1) Revenant Blade: Increases CL and animal companion for rangers - Is this a trap? I realize that straight ranger is the fastest way to enter the class, but I don't think it's the optimal way to do so. 2) Gatekeeper Mystagogue: Is it worth it for a druid to enter this class? It's an interesting concept, but the "line" abilities seem to be too short (20' max between you and animal companion) and it doesn't increase wildshape.
1) Revenant Blade: Increases CL and animal companion for rangers - Is this a trap? I realize that straight ranger is the fastest way to enter the class, but I don't think it's the optimal way to do so.
It's not a trap, since ranger animal companion and caster level aren't a real benefit of playing a ranger anyway. It's sort of like saying that the class levels stack for Wild Empathy or Bardic Knowledge or similar - you didn't enter the class for that. If you completely ignore this particular ability, the class is still amazingly worth it for TWF valenar rangers focused on damage dealing. Honestly, it's one of the best classes ever written for TWF specialists.
Sadly, the skill requirements basically force a level or two of ranger in the mix to get a good qualification. I've been trying to find a way of getting it to work better with the Tome of Battle to get both the 5th level RB abilities and 10 levels of Eternal Blade (which also fits the valenar feel quite well), but it's always proven difficult without using ranger.
2) Gatekeeper Mystagogue: Is it worth it for a druid to enter this class? It's an interesting concept, but the "line" abilities seem to be too short (20' max between you and animal companion) and it doesn't increase wildshape.
You've hit the nail on the head. The only prestige classes that druids should ever consider are Moonspeaker (RoE, racially limited, relies on a particular niche of druid) and Planar Shepherd. In all other cases, you get cute tricks, but druids get similar tricks, and do them better.
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1) Revenant Blade: Increases CL and animal companion for rangers - Is this a trap? I realize that straight ranger is the fastest way to enter the class, but I don't think it's the optimal way to do so.
It's not a trap, since ranger animal companion and caster level aren't a real benefit of playing a ranger anyway. It's sort of like saying that the class levels stack for Wild Empathy or Bardic Knowledge or similar - you didn't enter the class for that. If you completely ignore this particular ability, the class is still amazingly worth it for TWF valenar rangers focused on damage dealing. Honestly, it's one of the best classes ever written for TWF specialists.
Sadly, the skill requirements basically force a level or two of ranger in the mix to get a good qualification. I've been trying to find a way of getting it to work better with the Tome of Battle to get both the 5th level RB abilities and 10 levels of Eternal Blade (which also fits the valenar feel quite well), but it's always proven difficult without using ranger.
I think the OP was asking whether it was a trap to try to get the player to go Ranger5 in order to qualify for the class as early as possible.
2) Gatekeeper Mystagogue: Is it worth it for a druid to enter this class? It's an interesting concept, but the "line" abilities seem to be too short (20' max between you and animal companion) and it doesn't increase wildshape.
You've hit the nail on the head. The only prestige classes that druids should ever consider are Moonspeaker (RoE, racially limited, relies on a particular niche of druid) and Planar Shepherd. In all other cases, you get cute tricks, but druids get similar tricks, and do them better.
I would also like to add the Arcan Heirophant to this list. It increases your familiar companion, your spellcasting in both arcane and divine classes, and it stacks with wildshape.
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You've hit the nail on the head. The only prestige classes that druids should ever consider are Moonspeaker (RoE, racially limited, relies on a particular niche of druid) and Planar Shepherd. In all other cases, you get cute tricks, but druids get similar tricks, and do them better.
What about the Master of Many Forms? Get a new Wild Shape every level, and new ways to use those Wild Shapes
What about the Master of Many Forms? Get a new Wild Shape every level, and new ways to use those Wild Shapes
The downside is that it shoots your druid spellcasting in the foot, and a druid with full spellcasting will eventually gain shapechange which allows for a lot of the same tricks (and better, since it permits supernatural abilities). Shapechange turns up later and doesn't last for as long, but since it's not the only spell or ability the standard druid grants, it's still not a very good trade. There's a very good reason Natural Spell is the premiere feat for a druid.
The absence of supernatural abilities on the Master of Many Forms options is also annoying, since quite a few of her additional options have nice supernatural powers. While creatures like chuuls remain basically awesome (just as they do if you're a regular druid with Aberration Wild Shape) due to their array of extraordinary abilities, other creatures are dramatically weakened by the loss, including almost all fey. For example, it's just not as fun to be a dragon when you don't get a breath weapon. The lack of magical beasts as a choice is also a bit of a downer, though that's presumably to stop everyone being a hydra.
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Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. • When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. • When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. • When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. • When button 4 is pressed, the rod becomes a sturdy iron spade. • When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.