So now that my local bookstore got Complete Champion (it's about time) I'm reviewing it. I'm somewhat dissapointed but it still has some nice stuff. This book focuses on making a divine champion character. The first chapter is useless if you don't use greyhawk gods. This chapter goes in depth (sort of) about the various churches of the gods, not the gods themselves. Unfortunately this chapter doesn't really tell you many new things. There are small bits of information that make the various churches that do make them a little more interesting but most of this stuff is simply a repeat of some stuff in Player's Handbook and Complete Divine. What's worse is that they only talk about the good churches. The evil ones barely get an entire page. I personally enjoy playing and dming the occasional evil campaign so I wasn't very happy with this. The other part of chapter one does a completely useless review of the domains. The domains are fairly self explanatory so trying to give them depth is just pointless. They should have used those pages for giving the evil churches proper descriptions.
Chapter 2 is much more pleaisng. I thought this book would be mostly for paladins and clerics but I was wrong. There are alternative class features at the beggining of the chapter. Every class in the PH has a class feature that can make them divine. Most of these alternate class features are good. The fighter can bolster his AC with divine power. A barbarian can get a spiritual totem that gives him some more powers. Sorcerers can get a divine companion instead of a familiar. Next in chapter 2 are the feats. The reserve feats that were in Complete Mage are also in this book. If you don't know what those are read my earlier complete mage review. They also introduce a new feat type. The domain feat. It allows you to be devoted to a certain domain to the point where you gain extra powers. You don't even need to have access to domains to get this feat. There aren't any prerequisites so anyone can take these feats. This truly allows anyone to be divine. The only thing that can stop you from taking a ridiculous amount of domain feats is the rule that you can't take domain feats that oppose the kind of character that you are or taking 2 opposing domain feats. So if your a paladin you can't take the chaos domain feat. And if you have the good domain feat you can't take the evil one.
Next in chapter 2 is the orgainizations. When I first started reading this part I was wondering why they were there but it turns out several prcs are related to the organizations. The first organization is the Disciples of Legend. This is a group of heroes that attempts to mimic mighty heroes of the past. They generally focus on a legendary group of 6 adventurers. There's a sidebar that explains there history. The next group is the Guardians of the Green. Think of the people as eco-terrorists. They fight to protect nature from the advance of civilization. A fairly bland organization but there are nice prcs based of it so I won't complain. The next group is the Paragnostic Assembely. This is an organization that is devoted to gathering knowledge. Also fairly bland. Next is an organization that really caught my eye. Pelor's shadow guard. They fight evil in Pelor's and Heironeous' name. But they also have a smaller and secretive group within them. Only the top officials of the church of pelor know about this. Even the church of Heironeous doesn't know about it. This is the delta force of pelor. What I really like about this organization is that they make Pelor a much interesting god. He's usually been this sort of generic god of good with a fairly basic ideology. Hates undead, heals people.
Now come the prestige classes. A bunch of them are linked to the groups listed earlier. This is a bit of a drawback because you need to join these groups first but any good DM should be able to work this organization into the campaign. The first one is the Fist of the Forest. Think of this a druidic monk. This one is (obviously) linked with the guardians of the green. As is the next one. The Forest reeve. This is a sort of tracker. Not so exciting. Now here's a god one. The Mythic Exemplar. A member of the Disciples of legend that gains awesome powers by devoting himself to one of the 6 idolized by his organization. Now comes the Ordained Champion. A person who fights for heironeous or Hextor. Looks pretty awesome. The rest are fairly dull.
Now comes the spell chapter. It's good. That's all I'll say because I want to get onto the other chapters. Next comes chapter 4. Divine Items. It starts out with spell components that can be used in addition to the normal ones to make certain spells more potent. Angel's Blood makes evil spells more powerful. Now comes something really nice. The special Holy symbolds. While it is once again greyhawk specific I like these things. For a fairly cheap price any spellcaster can use these. They increase the potency of certain spells and act like a regular holy symbol. A special symbol to nerull increases the power of death spells. Now come the magic items. These are sort of like the relics in Complete Divine but less costly or rare. Some are various parts of a set. Finally there's a chapter about creating campaigns for divine champions. This chapter sucks. There's just a bunch of locations that could be used. Nothing actually helpful.
I'm dissapointed with most of the material so this gets a 6.7/10. And Artmonkey, don't you dare review this one. Do Magic Item Compendium instead.
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