Chapter 1 (Classes): On 15 pages, three new character classes (NOT Prestige Classes) will be presented that can be the basis of a newly developed character. Besides Fighter, Cleric, Sorcerer and Co. we now also get Ninja, Scout and Spell Thief presented. The Ninja is a modified form of the Rogue / Monk, the Scout is similar to the Ranger / Rogue and the Spell Thief probably based on the Bard / Sorcerer. I must admit to have been pleased at first glance, not constantly to see only new prestige classes but also to be able to play even in other classes based characters. The fact that the Ninja is naturally tinged oriental, does not bother, because the principle is transferable in every culture. Also Scout and Spell Thief are interesting classes that have to a large extent on new basic skills and so actually stand out from the previously known classes. What accounts for each class individually, I will not list them here. It does not take much imagination to realize using only the name, on which game, the classes are designed. However, it is to criticize that Jesse Decker "went through the horses' in the creation of something. In relation to the already existing classes the novices of whom she also new at each Level acting solely by the number of its partly extremely powerful special skills unbalanced, received or improved. In contrast, acts Fighter, the time gets a bonus feat every other level grade, already poor. As interesting as the classes have been thought (many new and good ideas), so exaggerated they are at the same time. For example, the Scout receives by one of his special abilities (Skirmish) with each attack, as long as it has moved at least 10 feet, + 1d6 added to its damage. And this damage Gehr all 4 Level to + 1d6 to 5d6 + up to high in level 17. HELLO THERE !? A thief gets the same level on a sneak attack still more damage, but that he can apply only in exceptional and rare situations. Would be alone is not so bad ... if it did not add any item for the Scout still Bonus Feats, AC improvements and many other benefits (as already mentioned above, at any level, at least one special skill). Here was easy to make exaggerated attractive to the class. I think so is the sooner the opposite long because I would think as a champion 2x if I let the class. Chapter 2 (Prestige Classes): At around 70 pages the reader will now be 26 "new" Prestige Classes offered It is noticeable that many are not really new, but come from books to D & D 3.0 Edition that have been adapted to the 3.5er. . Already the first two classes (Animal Lord and Beastmaster) come originally the MASTERS OF THE WILD Accessory. I found the changes but well thought out and also some of the really new Prestige Classes (eg Shadowbane Stalker) have their charm. Chapter 3 (Skills and Feats): This section with its 20 pages I liked personally best. The known Skills from the PLAYERS HANDBOOK (PH) have content additions and minor fixes get here, which make it possible to use even less frequently used skills more effectively and more often. For the Game Master partly a blessing, since several new DC can be found values that cover many situations in role-play and where you previously had the problem, fix a fair value DC. Furthermore, about 50 Feats find (partly new, partly revised) in the chapter, including special Feats for classes that have been rather neglected by WotC (Bard, Druid). Beautiful, thoughtful idea. Chapter 4 (Tools and Equipment): Almost 20 pages of new 5 new Exotic Weapons (eg the Longaxe), magic items and use agents (particularly successful I feel here the Alchemical items and musical instruments). A nice addition, which would also have the Arms and Equipment Guide can stand. Chapter 5 (Spells): Again, nearly 20 pages with new sayings. Again, the distribution appears unbalanced. Would be Grade 2 times magic total for paladins new, for 13 magic for Ranger already on Level 1. some magic of their effects are partially extreme than the standard of 3.5 PH content expected. While in earlier regulations spell out supplementary books mostly higher the degree ago - as comparable from the PH - were located, is subjectively considered for myself one or the other meatball. Chapter 6 (Organizations): The rest of the book deals with new, sometimes conflicting organizations (with such beautiful names like Night Song Guild or Bloudhounds) that can be incorporated into his role-playing world. Partly organizations have been created to ensure the new character classes a better entry (eg Dragon Blade Ninja Clan). Towards the end, the reader learns (rather interesting game master), as oneself effectively and quickly separate organizations for its game world creates. Although I have never used so far for a manual, but the instructions are partially not bad and have given me new perspectives. Nevertheless, a chapter, which would in my opinion be better placed in a different book than in CE (eg in FR LORDS OF DARKNESS). Appendix: 4 pages supplements for players who play Epic Level Characters (understand to this day the charm because not ...). Conclusion: The CE affects content at first glance like a rush job, similar to the PLAYERS GUIDE TO Faerûn who advertise a lot, but actually provides little new. But the book has it all. The new character classes are indeed unbalanced but very interesting. In particular, the chapter on skills is outstanding. The changes endorsed the Prestige Classes were also ok, only the (interesting) chapter on organizations does not really fit into this book. In short: A Book of WotC that you do not need ... but nice if you have it.