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Masters of the Wild | ||
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Masters of the Wild
Capsule Review by Alan D. Kohler on 10/03/02
Style: 3 (Average) Substance: 4 (Meaty) The last in the classbook series, Masters of the Wild is easily the best of the bunch, perhaps owing to the fact that it had less room for "fluff"; this book is meatier than its predescessors, and shows the maturity of Song and Silence along with creativity of Tome & Blood. Product: Masters of the Wild Author: David Eckleberry and Mike Selinker Category: RPG Company/Publisher: Wizards of the Coast Line: Dungeons & Dragons 3e Cost: $19.95 Page count: 96 Year published: 2002 ISBN: 0-7869-2653-8 SKU: Comp copy?: no Capsule Review by Alan D. Kohler on 10/03/02 Genre tags: Fantasy | Masters of the Wild
Masters of the Wild is the latest - and last - of a line of "classbooks" for the Dungeons & Dragons 3rd edition game. Masters of the Wild provides advice and options for barbarians, rangers, and druids, the more nature oriented D&D core classes.
The "classbooks" have been greeted by mixed reviews, and it has been obvious that while they are hot sellers, they have failed to meet the expectations of some. With this in mind, we take a peek inside.
A First Look
Masters of the Wild follows the same formula of the preceding classbooks: a 96-page, perfect-bound, softcover book priced at $19.95 US. This is slightly above average for d20 System products with similar page counts or prices.
The cover has the same brown tome look of the other classbooks, emulating the D&D 3e Player's Handbook. The front cover has a picture by Jeff Easley depicting the three iconic D&D characters of the classes covered by the book.
The interior is black and white. The masterful artist of D&D 3e books, Wayne Reynolds, is listed in the credits, but alas he only has a few pieces. The majority of the art is done by Dennis Cramer, for whose art I personally do not care. A third artist, David Day, provides a few decorative nature and animal pictures in the book.
As with most Wizards of the Coast supplements, the text density is very high and is arranged in an attractive and readable manner. This serves to help counter the somewhat high price point and delivers a decent value.
A Deeper Look
The book is organized into 6 topical chapters: Nature's Lore, Skills and Feats, Tools of the Trade, Animals, Prestige Classes, and Spells.
Chapter 1: Nature's Lore
The Nature's Lore chapter is primarily concerned with providing insight on and analysis of the barbarian, ranger, and druid classes. Each section contains a brief summation of the role the members of the classes are likely to play in the game, how they relate to members of other classes, advice on using the classes special abilities, and rules updates and variants. Generally speaking, I didn't find the advice for playing these classes as useful as that provided in Tome & Blood for mage-type characters.
The druid has rules modifications to the wild shape ability, much akin to the alterations that polymorph self has undergone under official errata.
The ranger offers some variant rules. The first is the idea of an "urban ranger" variant, achieved by making the necessary alterations to the ranger's class skills and class abilities. I was not too thrilled with this idea, feeling that the rogue already fills this role rather nicely.
Perhaps the best part of this section is the new ranger favored enemy variant rules. If you don't like the "only evil rangers can take their own race as an enemy," there is another option. If there is a deep division in the race (like surface elf versus drow), you may take that subrace as a favored enemy. This can also apply to (say) human nations with ancient enmity.
Are you disgruntled by the idea that your favored enemy bonus isn't so great against undead and constructs? With any favored enemy race (not just those two) you can decide to take a defensive favored enemy bonus instead of an offensive one. This causes the modifier to apply to Hide, Move Silently, and dodge AC bonuses against the race instead of Sense Motive, Bluff, and attack and damage rolls. The other skill bonuses apply normally.
The third variant (less useful than the above two, but still interesting) is that you can select any outsider subtype or "no subtype" as options for outsiders as favored enemy. Thus you can take law, evil, air, earth, or whatever.
Chapter 2: Skills and Feats
There are no new skills; Wizards of the Coast knows that doing so is trouble. New takes are presented on Handle Animal, Hide, and Wilderness Lore, with the bulk of the material being devoted to Handle Animal, which provides new tricks that a character can teach an animal companion. Now your animal companion can do things like assist your attack, wear armor, or help you with tracking a target.
A variety of new feats is provided. There are some repeats from other books such as Multidexterity (MM) and Shadowing (Song & Silence). There is a new sort of feat called a wild feat, which requires you have the wild shape ability because the feat is only useful to enhance wild shape (i.e., giving you the ability to cast a spell in a wild shape form), or because it gives you access to abilities that normally you cannot learn (for example: blindsight, which affords the character the ability to perceive things in darkness, requires the ability to wild shape into a dire bat as a prerequisite).
Possibly the most controversial feats will be the "Toughness" feats. There are three enhanced Toughness feats: Dwarf's Toughness, Giant's Toughness, and Dragon's Toughness. Each one requires a higher base Fortitude save to take and gives you more hit points. Dwarf's Toughness requires a 5 base Fortitude save bonus and provides 6 hp; Giant's Toughness requires a 8 base Fortitude save and provides 9 hp; Dragon's Toughness requires a 11 base Fortitude save and provides 12 hp. I've already heard some grousing about this, but the more I think of it, the more I see that this might have been a clever move. The topic of altering the Toughness feat to make it more useful to classes with larger HD has come up on several forums I have been a part of, but I have yet to see a more simple and elegant method of relating the hit point bonus to the nature of the class taking it.
Some other feats are interesting and or useful. Animal Defiance and Animal Control allow the character to turn and rebuke/command animals, respectively. Plant Defiance and Plant Control have a similar effect on plants. Extra Rage, Extra Favored Enemy, and Extra Wild Shape extend the different character classes' core abilities.
Chapter 3: Tools of the Trade
The third chapter provides a number of new items. At the top of the list are new weapons, many of which you might find in a primitive culture, such as blowguns and the nagaika (a lash with glass embedded in it.)
The chapter covers a variety of new magic items. Some of the new magic items are intended for animal companions, such as the collar of cleverness, which grants the animal wearing it access to new tricks. Another interesting magic item is the standing stone. Each standing stone basically enhances one druid spell when a druid who has learned the stone's secrets touches it. Of course, historical insight shows us that druids and standing stones probably had little to do with each other, but then one must consider that this is D&D: how many other historical facts have been tossed aside in favor of more popular and fanciful takes on folklore and ancient myth?
A new sort of magic item is introduced, called infusions. Infusions work by infusing some herb or other plant with the magic of a druid spell. This is somewhat like a potion or scroll. Yet some neat options are provided for foraging for components yourself. I found this to be a blast from the past, as I recall old 1e games where our GM let one of my characters forage for plants with magical effects. This is uncharacteristically detailed for 3e, but I actually like it a lot!
Chapter 4: Animals
The fourth chapter is somewhat short, devoted to the topic of animals, which are a central element in the abilities of rangers and (especially) druids. The first few pages of the chapter are devoted to the handling of animal companions, including advice on handling them in the game and methods for the players to get the best out of them.
The chapter introduces statistics for new animals. First up are some new dire animals, such as toads, hawks, snakes, horses, elks, and elephants. Then a new type of animal is introduced: the legendary animal. The legendary animal is an animal (instead of a beast or magical beast), but is actually not much larger than standard members of the given animal species. This opens up some new options for animal companions and wild shape abilities, however, though some GMs may feel that the legendary animal is a somewhat contrived solution to the limited nature of animal companions.
Chapter 5: Prestige Classes
This is the chapter almost everyone flipped to first. To generalize, I liked what I saw. Unlike many other classbooks, with this one I was able immediately to identify a number of classes that I had wanted to develop myself because I had a need for them; I was able to cross many classes of my list of prestige classes "to make," This to me is a good sign, as it tells me that the book addresses common existing needs.
One further note: in addition to the three PC classes that many of these prestige classes are obviously geared toward, many seem to fit adepts well, and one seems to be aimed specifically at adepts.
In summary, the prestige classes are:
It is also noteworthy that in Masters of the Wild, any organizational information is included in this chapter. In other classbooks, organizations have been handled in a separate chapter.
Chapter 6: Spells
The final chapter of the book introduces new spells, primarily for druids and rangers, though some of the spells are cross listed for other classes. The selection of spells is large, but here is a sampling:
Conclusion
The most noteworthy difference between this and the previous classbooks for 3e D&D is that it covers three classes. To accommodate some additional rules and advice material for an extra class, it appears that the sort of background material featured in the other classbooks has been largely excluded. This will likely make the book more valuable to the players but less valuable to the DM. I feel this is a good thing overall, as these books appear to be primarily targeted at the players, and the sort of background material that is excluded is really only useful to a subset of DMs.
Another significant advantage over some of the earlier classbooks is less reliance on Greyhawk-specific organizations and character types. This should considerably increase the book's flexibility.
Considering these factors, I think I can safely say that Masters of the Wild is the best classbook of the bunch. Tome & Blood was also a fairly strong book in the series, but I think the class selection is somewhat stronger and the spell selection is more interesting.
-Alan D. Kohler | |
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