71 of 71 people found the following review helpful:
4.0 out of 5 stars
One of the better class books, March 3, 2002
This review is from: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers (Dungeon & Dragons d20 3.0 Fantasy Roleplaying Accessory) (Paperback)
Finally, the last of the class books has been released. This one is unique in that it tackles three classes, instead of the standard two. On top of this, two of the classes -- the druid and ranger -- are considered by many gamers to be in need of some serious work. How well did WotC do in answering this challenge? Here's my breakdown:
1) Barbarians: Considered by the majority of gamers to be a pretty well balanced class, but perhaps lacking a little diversity.
New Feats: Most new barbarian feats revolve around rage. You can rage more times, for longer duration, and destroy stuff even better, along with intimidating opponents in battle. Other barbarian feats explore their toughness. These include greatly increased hps, better damage reduction, and even elemental resistance.
Prestige Classes: Most of the barbarian prestige classes are pretty interesting. Power gamers will enjoy the frenzied berserker. The forsaker would make a memorable NPC. The other barb PrCs are decent too.
Overall: An already solid class now has more options. Well done.
2) Druids: Many gamers (including myself) consider wildshape to have been nerfed (ruined) under the polymorph rules. Well, no longer! Wildshape has been redone, and definitely for the better. Animal companions (which you can now advance) are expanded on, and awakened animals are detailed. Finally!
Feats: Most of these pretain to wildshape. You can now cast while wildshaped (though using foci is still tricky)! You can take the scent feat from the DMG -- that is huge. All in all, the new druid feats are quite nice.
Prestige Classes: Also well done. Most have a unique feel. My only grumble about the druid PrCs is that several of the cool ones require that you be evil! In other words, fine for NPCs, but not as useful for the average adventuring group that tends to be good or neutral. Look for the verdant lord, geomancer, and shaper to become instant favorites.
Overall: Essential upgrade for druids. DMs - don't be surprised when your druid players want to majorly retool their characters after reading this book.
3) Rangers: Another class that many gamers consider to be seriously lacking. In fact, of all the core classes, I've seen more ranger rewrites than any other.
Feats: Most revolve around favored enemies and two-weapon fighting. You can now get critical hits on otherwise immune creatures, such as undead. That's really nice. The other ranger feats are decent too.
Prestige Classes: The sniper is a solid archer PrC. I think a lot of ppl will really like that one. The bloodhound is the ultimate tracker -- good for PCs and would make a wicked NPC too. Power gamers will appreciate the foehunter. The other ranger PrCs are decent too, aside from the tempest, which I found to be a bit stale compared to its great-sounding name!
Overall: Excellent upgrade for rangers. Just my opinion, but I don't like the 3E ranger (3 feats at first level encourages taking just 1 level in it). I'd take the upgrades from this book and use them on Monte Cook's variant ranger in my game.
4) Other Features:
New magic item type: Infusion. Cool idea. Could be especially useful in a low magic campaign, or if you wanted a more shamanistic feeling to your curative magic.
Legendary animals: Powerful animals for high-level druids and rangers to enlist as companions. It's hard to not be impressed by the dire elephant!
New equipment: Some neat things there, but pretty thin.
New spells: I really like the new spells. They add to the druid and ranger's natural magic. I'll be adding just about all of them to my campaign.
Overall: Thumbs up for Masters of the Wild. I'd rate it up there with Tome & Blood -- the only other class book I consider fairly solid. Anyway, enjoy! As with all WotC's products, keep your eye out for the downloadable errata on their website!
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26 of 29 people found the following review helpful:
5.0 out of 5 stars
Last, but not least!, March 12, 2002
This review is from: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers (Dungeon & Dragons d20 3.0 Fantasy Roleplaying Accessory) (Paperback)
It's like they do their best work for divine spellcasters.
Masters of the Wild is the last of the D&D3 character class splatbooks, being for the barbarian, druid, and ranger. I happen to think that it's the best one of those that they put out, too; loads better than Sword & Fist or Song & Silence.
You'll find the usual content: Discussion of each class's party role, stereotypical interactions with other classes, and ideas for play strategy, new feats, new magic and mundane items, new uses for skills, prestige classes, and new spells to cast. New to this supplement are the legendary animals...amazingly tough animals to replace dire animal companions when your druid gets to a high level.
What's good? Almost everything. The prestige classes, which I've always thought were the best indicator of quality of these books, are very nicely conceived and presented, and are in fact quite creative. I'm particularly enamored of the Tempest (the ultimate two-weapon fighter). Even those prestige classes obviously meant for NPC usage (Eye of Gruumsh, Bane of Infidels, Blighter, Oozemaster) are good. They have a tremendous feat selection, many of which are applicable to all classes. The legendary animals are useful (our party currently includes two), and the magic items and spells are good. Even the class discussions are entertaining and have good insights.
What's bad? Honestly, nothing to prevent me from giving it 5 stars. The Deepwood Sniper pales in comparison to Arcane Archer (from DMG) or Order of the Bow Initiate (S&F), and the Watch Detective suffers from something of a too-modern viewpoint in regards to evidence, but that's it.
By and large, this is well worth your purchase, even if you don't play a barbarian, druid, or ranger. (If nothing else, you never know when your character will wind up in a Bane of Infidels' wicker man...)
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12 of 12 people found the following review helpful:
4.0 out of 5 stars
Better even than Tome & Blood, February 26, 2002
This review is from: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers (Dungeon & Dragons d20 3.0 Fantasy Roleplaying Accessory) (Paperback)
This is truly the grand finale to this hit-and-miss series. Some great advice is provided on when your barbarian should rage, what favored enemy will give your ranger the most mileage, and on what animal companions to pick up. Don't bother playing a druid without this book. The book provides a snotload of handy feats, though some of these are repeats. Legendary animals are detailed. (These are like dire animals, but better. Check out the Legendary Tiger!) The spells are on a par with those from Tome & Blood. The prestige classes are better than those found in Sword & Fist. The rules update on the Druid's wild shape ability is as good as the trap rules in the relatively disappointing Song & Silence. This is the best paperback product out of WOtC since the advent of 3e, including Hero Builder's Guidebook!
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