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Masters of the Wild: First Impressions
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<blockquote data-quote="psionotic" data-source="post: 61371" data-attributes="member: 397"><p><strong>Favorite Class Book yet</strong></p><p></p><p>I think that this is the best classbook yet, and I'm not even a huge fan of the classes it was written for. The new Wildshape description finally makes sense, and I think that the prestige class list is miles ahead of the ones in S&S and DotF. Mostly cool feats. A couple of points:</p><p></p><p>-I like the fact that the new toughness feats are tied to base fort save. This was a novel way to include these without making them prereqs for eachother or allowing a 10th level elven wizard to nearly double their hp by taking 1 feat.</p><p></p><p>-How evil are the Bane of Infidels and the Hexer? I want to match a party up against one of these guys, and soon!</p><p></p><p>-The Exotic Weapon Master is the only lame PrC. Its third level ability of proficiency with all exotic weapons makes the 3 exotic weapon feats you spent to get in a complete waste..</p><p></p><p>-New animal companion rules and items are cool. The Legendary Animals are neat, although it would have been nice to have been provided a template showing how to make any animal into a dire or legendary animal.</p><p></p><p>-I actually kinda like the Geomancer. Different and weird, but no more so that the oozemaster.</p><p></p><p>-Far less errata than some previous books, although I have found two instances so far: The Deepwood Sniper gets Keen Arrows at first level according to the chart and description. But the chart also shows 'keen edge' as a 6th level ability that isn't referenced in the class description. </p><p></p><p>Also, the Snakelord (animal lord) gets the Resist Poison feat as their first totem, but the same feat is listed as a requirement for the class. (I'm guessing that one or the other was supposed to be Great Fortitude?)</p></blockquote><p></p>
[QUOTE="psionotic, post: 61371, member: 397"] [b]Favorite Class Book yet[/b] I think that this is the best classbook yet, and I'm not even a huge fan of the classes it was written for. The new Wildshape description finally makes sense, and I think that the prestige class list is miles ahead of the ones in S&S and DotF. Mostly cool feats. A couple of points: -I like the fact that the new toughness feats are tied to base fort save. This was a novel way to include these without making them prereqs for eachother or allowing a 10th level elven wizard to nearly double their hp by taking 1 feat. -How evil are the Bane of Infidels and the Hexer? I want to match a party up against one of these guys, and soon! -The Exotic Weapon Master is the only lame PrC. Its third level ability of proficiency with all exotic weapons makes the 3 exotic weapon feats you spent to get in a complete waste.. -New animal companion rules and items are cool. The Legendary Animals are neat, although it would have been nice to have been provided a template showing how to make any animal into a dire or legendary animal. -I actually kinda like the Geomancer. Different and weird, but no more so that the oozemaster. -Far less errata than some previous books, although I have found two instances so far: The Deepwood Sniper gets Keen Arrows at first level according to the chart and description. But the chart also shows 'keen edge' as a 6th level ability that isn't referenced in the class description. Also, the Snakelord (animal lord) gets the Resist Poison feat as their first totem, but the same feat is listed as a requirement for the class. (I'm guessing that one or the other was supposed to be Great Fortitude?) [/QUOTE]
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