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==3E Books== {{dnd-stub}} ===Complete Adventurer & Scoundrel=== The '''Complete Adventurer''' 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 ''Song and Silence'' and ''Masters of the Wild''. It was succeeded/complemented by ''Complete Scoundrel''. The first chapter introduced three new classes to 3.5: the [[Ninja]], the [[Scout (D&D)|Scout]] and the [[Spellthief]]. The 2nd chapter was filled with a wide array of new [[Prestige Classes]]: * [[Animal Lord]] * [[Beastmast]] * [[Bloodhound]] * [[Daggerspell Mage]] * [[Daggerspell Shaper]] * [[Dread Pirate]] * [[Dungeon Delver]] * [[Exemplar]] * [[Fochluan Lyrist]] * [[Ghost-Faced Killer]] * [[Highland Stalker]] * [[Maester]] * [[Master of Many Forms]] * [[Nightsong Enforcer]] * [[Nightsong Infiltrator]] * [[Ollam]] * [[Shadowbane Inquisitor]] * [[Shadowbane Stalker]] * [[Shadowmind]] * [[Spymaster]] * [[Streetfighter]] * [[Tempest]] * [[Thief-Acrobat]] * [[Vigilante]] * [[Virtuoso]] * [[Wild Plains Outrider]] The third chapter expanded upon the descriptions and uses of the skills from the [[Player's Handbook]], and combined it with a vast array of new feats. The fourth and fifth chapter were the inevitable array of new equipment and new spells, respectively. 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: * Blacklock Loreseekers * The Bloodhounds * Coillege of Concrescent Lore * Daggerspell Guardians * Dragonblade Ninja Clan * Eyes of the Overking * Greyhaunt Investigators * League of Boot and Trail * Nightsong Guild * Order of Illumination * Shadowmind Guild * Talespinner's League The last of its ilk to be published, the '''Complete Scoundrel''', continues the focus on generalist and "skill monkey" classes from ''Song and Silence'', but drops all support for nature-themed classes. ===Complete Arcane & Complete Mage=== 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. '''Complete Arcane's''' 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. Its second chapter was an array of [[Prestige Classes]]: * [[Acolyte of the Skin]] * [[Alienist]] * [[Argent Savant]] * [[Blood Magus]] * [[Effigy Master]] * [[Elemental Savant]] * [[Enlightened Fist]] * [[Fatespinner]] * [[Geometer]] * [[Green Star Adept]] * [[Initiate of the Sevenfold Veil]] * [[Mage of the Arcane Order]] * [[Master Transmogrifist]] * [[Mindbender]] * [[Seeker of the Song]] * [[Sublime Chord]] * [[Suel Arcanamach]] * [[Wayfarer Guide]] * [[Wild Mage]] Chapters 3 and 4 are, of course, an array of new arcanist-focused feats and new spells. 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 "magic item" in the form of Contingent Spells, and a short examination of spellbooks, including mechanics for using, constructing and protecting them. 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). Finally, chapter 7 dedicates itself to arcane campaigns. It looks at how different kinds of [[arcanist]] are likely to be perceived in the "standard" D&D world and offers tips on how to handle an arcane-heavy campaign, particularly given the various utility options that arcanists have. In comparison, '''Complete Mage's''' 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. The second chapter provides assorted new variant class features to add a more "arcane" feel to your characters and a ''massive'' 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. Chapter 3 is more [[Prestige Classes]]: * [[Abjurant Champion]] * [[Eldritch Disciple]] * [[Eldritch Therge]] * [[Enlightened Spirit]] * [[Holy Scourge]] * [[Lyric Thaumaturge]] * [[Master Specialist]] * [[Nightmare Spinner]] * [[Ultimate Magus]] * [[Unseen Seer]] * [[Wild Soul]] Chapters 4 and 5 are the obligatory new spells and magical items. And finally, chapter 6 examines running "arcane adventures", which is basically adding a more overtly magical theme to your standard adventure. ===Complete Divine & Complete Champion=== The priestly counterpart to the Complete Arcane & Complete Mage, this duology focuses on divine magic users. They are the successors to ''Defenders of the Faith''. The first of the two, '''Complete Divine''', 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'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. '''Complete Champion''', 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. ===Complete Psionics=== A complement to 3.5's [[Expanded Psionics Handbook]], which itself replaced the [[Psionics Handbook]], the Complete Psionics offers new classes ([[Ardent]], [[Divine Mind]], [[Lurk]], and the "variant Psion" [[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'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 thatβs 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 ''Hyperconscious'' and Dreamscarred Press. ===Complete Warrior=== One of the first of its line to be released, and succeeding ''Sword and Fist'', 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 "[[Familiar|Guardian Familiars]]", 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 particular being considered the worst player class ever published in third edition, rivaled only by [[Truenamer]] which is unplayable in the sense that it doesn'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. [[Category: Dungeons & Dragons]] [[Category:Game Books]]
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