Title | : | Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers (Dungeon \u0026 Dragons d20 3.0 Fantasy Roleplaying Accessory) |
Author | : | |
Rating | : | |
ISBN | : | 0786926538 |
ISBN-10 | : | 9780786926534 |
Language | : | English |
Format Type | : | Paperback |
Number of Pages | : | 96 |
Publication | : | First published January 1, 2001 |
Barbarians, druids, and rangers are the rugged and noble champions of untamed lands. This book teems with new ways to customize even the most seasoned characters,
New feats, weapons, spells, and magic items.
Improved, more detailed rules for the wild shape ability.
New prestige classes such as the frenzied berserker, the windrider, and the oozemaster.
A new type of magic item -- the infusion.
Dungeon Masters and players who want to add a new dimension to their barbarians, druids, and rangers will uncover a cache of indispensable material within these pages.
To use this accessory, a Dungeon Master also needs the Player's Handbook , the Dungeon Master's Guide , and the Monster Manual . A player needs only the Player's Handbook .
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers (Dungeon \u0026 Dragons d20 3.0 Fantasy Roleplaying Accessory) Reviews
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good book about 3.5 edition dnd, this book is about barbarians, druids & rangers of course!
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When 3rd edition came out I was involved in 2 games. One I was a player and in the other I was the DM. I was playing a ranger in the game where I was a player.
To me the outstanding feature of 3rd edition was (is) that players and get very powerful very fast. As a ranger I also found that as powerful as I was, the magic characters (wizards and sorcerers) were even more powerful. The book above is one of a set of books that are supposed to help build your character. I had this one for my character and for use as a DM.
These books could I suppose be adapted to other editions of D&D if you want to put in the time as a DM. I plan to stay with 2nd edition and didn't care to. I sold my set. -
The last book in the series, but also the best. Thrills the imagination without even playing the game. My favorite is the Oozemaster--way to think outside the box--now if we can just get Minecraft to follow suit!
This volume typifies the player bloat complaints of V3.5, but it never bothered me. Keep what you like and chuck the rest, is always good DM advice.
The art is below average, almost laughable, in a classic way. The ideas hold value beyond the edition, making this a worthy DM's reference. -
Basic Premise: A supplement for D&D 3.0 for wilderness-based characters.
Much like all of the books of this type, it gives new feats, spells, abilities, and sundry details to add to the game. It's a combination of mostly crunch and a little fluff to make things interesting. The book is useful to players, but not indispensible. -
All the bad ideas of 3rd Edition in one place, uninteresting options, over-powered abilities, and strange weapons and rules. The "how to" manual to creating the perfect amoral and uninteresting ranger. But hey, the hero doesn't get the treasure first.