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Complete Warrior - A Player's Guide to Combat for All Classes
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COMPLETE WARRIOR™
A Player’s Guide to Combat for All Classes
A NDY C OLLINS , D AVID N OONAN , E D S TARK
ART DIRECTOR
D AWN M URIN
COVER ARTIST
W AYNE R EYNOLDS
INTERIOR ARTISTS
B RENT C HUMLEY , E D C OX , W AYNE E NGLAND ,
R EBECCA G UAY -M ITCHELL , J EREMY J ARVIS ,
D OUG K OVACS , G INGER K UBIC , J OHN AND
L AURA L AKEY , D AVID M ARTIN ,
D ENNIS C RABAPPLE M C C LAIN ,
M ATT M ITCHELL , S TEVE P RESCOTT ,
W AYNE R EYNOLDS , D AVID R OACH ,
M ARK S MYLIE ,B RIAN S NODDY , R ON S PENCER ,
J OEL T HOMAS
GRAPHIC DESIGNER
D AWN M URIN
GRAPHIC PRODUCTION SPECIALIST
A NGELIKA L OKOTZ
IMAGE TECHNICIAN
J ASON W ILEY
ORIGINAL INTERIOR DESIGN
S EAN G LENN
Sources: Sword and Fist by Jason Carl; Tome and Blood by Bruce R. Cordell and Skip Williams; Defenders of the Faith by Rich
Redman and James Wyatt; Masters of the Wild by David Eckelberry and Mike Selinker; Song and Silence by David Noonan
and John Rateliff; Oriental Adventures by James Wyatt; Epic Level Handbook by Andy Collins, Bruce R. Cordell, and Thomas
M. Reid; various Dragon magazine issues and contributors including Andy Collins, Monte Cook, and Kolja Liquette.
E
DI
T
O
R
S
D ALE D ONOVAN , K IM M OHAN
MANAGING EDITOR
K IM M OHAN
DESIGN MANAGER
E D S TARK
DEVELOPMENT MANAGER
A NDREW J. F INCH
DIRECTOR OF RPG R&D
B ILL S LAVICSEK
VICE PRESIDENT OF PUBLISHING
M ARY K IRCHOFF
PROJECT MANAGER
M ARTIN D URHAM
PRODUCTION MANAGER
C HAS D ELONG
Based on the original D UNGEONS & D RAGONS ® rules created by Gary Gygax and Dave Arneson, and the new D UNGEONS & D RAGONS
game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This W IZARDS OF THE C OAST ® game product contains no Open Game Content. No portion of this work may be reproduced in
any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit
www.wizards.com/d20.
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& LATIN AMERICA
Wizards of the Coast, Inc.
P.O. Box 707
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Questions? 1-800-324-6496
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First Printing: December 2003
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D UNGEONS & D RAGONS , D&D, D UNGEON M ASTER , F ORGOTTEN R EALMS , W IZARDS OF THE C OAST , d20, the d20 System logo, Complete Warrior , and the Wizards of the Coast logo are
trademarks of Wizards of the Coast, Inc. in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks of Wizards of
the Coast, Inc.
Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing.
Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc., and regional distributors. This material is protected under the copyright laws
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This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. ©2003 Wizards of the Coast, Inc. Printed in the U.S.A.
Visit our website at www.wizards.com/dnd
ADDITIONAL DESIGN
J ESSE D ECKER
DEVELOPMENT TEAM
M ICHAEL D ONAIS ( LEAD ), A NDREW J. F INCH ,
R ICHARD B AKER , D AVID E CKELBERRY
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Contents
Variant: Paladins and Rangers Without
Using the Deities from the Player’s
Numbered Tables
Table 2–22: The Master of the
Table 2–26: The Order of the
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Introduction
The Complete Warrior book is a rules accessory for the
D UNGEONS & D RAGONS ® Roleplaying Game. It is primarily
a player resource focusing on new options and expanded
rules for D&D players who want to create or advance martial
characters. DMs can use this book as a resource for creating
or optimizing their own creations.
THE COMPLETE WARRIOR
This book contains information for players and DMs, showcas-
ing new and interesting options for characters and creatures
utilizing the D&D combat rules. Players can read through the
entire book without hesitation—DMs can use the material to
generate their own surprises without any help!
Classes (Chapter 1): This chapter introduces three new
character classes: the arcane hexblade, the honorable samu-
rai, and the dexterous swashbuckler. Each class provides
an alternative for players interested in “a different kind of
fi ghter.” And, in keeping with the theme of alternatives,
this chapter concludes with some variant rules for existing
classes, including variant rangers and paladins.
Martial Prestige Classes (Chapter 2): A large number of
prestige classes are presented here, all with a focus on being
better in combat. Whether you’re playing a fi ghter, a wizard, a
cleric, or even some sort of strange monstrous character, you
should fi nd a prestige class here that
appeals to you.
Supplemental Rules (Chapter
3): This chapter includes compila-
tions of new feats and spells as well
as some other rules systems you
might not expect in a book for
warrior-types. Fighting spellcasters
should enjoy the section on guard-
ian familiars, and the chapter
also discusses new uses for skills
such as Concentration, Perform, and
Knowledge.
Fantasy Warfare (Chapter 4): A
book for martial characters wouldn’t
be complete without a chapter on war-
fare. We look at historical warfare and
fantasy warfare with a more modern slant.
Here are suggestions and rules for war-oriented adventures
as well as advice on running a wartime campaign. Players
should fi nd the sections on magic items and warrior organi-
zations useful, and both DMs and players can use the section
on the warrior pantheon.
MARTIAL CHARACTERS
So what is a martial character? The authors of this book
defi ne a martial character as any character that focuses his
or her development on improving his or her combat capabili-
ties, particularly those capabilities that emphasize melee or
ranged combat over spellcasting, skill use, or other abilities
common to a D&D character. (For brevity in some places
throughout this book, including its title, martial
characters are referred to as warriors.
In this context, “warrior” does not
refer to a member of the warrior
NPC class described in the Dun-
geon Master’s Guide —although
a character with levels in that
class could be considered a martial
character and could benefi t from
the material in this book just as any
other character might.)
Again, though, this doesn’t mean
that if you’re playing a wizard you
should don plate armor and start
hefting a greatsword. This book
details options for non-“fi ghter-types”
who want to maximize their combat
effectiveness. Spellcasting warriors,
skill-using soldiers, and holy (or unholy)
combatants of all types can fi nd resources within these pages.
If you’re playing a rogue who’d like to improve her chances
to hit, or a sorcerer who might like to withstand a few more
points of damage, this book is for you.
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Remember, however, that D UNGEONS & D RAGONS is your game .
If you’ve been playing with a particular prestige class or feat that
we’ve picked up and revised, we hope you’ll look at the new version
and see why we made the changes—but you don’t have to play with
the revised material if you don’t want to. The Dungeon Master, as
always, should make the fi nal call about what material belongs in
his or her game, and if you’ve been playing with an older version of
something that appears in this book and you’re having fun doing it,
don’t worry about making a change. We think all the changes we’ve
made are for the best, but it’s your game, after all.
pqqqqqqqqqqqqqqqqqqqqrs
4
SOURCES
This book includes material from other sources, including
Dragon magazine, web articles previously published on the
Wizards of the Coast website, and earlier works like Sword and
Fist . Much of this material has been picked up and revised
based on feedback and comments from D&D players and DMs
all around the world. We hope you like the changes we made
to the prestige classes, feats, and other elements of the game
as well as the large amount of brand-new material you’ll fi nd
in these pages.
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he latest edition of the D UNGEONS & D RAGONS ® game
has been about options from the very beginning.
The revised versions of the core rulebooks are recent
evidence of that, as is this book. When the design-
ers began contemplating what a “complete warrior” book
should include, the idea of new classes came up.
Of course, prestige classes are one type of class that’s
gotten a lot of attention since the concept was introduced
in the Dungeon Master’s Guide . However, new character
classes haven’t been given the same amount of exposure
in D&D® accessories produced by Wizards of the Coast.
This chapter remedies that lack of attention to some
degree with the presentation of three new character
classes for the game. Following those class descriptions
are new variant versions of the paladin and ranger classes,
specifi cally designed for low-magic, warrior-centered
campaigns and without the ability to cast spells.
Characteristics: The hexblade balances talents in
combat and arcane spellcasting. At lower levels, the hex-
blade relies on melee ability augmented by his special
power to curse his enemies. As he gains experience, he
becomes capable of casting a limited number of spells
while his curse ability becomes more potent and he
gains the ability to warp the normal laws of probability.
He can also draw upon the service of a familiar to fur-
ther augment his abilities.
Alignment: The style of the hexblade tends to
be selfi sh, sometimes even cruel, though it is by
no means limited to evil characters. Still, even the
friendliest hexblade is at best neutral. Hexblades
may be tyrannical or free-minded, disciplined or
creative, and thus have no particular bent toward
law or chaos.
Religion: Most hexblades aren’t very pious,
relying on their own talents rather than count-
ing on a deity to protect them. Those who revere
a deity often choose Wee Jas (deity of death and
magic) or Boccob the Uncaring (deity of magic).
Some particularly evil hexblades venerate Nerull
(deity of death) or Vecna (deity of secrets).
Background: Like that of the sorcerer, the power
of the hexblade often displays itself at an early age,
HEXBLADE
Combining the dynamic powers of martial prowess and
arcane might, the hexblade presents a deadly challenge to
opponents unused to such a foe.
Adventures: Hexblades adventure for personal gain,
whether that gain is power, prestige, wealth, or all the above.
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