Rating:  Summary: One of, if not the, best class books yet. Review: This book is nice, and I think that the main place where it suffers is that it has to spread itself between 3 classes.A good effort was made to be inclusive, but if you count the number of classes available for each, it isn't that huge. However, you get a lot more bang for each one because, unlike Song and Silence, most (almost all, even) of the classes are playable. The only real hole I see is that there is no class that allows a Druid to maintain both wild-shape progression AND spell casting. Highlights: Shifter class, Hexer class, Frenzied berserker (Mmmmmm...Vampire Troll barbarian/frenzied berserker...scary), Bloodhound class, Verdant Lord class, Windrider class. Feats are solid, with the usual spread of awesome,... and 'flavor.' Legendary animals are neat but very contrived; they basically come out and say, "Oh, by the way, here's this whole new kind of animal so that high-level druids can have better pets." Cheesy, but whatever. They do a really good job of making classes that flow naturally from ranger (a much-maligned class), but unfortunately they can't overcome the simple fact that Rogue1/Ranger1/Fighter1 is way better than Ranger3. They did a good job keeping feat requirements low, which was a problem in some of the other books where they seem to think everyone gets the fighter extra feats and is human to boot. The only class where this is a real issue is the Frenzied Berserker, but everyone is allowed a little slip. Over all, highly recomended! Buy it if you have any interest in it at all.
Rating:  Summary: Druid, Ranger, And Barbarian Must Have This Book Review: This book is tremdeosly (cant spell) interseting, not only that but its helpful as well. Not only do u recieve in depth info u get new magic, skills, weapons, and flat out tips.
Rating:  Summary: Highly useful Review: This book is very useful, especially for rangers and druids. Barbarians won't gain as much from it, but overall it's worth the money.
Rating:  Summary: Highly useful Review: This book is very useful, especially for rangers and druids. Barbarians won't gain as much from it, but overall it's worth the money.
Rating:  Summary: lacking Review: this book was lacking quite a bit i thought...it had one part devoted to describing the three classes a little more in depth than what was found in the players hand book...another part devoted to new feats, of which i thought they were for the most part not too exciting, although i did like the brachiation and the infusion feats....i wasn't too big of a fan of the prestige feats either..i think the best guide books was the one on the wizards and sorcerers, but you know, got to a game store or bookstore and leaf through it for yourself, you might find things you like about it that i didn't
Rating:  Summary: weak for barbarians, pretty ok for druids and rangers Review: This booklet was disappointing. There was very little new information or cool prestige classes for barbarians. If druids or rangers are your thing, they have slightly more interesting content here, so take a look.
Rating:  Summary: An uneven effort Review: This books just doesn't have a whole lot going for it. The items list is, well, uninspired. Not a whole lot happening there. It's mostly items that smart DMs have already had in their campaigns for a long while and the scale of power is less than impressive. I was hoping we'd see the ranger equivalent of a paladin's holy avenger but, no, they get goggles. Neat. Still, the items are useful, I have to say that, just not particularly original. The feats are probably the best section. They really flesh out the druid and the barbarian well, giving players the chance to do something unique and different with the character. Often overlooked are the really hideous things you can do with the feats. With minimal effort, you can have a ranger that can drop critical hits on undead, which is a very good thing. The prestige classes are the most uneven portion of the book. They vary from the munchkin class to the excellent. The spells are a very nice, earthy bunch that bolster some class weaknesses and work on some established strengths. I particularly like the regeneration spells for the druid and have already started working them into magic items.
Rating:  Summary: Thankfully, the Last of the Class Guidebooks Review: This entire series of books has been one disaster after another. While there have been some redeeming features in some of the books, none of them have been worth the money. This book is no exception. Several of the feats are recycled from the earlier books, and most of the rest are simply too specialized to be of interest to most characters. As for the exotic weapons, they continue the trend of impossible weapons established in Sword and Fist. How someone could actually expect to use a caber (essentially a 10 foot long section of telephone pole) as a weapon in combat is simply beyond me. The rules for infusions are unbalancing, they undercut the value of potions by introducing something that is exactly the same but more powerful and cheaper to make. The dire and legendary animals are a blatant example of the pandering to power gamers that is rampant in the Third Edition materials. Those creatuers belong in a monster manual, not a book that is supposedly geared toward players. Half of the Prestige Classes (Forsaker, Frenzied Beserker, Geomancer, Oozemaster, ...) are useless in any type of normal campaign and many of the others are overlwhelmingly powerful (Deepwood Sniper, Tamer of Beasts). Lastly, the Watch Detective is not only anachronistic, it also doesn't even belong in this book. While there are some interestesting spells in the book, it seems many of them would combine with the spells from other books in rather undesireable ways. In summary, not only is the book not worth the money, allowing any of the material in this book into your campaign without close scrutiny of every detail would be inviting disaster.
Rating:  Summary: Thankfully, the Last of the Class Guidebooks Review: This entire series of books has been one disaster after another. While there have been some redeeming features in some of the books, none of them have been worth the money. This book is no exception. Several of the feats are recycled from the earlier books, and most of the rest are simply too specialized to be of interest to most characters. As for the exotic weapons, they continue the trend of impossible weapons established in Sword and Fist. How someone could actually expect to use a caber (essentially a 10 foot long section of telephone pole) as a weapon in combat is simply beyond me. The rules for infusions are unbalancing, they undercut the value of potions by introducing something that is exactly the same but more powerful and cheaper to make. The dire and legendary animals are a blatant example of the pandering to power gamers that is rampant in the Third Edition materials. Those creatuers belong in a monster manual, not a book that is supposedly geared toward players. Half of the Prestige Classes (Forsaker, Frenzied Beserker, Geomancer, Oozemaster, ...) are useless in any type of normal campaign and many of the others are overlwhelmingly powerful (Deepwood Sniper, Tamer of Beasts). Lastly, the Watch Detective is not only anachronistic, it also doesn't even belong in this book. While there are some interestesting spells in the book, it seems many of them would combine with the spells from other books in rather undesireable ways. In summary, not only is the book not worth the money, allowing any of the material in this book into your campaign without close scrutiny of every detail would be inviting disaster.
Rating:  Summary: Better even than Tome & Blood Review: 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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