Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers contains strategies for creating specific types of characters, as well as advice for Dungeon Masters and players on how these types of characters could impact a campaign world. This volume contains details of skills, feats, and equipment for players who want to play a specific type of character beyond the information available in the Player's Handbook.
David Eckelberry is a graduate of Georgetown University's medieval studies department. He has worked in the gaming industry since 1995. Eckelberry's work includes projects for Dungeons & Dragons(r) game and the Alternity(r) science fiction roleplaying game. He resides in Washington.
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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!
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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