Home :: Books :: Science Fiction & Fantasy  

Arts & Photography
Audio CDs
Audiocassettes
Biographies & Memoirs
Business & Investing
Children's Books
Christianity
Comics & Graphic Novels
Computers & Internet
Cooking, Food & Wine
Entertainment
Gay & Lesbian
Health, Mind & Body
History
Home & Garden
Horror
Literature & Fiction
Mystery & Thrillers
Nonfiction
Outdoors & Nature
Parenting & Families
Professional & Technical
Reference
Religion & Spirituality
Romance
Science
Science Fiction & Fantasy

Sports
Teens
Travel
Women's Fiction
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers (Dungeons & Dragons Accessory)

Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers (Dungeons & Dragons Accessory)

List Price: $19.95
Your Price: $13.57
Product Info Reviews

<< 1 2 3 >>

Rating: 4 stars
Summary: Barbarians, druids, and rangers.
Review: 3 classes noticably underplayed in the d&d world are represented here.

The barbarian comes out the poorest in this book, because much of it focuses on the druid. But all in all, it's a good book for me, because I play druids and bards best.

The new classes are interesting variations on the way the game works. Queen of the woods, beastmaster . . . it's most interesting to say the least.

If you play druids and rangers, buy the book. You might want to buy the book if you're playing a barbarian and are stumped for ideas.

Rating: 4 stars
Summary: Barbarians, druids, and rangers.
Review: 3 classes noticably underplayed in the d&d world are represented here.

The barbarian comes out the poorest in this book, because much of it focuses on the druid. But all in all, it's a good book for me, because I play druids and bards best.

The new classes are interesting variations on the way the game works. Queen of the woods, beastmaster . . . it's most interesting to say the least.

If you play druids and rangers, buy the book. You might want to buy the book if you're playing a barbarian and are stumped for ideas.

Rating: 4 stars
Summary: Barbarians, druids, and rangers.
Review: 3 classes noticably underplayed in the d&d world are represented here.

The barbarian comes out the poorest in this book, because much of it focuses on the druid. But all in all, it's a good book for me, because I play druids and bards best.

The new classes are interesting variations on the way the game works. Queen of the woods, beastmaster . . . it's most interesting to say the least.

If you play druids and rangers, buy the book. You might want to buy the book if you're playing a barbarian and are stumped for ideas.

Rating: 4 stars
Summary: A Better Class Book than most
Review: As most other reviewers have stated, this is above the overall usefullness factor of the previous classbooks. Druids, Rangers and Barbarians will love some of the feats, although as with everything, all of the material is optional and subject to the DM's discretion according to his gameworld (I'm wary of the Wildshape Spellcasting myself, it is very, very powerful).

But taken as a whole, there are tons of interesting prestige classes, although most of of these are best suited to NPC's (with a few exceptions). The spells are great, and the overall enthusiasm that the writers injected into the next really stands out. This is a book that can really make these three classes a lot more fun to play.

Rating: 4 stars
Summary: Druid upgrade
Review: Druids have always been over looked as a very useful character. But if the druid chooses the right companion you have twofor the price of one. They are also like a cleric in healing and their spells are awesome. On my first campaign I was a druid elf along with another druid elf, half orc fighter, elf ranger, elf wizard, and the dwarf bard that I turned into a Dyrad. I even got a giant poisinous toad named Bob. Without all the animals we would have never conquered the Second Temple of Elemental Evil. With this book you can give your druid anouther advantage like better Dire Animals along with Ledgendary animals. The prestege class are interesting including the Blighter. If you want something new in your gaming be a druid and this will help.

Rating: 4 stars
Summary: One of the better class books
Review: 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!

Rating: 2 stars
Summary: Utterly disapointing....
Review: First off, this is a fairly thin title, like most of the books of this line. It does clear up the druid rules, but does nothing for the ranger. It does little for the barbarian as well, though that class needs little help. I cannot say I like many of the prestiege classes either. All in all, this, sadly, is pretty much a waste of time. wotc, shame on you.

Rating: 3 stars
Summary: Lost in the woods......
Review: I bought this book expecting to beef-up my ranger. I was a tad dissapointed to see that the main focus was mostly on druids(at least in my opinion) seeing as how they got most of the good stuff. Rangers and barbarians don't exactly get the shaft but I feel that they could have been given so much more. As far as the prestiege classes go they....well..... don't exactly fill me with glee. Most of them seem to be intended for the druid, some of which are pretty good, but there is a definite lack of decent ones for the barbarian or ranger. Overall, most of the prestiege classes are much better suited for NPC opponents because of their limited focus and appeal. For every Deepwood Sniper, we have a 99% useless (as a PC) Watch Detective, for every Bloodhound, an oozemaster (if you're the DM, make sure everyone has finished eating before you bring that one out).

If you play a druid or barbarian (who gets a large portion of the new feats in this book) then this one is your ticket. Anyone expecting to use this book to give their ranger a good boost may be a bit dissapointed, you might be better off just borrowing it from a friend first.

Rating: 1 stars
Summary: Mostly fluff, no salvation for the enemic Druid and Ranger
Review: I bought this book hoping to have some resources to strengthen the Druid and Ranger classes for my campaign, since they are very weak in the 3E rules. Instead, I found this rather expensive book, while printed with a high production value and full of nice pictures, lacked useful content. There was plenty of fluff and filler though. There are whole sections for example on how Druids get along with each other Classes. Wow. I really needed to know that in detail. And how Rangers get along with each other class, and barbarians too. What a fascinating study in useless generalities!
The prestige classes were mostly stuff which I don't think I could use in my campaign, and seemed to be mostly for NPC's. The bottom line though, is that the feats and spells didn't really enhance the Ranger or Druid's abilities very much. Only two or three of the Druid spells were even really useable. If you want to get some Druids spells which will really make them equiivalent of a Wizard, Sorcerer, or Cleric in power, buy Icewind Dale II, open the manual and copy down the extra Druid spells they added in there to balance Druids in the campaign. Wizards of the coast should do the same.

Rating: 1 stars
Summary: Mostly fluff, no salvation for the enemic Druid and Ranger
Review: I bought this book hoping to have some resources to strengthen the Druid and Ranger classes for my campaign, since they are very weak in the 3E rules. Instead, I found this rather expensive book, while printed with a high production value and full of nice pictures, lacked useful content. There was plenty of fluff and filler though. There are whole sections for example on how Druids get along with each other Classes. Wow. I really needed to know that in detail. And how Rangers get along with each other class, and barbarians too. What a fascinating study in useless generalities!
The prestige classes were mostly stuff which I don't think I could use in my campaign, and seemed to be mostly for NPC's. The bottom line though, is that the feats and spells didn't really enhance the Ranger or Druid's abilities very much. Only two or three of the Druid spells were even really useable. If you want to get some Druids spells which will really make them equiivalent of a Wizard, Sorcerer, or Cleric in power, buy Icewind Dale II, open the manual and copy down the extra Druid spells they added in there to balance Druids in the campaign. Wizards of the coast should do the same.


<< 1 2 3 >>

© 2004, ReviewFocus or its affiliates