Complete Book Series

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The Complete Books of X were a series of splatbooks for Advanced Dungeons & Dragons, which expanded upon both classes and races in various ways, including cultural examination, new skills and new kits.

All of these books were released as part of the "Reference Series", a set of optional rulebooks aimed at expanding the campaign in various ways. Specifically, the Complete Books of X were considered their own sub-set, with the unique item reference number of PHBRX.

The Complete Fighter's Handbook

The Complete Fighter's Handbook was divided into five chapters.

Character Creation 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 & arrows, and weapons.

Warrior Kits 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).

Role-Playing is, well, all about how to roleplay fighters. It details certain archetypical (in Gygax'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.

Combat Rules 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 & Dragons. It's the longest chapter in the book.

Finally, Equipment is all about new gear and new rules relating to gear, such the effects of armor, wearing piecemeal armor, and so forth.

The Complete Thief's Handbook

The Complete Thief's Handbook was divided into eight chapters.

Role-Playing Thieves is 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.

Proficiencies introduces a whole slew of non-weapon proficiencies for the Thief to look into as well as how to use them.

Thief Kits 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).

  • Acrobat
  • Adventurer
  • Assassin
  • Bandit
  • Beggar
  • Bounty Hunter
  • Buccaneer
  • Burglar
  • Cutpurse
  • Fence
  • Investigator
  • Scout
  • Smuggler
  • Samurai
  • Spy
  • Swashbuckler
  • Swindler
  • Thug
  • Troubleshooter

Thieve's Guild introduces the prospect of a Thieve'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.

Tools of the Trade 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.

The Arts of Deception: Classic Cons is a mostly RP-based chapter, focused upon a few classic tricks a Thief can use for their own schemes.

New Rules for Thieves introduces few extra rules to work with: Poisons, knocking out targets, and ways to make lock-picking harder.

The Thief Campaign 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.

The Complete Priest's Handbook

The Complete Wizard's Handbook

The Complete Book of Wizards, as you might expect, is all about the Wizard. It spans 9 chapters in length.

Chapter 1, Schools of Magic talks about the eight schools of magic in D&D. It discusses the benefits vs penalties of specialization and provides mechanics on how to abandon a school.

This is followed by chapter 2, Creating New Schools, 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.

Chapter 3 is the self-explanatory Wizard Kits title, which is all about new kits and how to make your own. It introduces the following new kits to D&D:

Chapter 4, Roleplaying 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 "how much magic is in your world?" and campaign variations for all-wizards, single wizard kits, restricted schools and restricted levels.

Chapter 5, Combat and the Wizard looks at how wizards fight, covering the different combat categories of spells mostly.

Chapter 6 is self-explanatory; Casting Spells in Unusual Conditions. This lets you know how being underwater, on another plane, or physically impaired in some way should affect your casting efforts.

Chapter 7 is Advanced Procedures, 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.

Chapter 8 is New Spells, because you knew this was coming.

Finally, chapter 9 is Wizardly Lists, a grab-bag of random lists that provide fluffy inspiration for wizards. There is a new table of familiars here, though, which can replace the normal table for Find Familioar checks.

The Complete Psionics Handbook

The Complete Book of Dwarves

The Complete Bard's Handbook

The Complete Book of Elves

The Complete Book of Gnomes & Halflings

The Complete Book of Humanoids

This entry into the Complete Books series focused on "Humanoids", that nebulous term that basically meant "humanoid races which aren't demihumans and so are usually presuemd to be evil". Spiritual successor/brother to "The Orcs of Thar" for Mystara under the Basic/Expert D&D line, it was all about ading new races to the classic line up.

That's right kiddies, playable orcs, goblins and the like were a thing long before Warcraft came along.

This book was divided into seven chapters, not counting the introduction:

Chapter 1, "Humanoid Characters", was all about the mechanics of playing huanoids and how to feature them in campaigns, with four specific campaign models: "A Friend In Need" (the humanoid PC was rescued by the human/demihuman PCs and is owed loyalty), "Is A Friend Indeed" (the reversal; the human-kin were saved by the humanoid), "Hello Again" (the humanoid is a human-kin PC who fell afoul of Reincarnate) and "All That Glitters" (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&D settings never comes up - it would be a long time before D&D would be that open-minded.

Chapter 2, "Humanoid Races", lists the various new races made playable in this book:

Chapter 3, "Humanoid Kits", introduces new subclasses for humanoid members of the Warrior, Wizard, Priest and Rogue classes:

  • Tribal Defender
  • Mine Rowdy
  • Pit Fighter
  • Saurial Paladin
  • Sellsword
  • Wilderness Protector
  • Hedge Wizard
  • Humanoid Scholar
  • Outlaw Mage
  • Shaman
  • Witch Doctor
  • Oracle
  • War Priest
  • Wandering Mystic
  • Scavenger
  • Tramp
  • Tunnel Rat
  • Shadow
  • Humanoid Bard

Chapter 4, "Humanoid Proficiencies", as the name sugests, provides a list of new "humanoid appropriate" nonweapon proficiencies.

Chapter 5 is "Role-Playing Humanoids", which provides extended roleplay tips on a humanoid. Limited by the presumptions of D&D at the time, but still interesting, including examining tribal life, social & racial disadvantages, humanoid trait and campaign complications.

Chapter 6, "Superstitions", ties into the frequently primitive status of humanoids, examining all of the different superstitions and how to use them in play.

Finally, chapter 7, "Arms and Armor", talks about how the new races interact with existing armor & weapons, and introduces new humanoid weapons.

The Complete Ranger's Handbook

The Complete Paladin's Handbook

The Complete Druid's Handbook

The Complete Barbarian's Handbook

The Complete Ninja's Handbook

The Complete Book of Villains

Unlike the other books in the series, which were Player's Handbook Reference, this was part of the Dungeon Master's Reference sub-line, with the code of DMGR6.

The Complete Book of Necromancers

Unlike the other books in the series, which were Player's Handbook Reference, this was part of the Dungeon Master's Reference sub-line, with the code of DMGR7.