt;
&lt;br /&gt;
Chapter is the self-explanatory Henchmen, Flunkies &amp;amp; Lackeys chapter.&lt;br /&gt;
&lt;br /&gt;
Chapter 3 is about designing villainous organizations.&lt;br /&gt;
&lt;br /&gt;
Chapter 4 is a guide to introducing your villain, whilst chapter 5, titled &amp;quot;Delivering the Goods&amp;quot; is tips on roleplaying villains and describing the shit they get up to.&lt;br /&gt;
&lt;br /&gt;
Chapter 6 examines the difference between monsters and villains, and how to use the former as either villains or as henchmen.&lt;br /&gt;
&lt;br /&gt;
Chapter 7, &amp;quot;Advanced Villains&amp;quot;, is about more prolonged and unusual uses for villains, such as the recurring villain, the rival, the mythic/symbolic vilain, and the faceless villain.&lt;br /&gt;
&lt;br /&gt;
Chapter 8, &amp;quot;Creative Villainy&amp;quot;, covers new ways to incorporate villains into your game.&lt;br /&gt;
&lt;br /&gt;
Chapter 9 covers a number of sample villains.&lt;br /&gt;
&lt;br /&gt;
Chapter 10 is an assortment of general ideas for generating villains.&lt;br /&gt;
&lt;br /&gt;
===The Complete Book of Necromancers===&lt;br /&gt;
Unlike the other books in the series, which were Player&#039;s Handbook Reference, this was part of the Dungeon Master&#039;s Reference sub-line, with the code of DMGR7. As its name suggests, this book focuses on [[Necromancer]]s - as that&#039;s a role shared between the [[Wizard]] and the [[Cleric]] (the latter referred to in-book as &amp;quot;Death Priests&amp;quot;), this book uniquely covers both classes at the same time.&lt;br /&gt;
&lt;br /&gt;
Officially, this is for Dungeon Masters, but really, most of it is more useful for players.&lt;br /&gt;
&lt;br /&gt;
The very first chapter, &#039;&#039;&#039;Necromancers&#039;&#039;&#039;, breaks them down piece by piece over several subchapters. Firstly, it looks at how to build a necromancer by the rules for making PCs (we did tell you that the audience for this was mixed). Secondly, it provides a number of new necromancer [[kits]], which we&#039;ll examine below. Thirdly, it brings up several [[kits]] from earlier in the Complete lineup ([[Wizard]]s and [[Sha&#039;ir]]s), with particular attention paid to two; the [[Witch]] and the Ghul Lord, discussing why they &amp;quot;fit&amp;quot; with the necromancer archetype. Finally, it provides a number of new nonweapon proficiencies; anatomy, necrology, netherworld knowledge, spirit lore and venom handling.&lt;br /&gt;
* Archetypical Necromancer: This is your stereotypical evil wizard who employs the darkest of necromantic arts; [[Clark Ashton Smith]] is upheld as the iconic depictor of this kind of necromancer, with gamers being pointed to his loathsome villain protagonists Mmatmuor, Sodosma, Vacharn, Vokal, Uldulla, Nathaire, Abnon-Tha, Narghai and Vemba-Tsith. This kit&#039;s gains access to the special powers covered in the &amp;quot;Vile Pacts &amp;amp; Dark Gifts&amp;quot; subchapter, but suffers from the punitive maladies detailed in the third chapter.&lt;br /&gt;
* Anatomist: A surgeon turned necromancer, anatomists range from legitimate healers to mad scientists out to build [[Flesh Golem]]s to sadistic vivisectionist-torturers. They gain increased proficiency with knives, and can even learn to wield a cutlass and short sword, have increased proficiency with the healing skill, and can perform autopsies. The downside is that they need to perform regular dissections of corpses, or they lose their kit bonuses until they catch up on their studying backlog.&lt;br /&gt;
* Deathslayer: These are vengeful wizards who seek to destroy the undead, turning to necromancy for the better ability to fight, outwit and understand their quarry. They get to pick a single &amp;quot;greater&amp;quot; undead ([[Banshee]]), [[Mummy]], [[Ghost]]/Spectre, [[Lich]] or [[Vampire]]); against that one type of undead, the Deathslayer is resistant to their mental attacks, and has an increased chance to hit with their own attacks and with their spells. The downside is that their obsession with fighting &amp;quot;The Enemy&amp;quot; is so strong it functions as a Geas.&lt;br /&gt;
* Philosopher: More of a mad loremaster than anything, the Philosophical Necromancer studies the dark arts for the sake of &#039;&#039;&#039;Knowing&#039;&#039;&#039;. They have the knowledge abilities of a Sage in their specialty fields (necromancy, necromantic magical items, the netherrealms), an increased chance of [[psionics|wild talents]], and a +30% chance to learn Necromancy spells (which stacks with their base specialist bonus). The downside? Even worse combat skills than a normal wizard, a high chance of being insane, and a -30% penalty to learning non-necromancy spells.&lt;br /&gt;
* Undead Master: A true pulp-style &amp;quot;Dark Mage&amp;quot;, this Necromancer/Conjurer/Enchanter hybrid can learn Enchantment spells (normally forbidden to them), as well as Conjuration spells, and can command undead and non-[[angel]] outsiders as if they were [[Cleric]]s. The downside is that they can&#039;t cast Transmutation, Illusion or Divination spells, and they&#039;re even worse at melee combat than the Philosopher.&lt;br /&gt;
&lt;br /&gt;
The second chapter, &#039;&#039;&#039;Dark Gifts&#039;&#039;&#039;, is a grab-back of a subtopics. It first looks at dual-classed necromancers (Fighter, Cleric, Thief and Psionicist), examining what you need to do in order to qualify for these hybrids and character choices that will make you stronger. The next topic, Wild Talents, looks at the likelihood of necromancers having innate [[psionics]] and provides a new pair of tables for generating necromancer-appropriate wild talents. This is then followed by the much more interesting topic &amp;quot;Vile Pacts &amp;amp; Dark Gifts&amp;quot;; eerie, strange, magical abilities that you can give a necromancer to strengthen its feeling as a master of dark arts and bargaining with unholy beings, such as shapeshifting in an animal&#039;s form, animating the dead with a touch, regenerating like a [[troll]], being able to innately command the undead like a cleric, or being immune to non-magical weapons... naturally, the book strongly suggests that DMs should keep this good stuff for their NPCs. It then concludes with examining necromancers coming from outside of the [[demihuman]] ranks - this was the edition when only humans were PHB-compatible with the specialization. Particular attention is paid to [[Drow]], [[Dragon]] and [[Githyanki]] necromancers. The chapter ends with rules for [[undead]] necromancers.&lt;br /&gt;
&lt;br /&gt;
The third chapter is &#039;&#039;&#039;The Price&#039;&#039;&#039;; a brief examination of the presumed social stigmas that necromancers will face, and punitive rules for necromancers being affected with deformities, diseases, madness and curses as a result of their dark studies - unlike the &amp;quot;Vile Pacts&amp;quot; segment, DMs are encouraged to use these on players, &#039;&#039;especially&#039;&#039; if they beg for a Vile Pact of their own.&lt;br /&gt;
&lt;br /&gt;
Chapter four is &#039;&#039;&#039;The Dark Arts&#039;&#039;&#039;; this talks about the typical spell selection of a necromancer, discusses the three &amp;quot;schools&amp;quot; of Necromancy - White, Gray and Black, and of course finishes with the inevitable array of new spells. White Necromancy is described as &amp;quot;spells that restore or fortify the living body &amp;amp; life force, spells that draw from the caster&#039;s own life force, and spells that &#039;&#039;disable&#039;&#039; the undead&amp;quot;. Gray Necromancy covers all those spells about raising and controlling the undead. Black Necromancy is specified as &amp;quot;spells that bring death, physical injury, or spiritual annihilation in an excruciating and terrifying manner&amp;quot;, and the book encourages the DM to amp up the creepiness of spells like Death or Finger of Death in order to justify them being more evil than Chain Lightning and Disintegrate. It even goes so far as to recommend DMs incorporate the Powers Check mechanics from [[Ravenloft]] as a punitive measure for casting Black Necromancy spells!&lt;br /&gt;
&lt;br /&gt;
The fifth chapter is &#039;&#039;&#039;Death Priests&#039;&#039;&#039;, and begins our look at the necromancer as seen through the lens of an evil [[cleric]]. Subtopics include new varieties of deity whose clergy count as Death Priests (the God of the Dead, the Goddess of Murder, the God of Pestilence, the God of Suffering, and the Lord of Undead), and this is then followed by the 6th chapter, &#039;&#039;&#039;The Priest Sphere&#039;&#039;&#039;, which is new cleric spells for these types.&lt;br /&gt;
&lt;br /&gt;
Moving on, we come to the seventh chapter, &#039;&#039;&#039;Allies&#039;&#039;&#039;, which covers apprentices, henchmen, [[familiar]]s, [[undead]] servitors, and several secret societies: the Cult of Worms, the Scabrous Society, the Cult of Pain, and the Anatomical Academy.&lt;br /&gt;
&lt;br /&gt;
Chapter eight is &#039;&#039;&#039;Tools of the Trade&#039;&#039;&#039;; poisons, potions, magical items and tomes of necromantic lore.&lt;br /&gt;
&lt;br /&gt;
Finally, we close on chapter 9; &#039;&#039;&#039;The Campaign&#039;&#039;&#039;. This consists of a detailed adventure site in the form of the island-prison of a [[lich]] and the necromancer&#039;s academy she has founded to free herself, some necromancer-themed adventure hooks, and full NPC stats for the various named necromancers who have shown up as references in the book and who appear on the titular island.&lt;br /&gt;
&lt;br /&gt;
===The Complete Spacefarer&#039;s Handbook===&lt;br /&gt;
Whilst the Player&#039;s Reference line of Complete Books ended with the Complete Book of Ninjas, the concept would be revived again for three new books, the Complete Campaign References. This three-book line would take the basic concepts seen in the Player&#039;s Reference books and apply them to more specific settings.&lt;br /&gt;
&lt;br /&gt;
The first such book, the Complete Spacefarer&#039;s Handbook, was a tie-in to the then-nascent [[Spelljammer]] setting. Due to the dearth of content at the time of its release, this was the largest of the three Complete Campaign References to be released.&lt;br /&gt;
&lt;br /&gt;
Chapter 1: Groundlings in Space helps players and DMs with campaigns set on any of the AD&amp;amp;D campaign worlds to convert their characters and campaigns to the SPELLJAMMER setting. It provides a groundling&#039;s-eye view of adventuring in space, suggests several methods for integrating groundling characters into the SPELLJAMMER setting, and explains how the inhabitants of the standard AD&amp;amp;D campaign worlds view spelljamming.&lt;br /&gt;
&lt;br /&gt;
Chapter 2: New Spacefaring Races presents several new player-character races for SPELLJAMMER campaign players, along with a long look at the older races. These new nonhuman races are much more alien than those previously described for the AD&amp;amp;D game.&lt;br /&gt;
* [[Dracon]]: [[Centaur]]-style, vaguely draconic-looking [[lizardfolk]].&lt;br /&gt;
* [[Giff]]: Mercenary hippo-folk with a love of guns.&lt;br /&gt;
* [[Grommam]]: Gorilla-people.&lt;br /&gt;
* [[Hadozee]]: Chimpanzee-people with patagia, which let them glide like flying squirrels.&lt;br /&gt;
* [[Hurwaeti]]: [[Gnome]]-like scaly humanoids.&lt;br /&gt;
* [[Lizardfolk]]: Smarter than the standard groundling variety.&lt;br /&gt;
* [[Rastipede]]: [[Centaur]]-esque bugpeople with a long tradition as dubious merchants.&lt;br /&gt;
* [[Scro]]: Intelligent, disciplined, organized space orcs.&lt;br /&gt;
* [[Xixchil]]: Mantis-folk with a culture based on [[fleshcrafting]].&lt;br /&gt;
&lt;br /&gt;
Chapter 3: Spacefarer Kits defines several new character kits unique to the SPELLJAMMER setting. Spelljamming characters can now be Corsairs, Arcanists, Astrologers, or Salvagers. As with kits from the PHBR series, these kits are optional; DMs may choose to include or exclude specific kits from their campaigns.&lt;br /&gt;
* Corsair: A warrior kit that represents a roving, semi-official agent of their native government who is, basically, a legalized pirate.&lt;br /&gt;
* Crusader: A warrior kit that represents a militant religious warrior, charged with using spelljamming to spread their church&#039;s authority across the stars.&lt;br /&gt;
* Frontiersman: A [[ranger]] and [[fighter]] kit representing a space-faring explorer and potential settler.&lt;br /&gt;
* Marine: A [[fighter]] trained as a member of a space navy&#039;s military forces.&lt;br /&gt;
* Merchant: A [[fighter]] who seeks to acquire profit through trade, studying the combat arts mostly to defend themselves against brigands.&lt;br /&gt;
* [[Arcanist]]: &#039;&#039;Not&#039;&#039; to be confused with the shitty Arcanist of the [[Ravenloft]] setting; the Spelljammer arcanist is a mage-turned-trader, a wizard who plies the spacelanes in pursuit of arcane knowledge and trinkets. As a kit, this can be taken &#039;&#039;with&#039;&#039; normal wizardly specializations.&lt;br /&gt;
* Astronomer: A wizard dedicated to studying the mysterious of space, making them fonts of space-relatred lore.&lt;br /&gt;
* Geomancer: Despite its name, &#039;&#039;not&#039;&#039; an [[elementalist]]; geomancers are wizards who study the  nature of planets, making them more adept at surveying worlds from orbit.&lt;br /&gt;
* Imposter: An [[illusionist]] who uses their magical skills and personal charimsa to deceive and beguile those around them, letting them create fictitious personas to pass themselves off as.&lt;br /&gt;
* War Mage: A warrior-wizard who has an increased aptitude for martial weapons and greater skills at piloting spelljammers in combat.&lt;br /&gt;
* Astrologer: A clerical version of the Astronomer.&lt;br /&gt;
* Diplomat: A clerical negotiator, who uses their priestly skills to act as intermediary.&lt;br /&gt;
* Evangelist: A cleric dedicated to spreading their faith across the stars.&lt;br /&gt;
* Medicus: A cleric focused on the arts and sciences of healing, as adept at using non-magical curatives as  wielding healing spells.&lt;br /&gt;
* Missionary: A more subtle, but impactful, version of the Evangelist.&lt;br /&gt;
* [[Aperusa]]: You know how AD&amp;amp;D has a [[Gypsy]] class/kit for thieves? Meet the Spelljammer version. People try to forget that this ever existed.&lt;br /&gt;
* Courier: A rogue or a bard who makes a legitimate(ish) living by carrying verbal messages across the stars.&lt;br /&gt;
* Harlequin: A traveling performer of the stars, a bard (or more rarely a thief) who makes a living as a clown or jester.&lt;br /&gt;
* Privateer: A space pirate.&lt;br /&gt;
* Salvager: The lowliest rogues of the spaceways, a scavenger who seeks out derelict ships to plunder whatever valuables remain in the floating wreckage.&lt;br /&gt;
&lt;br /&gt;
Chapter 4: Role-Playing offers a number of new spacefarer personalities. Like the kits, the concept of personalities comes from the PHBR series and is completely optional.&lt;br /&gt;
&lt;br /&gt;
Chapter 5: Spacefaring Proficiencies describes new nonweapon proficiencies for your spelljamming campaign. These proficiencies can be taken by spacefaring characters as well as groundling characters who have traveled in space for a while.&lt;br /&gt;
&lt;br /&gt;
Chapter 6: Spacefaring Logistics discusses some of the practical issues involved in traveling through wildspace and the phlogiston. It describes how to deal with supply problems in space and lists several new pieces of equipment especially designed for SPELLJAMMER campaigns.&lt;br /&gt;
&lt;br /&gt;
Chapter 7: Spacefaring Organizations describes 16 spacefaring organizations that your characters may join—or oppose. We offer some insight into the purposes of these organization and explain how they fit into the complex political web that stretches across the spheres.&lt;br /&gt;
&lt;br /&gt;
Chapter 8: SPELLJAMMER Campaign Design is for the DM, although players may read it. It explains the various ways to set up a SPELLJAMMER campaign and describes how to apply AD&amp;amp;D game rules in space. This section includes a review of various spells from many AD&amp;amp;D products, noting how spell effects change in the SPELLJAMMER setting.&lt;br /&gt;
&lt;br /&gt;
Chapter 9: Strongholds in Space modifies and adds to the Castle Guide so that your player characters can build fortresses and attract followers.&lt;br /&gt;
&lt;br /&gt;
===The Complete Book of Gladiators===&lt;br /&gt;
The second last splatbook of its ilk to be covered, The Complete Gladiator&#039;s Handbook (CCR2) wasn&#039;t an official part of the original complete books set, but a thematic tie-in based on [[Dark Sun]] and its creation of the [[Gladiator]] class.&lt;br /&gt;
&lt;br /&gt;
One of the shorter books, the Complete Gladiator&#039;s Handbook consisted of the following chapters:&lt;br /&gt;
&lt;br /&gt;
Character Creation: New [[kits]], a basic guideline to  arena managers, a brief overlook of the usefulness of [[necromancer]]s to gladiatorial arenas, and brief stats &amp;amp; outlines of renowned Athasian gladiators.&lt;br /&gt;
* Beast Trainer: A gladiator who tames beasts, either for the benefit of the arena or to serve alongside them in the pit.&lt;br /&gt;
* Blind Fighter: A gimmicky gladiator who specializes in fighting whilst blinded.&lt;br /&gt;
* Arena Champion: A gladiator who strives to be the best of the best in their native fighting pit.&lt;br /&gt;
* Convict: A convicted criminal forced into the gladiator&#039;s life, giving them access to a mixture of warrior and rogue abilities.&lt;br /&gt;
* Professional Gladiator: A gladiator who chose to pursue the life of a fighter-entertainer, and consequently is much admired.&lt;br /&gt;
* Jazst: A theatrical gladiator who relies on an acrobatic fighting style that combines dancing and dual-wielded razors.&lt;br /&gt;
* Montare: A gladiator specialized in mounted or chariot combat.&lt;br /&gt;
* Reaver: Gladiators who specialize in killing and/or capturing monsters for the arena.&lt;br /&gt;
* Gladiatorial Slave: A slave who has been raised as a gladiator since they were a child.&lt;br /&gt;
&lt;br /&gt;
Gladiator Abilities: An examination of the gladiator&#039;s unique armor optimization and unarmed combat abilities, as well as new non-weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
Combat: New Athasian weapons and armor, new combat subsystems, including unarmed combat tricks.&lt;br /&gt;
&lt;br /&gt;
Arenas of Tyr: A guide to the most famous gladiatorial arenas of the [[Dark Sun]] world.&lt;br /&gt;
&lt;br /&gt;
The Gladiator Campaign: How to run a campaign focused on the gladiator class.&lt;br /&gt;
&lt;br /&gt;
Running Tournaments: New rules for running gladiatorial tournaments.&lt;br /&gt;
&lt;br /&gt;
===The Complete Sha&#039;ir&#039;s Handbook===&lt;br /&gt;
The last of the Complete Books to ever be released for AD&amp;amp;D, CGR3 - the Complete Sha&#039;ir&#039;s Handbook - was, much like its Gladiator counterpart, released as a tie-in to a setting line as opposed to a general splatbook. In this case, it was a retread of the Complete Wizard&#039;s Handbook for the [[Al-Qadim]] setting covering not only the famous [[genie]]-binding [[Sha&#039;ir]], but also the [[Sorcerer (Dungeons &amp;amp; Dragons)|Zakharan Sorcerer]] and the [[Elementalist]].&lt;br /&gt;
&lt;br /&gt;
Much like the Complete Gladiator&#039;s Handbook, the Complete Sha&#039;ir&#039;s Handbook is short; a mere four chapters.&lt;br /&gt;
&lt;br /&gt;
Chapter 1, The Wizards, looks at the three Zakharan [[mage]] subclasses in greater detail. This chapter expands upon the mechanics presented in the Arabian Adventures corebook, and can be divided into three sub-chapters; one for each of the wizard types. The Sorcerers sub-chapter examines how Zakharan Sorcerers handle being able to master two elements simultaneously, their ability to use elemental matter as a substitute for material components, how to apply the &amp;quot;acquire apprentices&amp;quot; mechanics to sorcerers, and rules for conducting a Sorcerous Duel. The Elemental Mage sub-chapter contains rules for &amp;quot;devotion&amp;quot;, the mechanics by which an elementalist can attempt to earn public good-will to offset the shoddy reputation their ilk has (and which can be an easier way to earn XP), and mechanics for playing as one of the Unseen; an elementalist who can disguise who they are by feigning the abilities of non-wizard [[kits]]. Finally, the Sha&#039;ir sub-chapter focuses on gens; expanding on just what a sha&#039;ir needs to do in order to maintain the services of a gen, fleshing out how &amp;quot;spell-fetching&amp;quot; works, mechanics for seeking rituals that will permanently alter and augment gens, and rules for independent, free-willed gens who no longer serve a sha&#039;ir. It also includes a segment expanding on the crafting of genie prisons.&lt;br /&gt;
&lt;br /&gt;
Chapter 2 is, of course, the requisite [[Kits]] chapter:&lt;br /&gt;
* Astrologers are wizards that study the unique mystical properties of the stars, allowing them to craft &amp;quot;hanging&amp;quot; spells that they can tap so long as a designated constellation is visible in the sky.&lt;br /&gt;
* Clockwork Mages, or Mechanicians, are a proto-[[artificer]]; clockwork-fascinated wizards who can&#039;t cast spells directly, but instead craft enchanted devices which produce the effects of spells - or, more accurately, they can produce clockwork based [[construct]]s.&lt;br /&gt;
* Digitologists are wizards obsessed with mathematical formulas; by working to understand the way in which mathematics and magic can be linked, they can convert spell formulas into complex equations. This means they must spend more time memorizing their spells per day, and makes their spells slower to cast, but it allows them to wield much more potent magic than their level would normally let them cast.&lt;br /&gt;
* Ghul Lords are the Zakharan form of [[necromancer]], a sorcerer-like breed who draw their power from the [[Energy Planes|Negative Energy Plane]] rather than the [[Elemental Planes]]. This manifests in the form of being able to use Manipulations - spell-mimicking effects fueled by hitpoints and which require nonweapon proficiency slots to learn - plus the ability, from 10th level on, to [[Turn Undead]] as if they were a [[cleric]] 3 levels lower. The drawback is that their spells are inherently spooky, which means people don&#039;t like them. Like, at all. Also, they can only cast a select handful of necromantic spells, they lose 3 points of Charisma at character creation, and from level 3 onward they lose 1 point of Strength or Constitution each time they gain a level, until one score drops to 5 - at which point the drain stops, but they lose another 2 Charisma.&lt;br /&gt;
* Jackals are the precursors to 3e&#039;s [[Spellthief]]; conniving and sneaky wizards who, rather than studying books and scrolls, actually drain spells from the minds of other wizards and use them for themselves.&lt;br /&gt;
* Mageweavers are another form of proto-[[artificer]]; they are artisans focused on the arts of weaving and spinning, who learn to bind magic into the silk and cloth they work. They can&#039;t cast spells of the higher level, but instead have a much larger pool of low-level spells per day, which they cast by weaving into scarves and tapestries, from which they can then draw the power, like cloth versions of spell scrolls.&lt;br /&gt;
* Mystics of Nog forsake the traditional art of spellcasting to instead channel magical energy directly into their bodies, turning them into a kind of wizard-[[monk]] hybrid.&lt;br /&gt;
* Spellslayers are wizard-[[assassin]]s specialized in slaying other wizards, possessing a unique perspective of [[Abjurer|Abjuration]] magic which enhances their ability to disrupt and deaden spells or spellcasting, at the cost of being unable to cast spells themselves.&lt;br /&gt;
&lt;br /&gt;
Chapter 3 covers Sorcerous Societies, the various mage&#039;s guilds and arcane brotherhoods found throughout Zakhara. It also provides some information on how to craft your own sorcerous societies.&lt;br /&gt;
* The Brotherhood of the True Flame is an order of evil fire mages who seek not only power over all non-mages, but to stamp out all kinds of magic other than fire elementalism.&lt;br /&gt;
* The Constellation is one of the largest groups of Astrologers in Zakhara.&lt;br /&gt;
* The Cult of Sand is a benevolent and relatively young order of sand (earth) elementalists, which mostly seeks to refine its mastery of elemental magic and to oppose the actions of the Brotherhood of the True Flame.&lt;br /&gt;
* The Hands of Badiat abd Ala&#039;i is a sha&#039;ir society dedicated to loyally serving and aiding the cause of genies, seeking to gain the favor of geniekind and, from it, greater power. They tend to ignore the fact that many genies are, frankly, assholes.&lt;br /&gt;
* The Mechanician&#039;s League, as its name suggests, is the premier society of clockwork mages in Zakhara.&lt;br /&gt;
* The Red Eyes are a mad cult of human [[Sorcerer (Dungeons &amp;amp; Dragons)|sorcerers]] (in the Zakharan sense) who seek domination of the world and the destruction of all other humanoid races.&lt;br /&gt;
* The Sea&#039;s Children are the largest organization of sea (water) elementalists &amp;amp; sorcerers in Zakhara, with little defining them beyond that fact.&lt;br /&gt;
* The Servitors of the Zephyr are a secretive order of wind elementalists turned spies, dedicated to preserving &amp;quot;the balance&amp;quot; (read: the status quo) throughout Zakhara.&lt;br /&gt;
* The Society of the Shifting Sands is an order of mage-archaeologists dedicated to unearthing the secrets of the ancient ruins and lost civilizations hidden in the wastes of Zakhara. As such, they are the most prominent of the &amp;quot;any wizard accepted&amp;quot; sorcerous societies in Zakhara.&lt;br /&gt;
* The Spellslayers is the evil, anti-mage cult to which most of the spellslayers of Zakhara belong.&lt;br /&gt;
* The Viziers are a young and secretive society, open only to childless female sha&#039;irs. They are dedicated to gathering information and concocting webs of seduction, manipulation, deceit and murder, so that their society may seize control over Zakhara.&lt;br /&gt;
&lt;br /&gt;
The final chapter is an assortment of new spells and non-weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
==3E Books==&lt;br /&gt;
{{dnd-stub}}&lt;br /&gt;
&lt;br /&gt;
===Complete Adventurer &amp;amp; Scoundrel===&lt;br /&gt;
The &#039;&#039;&#039;Complete Adventurer&#039;&#039;&#039; was part of the original quartet of 3e Complete Books, alongside Complete Arcane, Complete Warrior, and Complete Divine. As the last of this first wave, it succeeded both &#039;&#039;Song and Silence&#039;&#039; and &#039;&#039;Masters of the Wild&#039;&#039;. It was succeeded/complemented by &#039;&#039;Complete Scoundrel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The first chapter introduced three new classes to 3.5: the [[Ninja]], the [[Scout (D&amp;amp;D)|Scout]] and the [[Spellthief]].&lt;br /&gt;
&lt;br /&gt;
The 2nd chapter was filled with a wide array of new [[Prestige Classes]]:&lt;br /&gt;
* [[Animal Lord]]&lt;br /&gt;
* [[Beastmast]]&lt;br /&gt;
* [[Bloodhound]]&lt;br /&gt;
* [[Daggerspell Mage]]&lt;br /&gt;
* [[Daggerspell Shaper]]&lt;br /&gt;
* [[Dread Pirate]]&lt;br /&gt;
* [[Dungeon Delver]]&lt;br /&gt;
* [[Exemplar]]&lt;br /&gt;
* [[Fochluan Lyrist]]&lt;br /&gt;
* [[Ghost-Faced Killer]]&lt;br /&gt;
* [[Highland Stalker]]&lt;br /&gt;
* [[Maester]]&lt;br /&gt;
* [[Master of Many Forms]]&lt;br /&gt;
* [[Nightsong Enforcer]]&lt;br /&gt;
* [[Nightsong Infiltrator]]&lt;br /&gt;
* [[Ollam]]&lt;br /&gt;
* [[Shadowbane Inquisitor]]&lt;br /&gt;
* [[Shadowbane Stalker]]&lt;br /&gt;
* [[Shadowmind]]&lt;br /&gt;
* [[Spymaster]]&lt;br /&gt;
* [[Streetfighter]]&lt;br /&gt;
* [[Tempest]]&lt;br /&gt;
* [[Thief-Acrobat]]&lt;br /&gt;
* [[Vigilante]]&lt;br /&gt;
* [[Virtuoso]]&lt;br /&gt;
* [[Wild Plains Outrider]]&lt;br /&gt;
&lt;br /&gt;
The third chapter expanded upon the descriptions and uses of the skills from the [[Player&#039;s Handbook]], and combined it with a vast array of new feats.&lt;br /&gt;
&lt;br /&gt;
The fourth and fifth chapter were the inevitable array of new equipment and new spells, respectively.&lt;br /&gt;
&lt;br /&gt;
Finally, chapter six, the last in the book, provided mechanical guidelines to building your own organizations for players to join, found or run afoul of, and provided a multitude of examples:&lt;br /&gt;
* Blacklock Loreseekers&lt;br /&gt;
* The Bloodhounds&lt;br /&gt;
* Coillege of Concrescent Lore&lt;br /&gt;
* Daggerspell Guardians&lt;br /&gt;
* Dragonblade Ninja Clan&lt;br /&gt;
* Eyes of the Overking&lt;br /&gt;
* Greyhaunt Investigators&lt;br /&gt;
* League of Boot and Trail&lt;br /&gt;
* Nightsong Guild&lt;br /&gt;
* Order of Illumination&lt;br /&gt;
* Shadowmind Guild&lt;br /&gt;
* Talespinner&#039;s League&lt;br /&gt;
&lt;br /&gt;
The last of its ilk to be published, the &#039;&#039;&#039;Complete Scoundrel&#039;&#039;&#039;, continues the focus on generalist and &amp;quot;skill monkey&amp;quot; classes from &#039;&#039;Song and Silence&#039;&#039;, but drops all support for nature-themed classes.&lt;br /&gt;
&lt;br /&gt;
===Complete Arcane &amp;amp; Complete Mage===&lt;br /&gt;
As can be inferred from their titles, this duology (Arcane came first, Mage came second) focuses on [[arcanist]]s. They are the successors to [[Tome and Blood]]. Although the precise array of material differed between the books, both expanded on options for players and DMs alike when it came to arcane spellcasters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complete Arcane&#039;s&#039;&#039;&#039; first chapter provided three arcane classes - the [[Warlock]], which was new; the [[Warmage]], reprinted from the [[Miniatures Handbook]]; and the [[Wu Jen]]; returning from [[Oriental Adventures]] alongside all of its spells.&lt;br /&gt;
&lt;br /&gt;
Its second chapter was an array of [[Prestige Classes]]:&lt;br /&gt;
* [[Acolyte of the Skin]]&lt;br /&gt;
* [[Alienist]]&lt;br /&gt;
* [[Argent Savant]]&lt;br /&gt;
* [[BLood Magus]]&lt;br /&gt;
* [[Efficy Master]]&lt;br /&gt;
* [[Elemental Savant]]&lt;br /&gt;
* [[Enlightened Fist]]&lt;br /&gt;
* [[Fatespinner]]&lt;br /&gt;
* [[Geometer]]&lt;br /&gt;
* [[Green Star Adept]]&lt;br /&gt;
* [[Initiate of the Sevenfold Veil]]&lt;br /&gt;
* [[Mage of the Arcane Order]]&lt;br /&gt;
* [[Master Transmogrifist]]&lt;br /&gt;
* [[Mindbender]]&lt;br /&gt;
* [[Seeker of the Song]]&lt;br /&gt;
* [[Sublime Chord]]&lt;br /&gt;
* [[Suel Arcanamach]]&lt;br /&gt;
* [[Wayfarer Guide]]&lt;br /&gt;
* [[Wild Mage]]&lt;br /&gt;
&lt;br /&gt;
Chapters 3 and 4 are, of course, an array of new arcanist-focused feats and new spells.&lt;br /&gt;
&lt;br /&gt;
Chapter 5, magic items, contains the expected new magical items and ger enchantments, but it also looks at some variant rules; new alternative materials to use in place of potions and scrolls, a new &amp;quot;magic item&amp;quot; in the form of Contingent Spells, and a short examination of spellbooks, including mechanics for using, constructing and protecting them.&lt;br /&gt;
&lt;br /&gt;
The 6th chapter of Complete Arcane is devoted to Arcane Monsters, featuring the Effigy Creature (a kind of [[Construct]] based on an animated clockwork automaton), the return of the [[Elemental]] [[Grue]]s, an ultimate form for standard [[elemental]]s in the form of Elemental Monoliths, and new creature templates for the Pseudonatural Creature (an animal corrupted by exposure to the [[Far Realm]] and the Spellstitched (an [[undead]] augmented by the painstaking inscription of magical runes onto its body).&lt;br /&gt;
&lt;br /&gt;
Finally, chapter 7 dedicates itself to arcane campaigns. It looks at how different kinds of [[arcanist]] are likely to be perceived in the &amp;quot;standard&amp;quot; D&amp;amp;D world and offers tips on how to handle an arcane-heavy campaign, particularly given the various utility options that arcanists have.&lt;br /&gt;
&lt;br /&gt;
In comparison, &#039;&#039;&#039;Complete Mage&#039;s&#039;&#039;&#039; first chapter examines the fundamentals of magic; what is its nature, what defines it compared to divine or innate magic, typical traits and motivations of specialist wizards, common character archetypes for arcanist PCs, and how an arcanist can stand in for a warrior, [[Skill Monkey|expert]] or healer class role.&lt;br /&gt;
&lt;br /&gt;
The second chapter provides assorted new variant class features to add a more &amp;quot;arcane&amp;quot; feel to your characters and a &#039;&#039;massive&#039;&#039; array of feats. One unique type of feat introduced here that would be expanded on later was the Reserve Feat. Reserve Feats gave casters an at will ability if they had a sufficiently powerful spell prepared, but not cast.&lt;br /&gt;
&lt;br /&gt;
Chapter 3 is more [[Prestige Classes]]:&lt;br /&gt;
* [[Abjurant Champion]]&lt;br /&gt;
* [[Eldritch Disciple]]&lt;br /&gt;
* [[Eldritch Therge]]&lt;br /&gt;
* [[Enlightened Spirit]]&lt;br /&gt;
* [[Holy Scourge]]&lt;br /&gt;
* [[Lyric Thaumaturge]]&lt;br /&gt;
* [[Master Specialist]]&lt;br /&gt;
* [[Nightmare Spinner]]&lt;br /&gt;
* [[Ultimate Magus]]&lt;br /&gt;
* [[Unseen Seer]]&lt;br /&gt;
* [[Wild Soul]]&lt;br /&gt;
&lt;br /&gt;
Chapters 4 and 5 are the obligatory new spells and magical items.&lt;br /&gt;
&lt;br /&gt;
And finally, chapter 6 examines running &amp;quot;arcane adventures&amp;quot;, which is basically adding a more overtly magical theme to your standard adventure.&lt;br /&gt;
&lt;br /&gt;
===Complete Divine &amp;amp; Complete Champion===&lt;br /&gt;
The priestly counterpart to the Complete Arcane &amp;amp; Complete Mage, this duology focuses on divine magic users. They are the successors to &#039;&#039;Defenders of the Faith&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The first of the two, &#039;&#039;&#039;Complete Divine&#039;&#039;&#039;, features the [[Favored Soul]], [[Shugenja]] and [[Spirit Shaman]] classes, an array of new divine [[Prestige Classes]], new feats, rules for epic-level divine characters, holy relics, new magic staves, an expanded look at gods from the corebook and other [[Greyhawk]] deities that didn&#039;t make it there, the Divine World (all those niggly little details about fleshing out your gods and religions), and the inevitably new [[Cleric Domain]]s and spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complete Champion&#039;&#039;&#039;, on the other hand, examines the corebook deities churches in more detail, provides divine magic-flavored alternative class features, covers an enormous array of new feats and spells, details divine PC organizations and [[Prestige Classes]], new divine magical items, and guidelines to creating divine quests and sites.&lt;br /&gt;
&lt;br /&gt;
===Complete Psionics===&lt;br /&gt;
A complement to 3.5&#039;s [[Expanded Psionics Handbook]], which itself replaced the [[Psionics Handbook]], the Complete Psionics offers new classes ([[Ardent]], [[Divine Mind]], [[Lurk]], and the &amp;quot;variant Psion&amp;quot; [[Erudite]]), psionic monster classes for the [[Duergar]], [[Gith]], [[Half-Giant]] and [[Thri-Kreen]], a new race (the [[Synad]]), new [[Prestige Classes]], new feats, new psionic powers, new monsters, and some general character options for making psionic characters feel more at home in your setting. Psionics fans hate it since it was clearly made by people who didn&#039;t understand the system nor particularly liked it, while contradicting the fluff and existing rules at random. To make the book even more worthless, anything actually worth using from it was released for free as a preview, and that’s not an exaggeration, as [[Soulknife|Soulbow]] and [[Erudite]] were both released for free and were easily the best parts of the book. This disdain was responsible for spawning the superior third party &#039;&#039;Hyperconscious&#039;&#039; and Dreamscarred Press.&lt;br /&gt;
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===Complete Warrior===&lt;br /&gt;
One of the first of its line to be released, and succeeding &#039;&#039;Sword and Fist&#039;&#039;, the Complete Warrior focuses on martial characters; it introduced the [[Hexblade]], [[Samurai]] and [[Swashbuckler]], as well as [[Variant Class]]es for non-magical [[Paladin]]s and [[Ranger]]s. It follows this up with warrior-themed prestige classes, new feats and skills, rules for &amp;quot;[[Familiar|Guardian Familiars]]&amp;quot;, and a guide to fantasy warfare, complete with a small pantheon of completely new war/martial virtue-focused deities. As one of the earliest books for 3.5, and one focused on martial characters at that, it is notoriously underpowered with Samurai in particularly being considered the worst player class ever published in third edition, rivaled only by [[Truenamer]] which is unplayable in the sense that it doesn&#039;t work. One thing that is well regarded is the introduction of Tactical Feats. Tactical Feats, instead of making a character better at a single thing they could already do, give a set of three new abilities that could be performed in combat.&lt;br /&gt;
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[[Category: Dungeons &amp;amp; Dragons]] [[Category:Game Books]]&lt;/div&gt;</summary>
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