Total Warrior (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
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Total Warrior (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Complete Warrior (Dungeons & Dragons d20 three.5 Fantasy Roleplaying)

Forge your name in battle!

The Total Warrior offers you with an in-depth appear at combat and offers detailed data on how to prepare a character for confrontation.

This title was not only compiled from various D&D sources, b

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Price: $ 29.15

3 Responses to “Total Warrior (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)”

  • Brad Smith:
    35 of 36 people found the following review helpful:
    4.0 out of 5 stars
    A noticeable improvement, but…, June 18, 2004
    By 
    Brad Smith (Arlington, VA) –
    (VINE VOICE)
      
    (REAL NAME)
      

    This review is from: Complete Warrior (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Hardcover)

    The Complete series is WotC’s new line of D&D 3.5 splatbooks (books devoted to a certain class or group). However, this line is more for concept rather than class; the Complete Warrior is not just for fighters and monks, since they have new combat options for everyone (even new spells).

    There are three new core classes; the Hexblade, which looks okay but really does stink (its powers are too short in duration to be useful), the Samurai, who’s more of a two-weapon intimidating fighter, and the Swashbuckler, who’s a bouncy light fighter. There are also a LOT of prestige classes, many of which are reprints from previous books or Dragon magazines.

    Unfortunately, the reprints, while sometimes necessary, are really kind of bland, and often lower the power level from previous incarnations. The new prestige classes, though, are usually pretty cool.

    There are also a great many new and revised feats, and the same holds true; the revised feats pale in comparison to their previous versions, while the new feats are pretty good. Especially welcome are the Tactical feats, which allow the characters to set up situations and gain certain bonuses. For example, Elusive Target (my favorite) lets you avoid bonus damage from Power Attack from your dodge target, while Giantbane lets you emulate a certain elven archer’s feats of climbing onto larger opponents. There are also weapon style feats, which seem to be mostly to encourage suboptimal weapon use. Neat in theory, but the return on investment isn’t that great.

    There are a few magic items, though not nearly as many weapon/armor types as one would think. There are also a few spells, and a few new domains for the included warrior-only pantheon. Advice is given for running a warrior-heavy campaign, and also on using warfare and a mercenary setting. Finally, more rules for epic play are included, including new and revised epic feats.

    I’m not sorry I bought this. However, I’m not nearly as excited about it as I thought I would be. It’s nice, and useful, but not very cool. I’d be tempted to give it three stars, but the tactical feats (again, the coolest thing in here) make me raise it to four stars.

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  • Christopher Butz:
    26 of 27 people found the following review helpful:
    4.0 out of 5 stars
    Excellent overall, December 20, 2003
    By 
    Christopher Butz (Madison, WI United States) –
    This review is from: Complete Warrior (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Hardcover)

    I don’t know what everybody else is complaining about. This offering is excellent overall. Although much of the material is reproduced from previous releases, it is updated for 3.5 and there is a lot of original material as well. The three new base classes are well thought out and balanced. The samurai, of course, appeared in Oriental Adventures, but this samurai is changed (and, frankly, much more like a samurai than the original samurai), with the weapon empowerment ability being moved to the kensai prestige class.

    Those prestige classes that are reprinted from previous works (Sword and Fist, Tome and Blood, etc.)have been updated and some of them have undergone such dramatic changes that they are the same in name only (like the Exotic Weapon Master). Many of the prestige classes are completely new, however.

    The feat section includes many feats that were printed in the softcover books, but also includes some new ones. In particular, the weapon style feats and tactical feats are new and interesting additions. The last thing that stuck out was the inclusion of a warrior pantheon. This pantheon can be used in its entirety or god by god just to fill in the gaps in other pantheons.

    As a whole, this was well-thought out and a happy addition to the 3.5 library. It is especially worthwhile if you have not purchased the softcover supplements (as I had not). I only give it four stars because–as always, it seems–this supplement suffers from numerous editorial errors. That, unfortunately, seems to be a problem that will forever plague D&D books.

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  • M. Le Vine:
    20 of 21 people found the following review helpful:
    5.0 out of 5 stars
    Think “Manual of Puissant Skill at Arms”, December 27, 2004
    By 
    M. Le Vine (San Diego, CA USA) –
    (REAL NAME)
      

    This review is from: Complete Warrior (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Hardcover)

    No, this book won’t actually boost your character’s Strength score and kick him/her up a level, but you’ll feel like it did if you love playing warrior classes and start incorporating material from this supplement.

    WHY IT ROCKS: The new core classes are neat and useful for more specialized warrior characters. The Samurai core class deserves special notice as a must-have for you Oriental Adventures fans, (and it improves markedly upon the “Master Samurai” prestige class concept originally introduced in “Sword & Fist”). For players that enjoy playing paladins and rangers but could care less about those classes’ spellcasting ability, the book introduces variant concepts for those classes that replace spellcasting with other benefits. The prestige classes are myriad and marvelous. Some simply provide excellent 3.5 revisions of classes that originally appeared in the various “original” splatbooks (“Defenders of the Faith,” “Masters of the Wild,” “Sword & Fist,” and “Tome & Blood” — though I noticed no “Song & Silence” reprints), as well as the Forgotten Realms campaign setting and Dragon Magazine, but there are also several brand spankin’ new ones to boot. Of the new prestige classes, it is important to note that most are short (3- or 5-level) classes that cover very specialized and interesting concepts, such as fighting with small weapons, natural weapons or no weapons, and even some that incorporate spellcasting classes and creatures with spell-like abilities into martial combat. The feats are great and well-thought out. While revisions of a number of familiar feats appear (mostly from S&F and MoW), a horde of new ones abound that even non-warriors will want to take advantage of. Introduced herein are the new Tactical feats that grant combat feat oriented characters a trio each of new fighting tricks to add to the bag, and the Weapon Style feats that make certain weapon preferences and mixes even more useful and deadly in the hands of martially skilled characters. Excellent rules for conceptual combat types such as jousts, gladiatorial matches, archery contests, and more are presented to spice up the role- AND roll-playing side of things. Finally, rounding out the back of the book is a modest section on warrior organizations, new war deity concepts, notes on epic warrior class progression, and a few new weapon types just to keep DMs and players alike on their toes.

    WHY IT DOESN’T: Like the other “Complete” books in the series, there are more prestige classes than you can shake a stick at, and, unless you want to experiment with a tremendous variety of warrior concepts, you’ll likely never use a number of them. Most of the 3.5 revisions of existing classes (especially those from “Sword & Fist”) are important if you don’t trust your own judgment in making your own conversions, but are not altogether necessary (though a few change quite dramatically). The Weapon Style feats cater mostly to two-weapon fighters and little else. Finally, the extremely short list of new spells (though somewhat understandably so), the crummy “guardian familiars” concept following them, and the distinctly short and unremarkable Magic Items section all beg the question, “Why’d they even bother printing those pages?”

    In summary, the book is a must-have for today’s warrior on the go. The wide array of concepts and options available in these pages should appeal strongly to both the role-player and the power-gamer in you, and the base classes and feats introduced are more useful in building concept characters — of almost any class — than most other “new” classes and feats appearing in other sourcebooks. The book is also a must-have for the DM who wants to juice up the campaign — because, let’s face it, the most common monsters and NPCs encountered are basically warrior-types. Believe me, you’ll savor listening to the satisfying sound of players’ jaws hitting the table when the “puny” goblin champion puts the smackdown on them with some moves they’ve never seen before!

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