TEXT: Masters of the Wild FAQ 
  1 
  9/6/02 
  Masters of the Wild 
  Frequently Asked Questions 
  Last Updated 10/15/02 
  About the FAQ 
  If you have a question about Masters of the Wild, chances are that you’ll find them within this FAQ. Any new additions or major 
  corrections in a version are provided in blue text for your convenience. Blue text changes to black text in the next version. If you 
  have a question that isn’t answered here, please contact custserv@wizards.com and ask away! You can also contact the Sage, 
  Skip Williams, by writing to him at these handy locations: 
   
  Email: tsrsage@aol.com 
  Mail: “Sage Advice” 
  Paizo Publishing 
  3245 146th PL SE, Suite 110 
  Bellevue, WA 98007 
   
   We will be updating this FAQ over time, and each version will have a date stamp on it so that you know which version you 
  have. 
   
  U.S. CANADA, ASIA 
  EUROPEAN HEADQUARTERS 
  PACIFIC & LATIN AMERICA 
  Wizards of the Coast, Belgium 
  Wizards of the Coast, Inc. 
  P.B. 2031 
  P.O. Box 707 
  2600 Berchem 
  Renton, WA 98057-0707 
  Belgium 
  (Questions?) 1-800-324-6496 
  +32-70-23-32-77 
   
  Based on the original DUNGEONS & DRAGONS® game by E. Gary Gygax and Dave Arneson and on the new edition of the DUNGEONS & DRAGONS game designed by 
  Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  D&D, DUNGEONS & DRAGONS, FORGOTTEN REALMS, PLANESCAPE, and DUNGEON MASTER are registered trademarks owned by Wizards of the Coast, Inc. 
  The d20 System logo is a trademark owned by Wizards of the Coast, Inc. 
  All Wizards characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. 
  This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein 
  is prohibited without the express written permission of Wizards of the Coast, Inc. 
  This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. 
  This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To 
  learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20.  
  ©2002 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.  
  Visit our website at www.wizards.com/dnd 
  
  Masters of the Wild FAQ 
  2 
  9/6/02 
  The sidebar on page 31 in Masters of the Wild talks about 
  the Craft (herbalism) skill. Is this a new skill that is 
  separate from Profession (herbalist)? 
   It’s not exactly new, but it is not the Profession (herbalist) 
  skill. You use the Craft (herbalism) skill to make your own 
  herbal infusions. 
   
   The chart showing the benefits of the Faster Healing 
  feat on page 23 of Masters of the Wild seems to indicate 
  that you are penalized for taking this feat when healing 
  ability score points with long term care and a successful 
  Heal check (3 points per day versus 4 points per day). Is 
  that right? 
   The last number in the 1st column (with Faster Healing) 
  should be a 3. The last number in the 2nd column (Complete 
  Bed Rest) should be a 5. 
   
   Does the Shadow feat from Masters of the Wild apply 
  for all Hide and Spot checks, or does it apply only when 
  following someone? 
   The feat applies to any Hide or Spot check. 
   
   If you use an infusion to hold a spell with a long casting 
  time, will the infusion take an equally long time to take 
  effect? 
   No. An infusion takes effect immediately when imbibed 
  (which requires a standard action), regardless of the spell’s 
  casting time. 
   
   The infusion rules include a variant that allows you to 
  save some money if you grow or collect your own herbs. 
  Exactly how much money can you save? 
   If you use your own herbs in an infusion, you save the 
  entire monetary cost of the infusion (25 gp per spell level 
  times the caster level of the spell); see page 31 of Masters of 
  the Wild. You still have to pay the infusion’s XP cost. 
   
   Is it possible to share the malleability power with a 
  familiar, special mount, or animal companion? 
   If the familiar, special mount, or animal companion has the 
  share spells ability, you can share spells, spell-like abilities, 
  or supernatural abilities with them, provided the effect you 
  share has you as a target. Malleability has you as a target. 
  Note that a familiar, special mount, or animal companion 
  must stay within 5 feet of you at all times to share the effect. 
  See Chapter 1 of Tome and Blood for a discussion of the 
  share spells ability. 
   
   My 6th-level ranger wants to advance her 2 Hit Die 
  wolf. Does she have access to the rules for improving 
  animal companions in Chapter 4 of Masters of the Wild, 
  or are those only for druids? 
   The material in Chapter 4 applies equally to rangers’ 
  animal companions. 
   
   In Masters of the Wild, the animal lord’s animal bond 
  ability says the ability functions as the druid’s animal 
  friendship spell, except that the companions must be from 
  their selected group and the maximum Hit Dice of 
  companions (whether or not she adventures) equals twice 
  her animal lord level. The tamer of beasts animal mastery 
  ability says the tamer can have animal companions whose 
  Hit Dice total no more than the sum of twice his tamer of 
  beasts level plus twice his caster level for animal 
  friendship. It says the Hit Dice are twice the level, but it 
  does not say “whether or not she adventures.” For the 
  tamer of beasts, are the Hit Dice of companions restricted 
  to half the normal total for an adventuring character, or 
  is that restriction lifted as with animal lords? 
   The restriction is not lifted for tamers of beasts who are 
  adventurers. 
   
   The requirements for the snakelord prestige class in 
  Masters of the Wild include the Resist Poison feat, yet the 
  snakelord gains this as her first totem. Is this an error? 
  Or perhaps there is no error and the bonuses stack to a 
  +8 bonus on Fortitude saves against poison once the 
  snakelord reaches 2nd level and obtains her first totem? 
   The Resist Poison prerequisite for the snakelord is correct. 
  The correct first totem power is Clever Wrestling (even if 
  you don’t have the Improved Unarmed Strike feat). 
   
   What’s going on with the bloodhound’s pacekeeping 
  power (from Masters of the Wild)? Is this supposed to be 
  for shadowing or tracking? For shadowing, it makes 
  sense. For tracking, it doesn’t. If I’m an elf, why can’t I 
  go faster than the halfling I’m tracking? Pacekeeping 
  implies that my speed, which is normally 30, would be 
  limited to 20 while tracking a halfling. 
   Pacekeeping allows you to increase your speed. If you’re 
  already faster than your mark, you don’t have to use the 
  power. Pacekeeping is for tracking, but if you have a mark in 
  sight and want to tail the mark (see Song and Silence for rules 
  on tailing someone), a bloodhound can use pacekeeping to 
  keep up, too. 
   
   When an exotic weapon master uses her improvised 
  weapon abilities, what size are weapons created by the 
  character? It doesn’t say anywhere. 
   It depends on the size of the object used to make the 
  improvised weapon. In general, an improvised weapon is big 
  enough for the character to use in one or two hands. Note that 
  the character gets 1 1/2 times her Strength bonus on damage 
  when wielding the improvised weapon in two hands. The 
  damage values given in the class description are for weapons 
  made by Medium-size characters; improvised weapons made 
  by larger or smaller creatures deal damage as listed in the 
  chart below. At 5th level, an exotic weapon master gains the 
  greater improvised weapon ability, and the damage she deals 
  with improvised weapons increases. The increased damage is 
  also listed below. 
   
   
  Improvised 
  Greater 
  Character 
  Weapon 
  Weapon 
  Size 
  Damage* 
  Damage* 
  Fine 
  1 
  1d2 
  Diminutive 
  1d2 
  1d4 
  Tiny 
  1d3 
  1d6 
  Small 
  1d4 
  1d8 
  Medium-size 
  1d6 
  2d6 
  Large 
  1d8 
  2d8 
  Huge 
  2d6 
  4d6 
  
  Masters of the Wild FAQ 
  3 
  9/6/02 
  Gargantuan 
  2d8 
  4d8 
  Colossal 
  4d6 
  8d6 
   
  * If the exotic weapon master makes a smaller weapon, use 
  the damage rating for a smaller creature. Larger improvised 
  weapons deal no extra damage. 
   
   The ability bonuses granted by the forsaker prestige 
  class are listed as inherent bonuses. The DUNGEON 
  MASTER’s Guide says that an inherent bonus has a limit of 
  +5 to any single ability score. However this is talking 
  about magic items, so we were wondering whether the 
  forsaker ability bonus stacks with other inherent bonuses 
  and if it is limited to +5 for any one ability. 
   The forsaker’s ability bonuses are indeed inherent bonuses 
  just as the class description says, and they follow all the rules 
  for inherent bonuses listed in the DUNGEON MASTER’s Guide; 
  that is, they do not stack with other inherent bonuses, and 
  they are limited to +5 for any single ability score. 
   The description of the foe hunter prestige class’s rancor 
  ability seems to imply that it works only with melee 
  weapons, not projectile weapons. Usually, damage bonuses 
  for projectile weapons explicitly list a range limit of 30 feet. 
  However, there is nothing in the description of the ability that 
  specifically limits it to melee weapons, nor is there any range 
  limit specified. 
   Rancor applies to any attack the foe hunter makes, 
  provided the attack requires an attack roll and deals damage. 
  There is no range limit. 
   
   The forsaker from Masters of the Wild has a damage 
  reduction ability that is based on the destruction of magic 
  items within a 24 hour period. Can you store up magic 
  destruction? Say, for instance, that my character has 
  damage reduction 7/+3 (so he must destroy 700 gp worth 
  of magic each day to activate the damage reduction). If 
  the character has in his possession a magic item worth 
  1,400 gp, is he now good for two days when destroying 
  that item? 
   No, 24 hours is the limit, no matter how much magic you 
  destroy. 
   
   All characters in the D&D game get to raise an ability 
  score by +1 every four levels (at 4th, 8th, 12th, 16th, and 
  20th level according to the Player’s Handbook). Does this 
  stack with the forsaker’s +1 ability score bonus at every 
  level of its 10-level progression? Exactly how big is the 
  forsaker’s ability bonus? Does the forsaker get +1 to add 
  once at each forsaker level? Or does the forsaker get +1 to 
  add at first level, +2 to add at second level, on up to a 
  whopping +10 at 10th level? If it’s the former, do these 
  bonuses stack with each other? 
   A forsaker character can improve one ability score for 
  every 4 character levels, just as any other character can. This 
  is not an ability score bonus—the ability just gets bigger (as 
  such, this increase stacks with anything). The forsaker’s 
  ability bonus is a +1 inherent bonus that the character adds 
  once at each forsaker level. That is +1 at first level, +1 again 
  at 2nd level, and so on. 
  Inherent bonuses, like all other bonuses in the game, do not 
  stack with each other. In the case of the forsaker, however, 
  the ability bonus class feature allows the forsaker to add 
  either a +1 inherent bonus to an ability score that does not 
  have an inherent bonus already or to make an existing 
  inherent bonus one point bigger (note that if the character 
  gained an inherent bonus to an ability score from a spell or 
  magic item before becoming a forsaker, that bonus is lost 
  upon becoming a forsaker). No ability score can have an 
  inherent bonus larger than +5, even when the inherent bonus 
  came from the forsaker class ability. 
   
   The barbarian gets damage reduction starting at 11th 
  level and then every three levels after that. Does this stack 
  with the damage reduction class feature of the forsaker? 
   Two or more kinds of damage reduction do not stack. 
  However, a creature with multiple damage reduction qualities 
  gets the benefit of the best one for any given attack against it. 
  For example, an 11th-level barbarian/9th-level forsaker has 
  damage reduction of 1/– and 9/+4. If struck by a weapon with 
  a +3 magic bonus or less, the character gets 9 points of 
  damage reduction. If struck by a weapon with a +4 magic 
  bonus or more, the character still gets 1 point of damage 
  reduction. 
   
   Both the forsaker and the foe hunter prestige classes 
  have stackable spell resistance. Does this stack with spell 
  resistance from a magic item? What about racial spell 
  resistance? Suppose I have a drow ranger 7/foe hunter 4. 
  Is his SR equal to 41 (22 racial + 19 foe hunter; assuming 
  that the +1/level racial bonus also stacks with the +1/level 
  foe hunter bonus)? What happens if I add magic armor 
  that grants SR 11? Is my SR now 52? 
   A foe hunter or forsaker’s SR stacks with SR from most 
  other sources; however, don’t count a character level twice 
  when calculating the character’s total SR, and don’t stack two 
  SRs with each other, only with the prestige class bonus. If 
  you have two or more SRs that don’t stack, use the best 
  combination. 
   The sample character has the following: 
   Foe hunter SR 19 (base 15 + 4 for foe hunter levels); 
   Armor SR 11; 
   Drow SR 22 (base 11 + 11 class levels); 
   Add the armor to the foe hunter; 
   (SR 30). 
   Do not add the drow SR because it already takes level into 
  account, and in any case, you wouldn’t stack armor SR and 
  drow SR because those two SRs don’t stack. Note that in this 
  case, the SR of 30 applies only against effects that come from 
  a hated enemy. Magic from other sources has to overcome 
  the character’s drow SR of 22. 
   
   When you use the rage class ability, you become 
  fatigued for as long as you raged. When you use the 
  frenzied berserker’s frenzy class ability (from Masters of 
  the Wild), you become fatigued for the rest of the 
  encounter, or until you enter a frenzy again, whichever 
  comes first. In either case, both rage and frenzy make you 
  fatigued. Page 84 of the DUNGEON MASTER’s Guide says 
  you become exhausted if you are already fatigued and you 
  become fatigued again. The penalties for exhaustion are 
  pretty steep: You move at 1/2 speed and have a –6 penalty 
  to both Strength and Dexterity. After 1 hour of complete 
  rest, you are moved up from exhausted to fatigued. After 
  8 hours of complete rest, you are no longer fatigued. So, 
  
  Masters of the Wild FAQ 
  4 
  9/6/02 
  after a rage/frenzy combo, a frenzied berserker is darn 
  near useless for 9 hours. Better save that for the last 
  battle of the day. What, exactly, is the point of being able 
  to rage multiple times per day if it wipes you out for so 
  long? 
   A barbarian is fatigued only for the rest of the encounter 
  after raging (a barbarian can rage again while fatigued, but 
  the fatigue penalties stack with the rage bonuses). A frenzied 
  berserker is fatigued for the rest of the encounter after a 
  frenzy, or until entering a new frenzy. In either case, it does 
  not take 8 hours to recover from the fatigue that a rage or 
  frenzy causes. Both abilities have specific rules that override 
  the general rule from the DUNGEON MASTER’s Guide, which is 
  written to cover environmental effects, running, and other 
  cases of prolonged stress on the body—not rage and frenzy. 
   
   The geomancer prestige class has a power called spell 
  versatility, which allows you to mix and match the 
  qualities of arcane and divine magic to get the greatest 
  possible advantage. If I have a character that has an 
  Intelligence of 18, a Wisdom of 12, 5 levels in wizard, 3 
  levels in cleric, and 4 levels in geomancer (with 3 levels 
  adding to cleric and 1 to wizard), could I substitute my 
  Intelligence for my Wisdom when determining whether I 
  can cast a certain divine spell? The Wisdom score of 12 
  would let me cast only 2nd-level divine spells, but 
  substituting the Intelligence score of 18 would allow me to 
  cast up to 8th-level divine spells. Is this possible? Since 
  clerics don’t use spellbooks, can I prepare any wizard 
  spell without a spellbook? What if I have sorcerer levels 
  and my Wisdom score is higher than my Charisma? Can 
  I use Wisdom to determine what sorcerer spells I can 
  cast? 
   Spell versatility applies when casting spells, not when 
  preparing them or when accessing daily spell slots for classes 
  that do not prepare spells. The example character could 
  ignore arcane spell failure chances for armor thanks to her 
  cleric levels, even when casting wizard spells. Likewise, the 
  example character can use her Intelligence of 18 to set the 
  saving throw DC for any spell she casts -- even a cleric spell. 
   When preparing cleric spells, the example character is 
  limited to 0-level spells, 1st-level spells, and 2nd-level spells, 
  thanks to her Wisdom of 12. The character can fill her 
  higher-level cleric spell slots with lower-level spells, just as 
  any spellcaster can. 
   A geomancer/wizard still needs her spellbooks to prepare 
  wizard spells, no matter what other classes she has. A 
  geomancer/cleric still needs daily prayer to prepare cleric 
  spells. 
   A geomancer/sorcerer is still limited by Charisma when 
  determining what spells can go into her sorcerer spell slots. A 
  geomancer/wizard/sorcerer with an Intelligence score of 18 
  and a Charisma score of 11 can cast only cantrips and 1st-
  levels spells as a sorcerer. As noted earlier, the character can 
  fill her higher-level sorcerer spell slots with lower-level 
  spells.  
   
   When an oozemaster character uses his malleability 
  power, can the oozemaster bring his equipment with him? 
   Yes. Malleability is similar to the druid’s wildshape power 
  or the polymorph self spell when it comes to equipment. 
  Anything the oozemaster holds, carries, or wears is subsumed 
  into the ooze form (and becomes nonfunctional). 
   
   What is an oozemaster’s speed when using the 
  malleability power? How long does it take to squeeze 
  through an inch-wide crack? What actions can you take 
  when using this power? Are your senses affected? 
   You move at your normal speed when using the 
  malleability power. Cracks at least 1 inch wide do not block 
  your movement. You slip through them as easily as a human 
  walks down a corridor 10 feet wide. 
   The malleability power does not affect your senses. 
   When using the malleability power, you cannot speak and 
  cannot wield tools, weapons, or manipulate small objects 
  such as spell components, nor can you wear anything. The 
  limitations rule out many actions, such as fighting with a 
  weapon, casting a spell with a verbal or material component, 
  and the like. The character can use most move actions and 
  might very well find clever ways to take other actions. For 
  example, the correct feats might allow you to cast some 
  spells. Also, the character can attempt to bull rush or trip 
  foes. 
   
   Does an oozemaster provoke an attack of opportunity 
  while going into or out of the malleable state? 
   No. Malleability is a supernatural ability (see the 
  malleability description on page 68 of Masters of the Wild). 
  Using a supernatural ability does not provoke attacks of 
  opportunity (see Table 8–1 in the Player’s Handbook). 
   
   Does a shifter who is also a druid get any additional 
  animal companions as she gains shifter levels?  
   The shifter has no spellcasting ability, thus its spells don’t 
  get any better with shifter levels. A druid who adds shifter 
  levels doesn’t get any more animal companions. 
   
   Does a shifter’s character type ever change at any time 
  before the character reaches 10th level in the shifter 
  class? If so, do I gain the abilities that go with the types I 
  assume? For example, if I have the power to assume 
  undead forms, does my type change to undead if I change 
  into a ghoul? If so, do I then become subject to undead 
  turning or to damage from healing spells? If I can turn 
  into plants and I turn into a shambling mound, do I 
  become immune to critical hits? Can I assume the 
  abilities of a racial subtype? 
   The shifter’s greater wildshape ability does not change 
  your type. The shifter gains the natural and extraordinary 
  powers of the assumed form, but not powers that stem from 
  the form’s type. A shifter in an undead form is not an undead 
  creature and cannot be turned or harmed by healing spells. A 
  shifter in plant form is still subject to critical hits. The greater 
  wildshape power also does not allow you to gain abilities 
  associated with a subtype. 
   
   What abilities do you gain through the shifter’s greater 
  wildshape power? For example, do you gain the average 
  ability scores of the assumed form, or do you just apply 
  the racial modifiers of the new form to your own 
  statistics? 
   Just as with the wildshape power or the polymorph self 
  spell, you keep your mental ability scores (Intelligence, 
  Wisdom, and Charisma), and you gain the average physical 
  
  Masters of the Wild FAQ 
  5 
  9/6/02 
  scores (Strength, Dexterity, and Constitution) of the shape 
  you assume. Racial adjustments become irrelevant (yours no 
  longer apply, and the shape’s average scores already include 
  any racial adjustments for the shape). 
   As noted in the previous question, you gain the assumed 
  form’s extraordinary and natural abilities. Extraordinary 
  abilities are noted as such in the Monster Manual entry for 
  the form. Natural abilities are those that are not marked with 
  another designator (typical natural abilities include a 
  creature’s various modes of movement, method of 
  respiration, and assorted abilities that are too trivial to appear 
  in the creature description). You do not gain any spell-like or 
  supernatural abilities of the assumed form. Also, as noted in 
  the previous answer, you do not gain any abilities (good or 
  bad) from the assumed form’s type. 
   
   Can you ever mimic a specific person with the shifter’s 
  greater wildshape ability, or do you always look like the 
  same creature when you assume a specific form? For 
  example, say you assume the form of an elf. Are you 
  identifiable as yourself? Do you look like some random elf 
  (and do you always look like that elf when in elf form)? 
  Or can you control your appearance? 
   As with the polymorph self spell and the wildshape ability, 
  minor aspects of your appearance are under your control, and 
  you can even attempt to disguise yourself as a particular 
  creature. 
   
   Both the wildshape and greater wildshape powers 
  require you to be familiar with the form you assume. Just 
  how familiar is “familiar” for the purposes of shifting? 
  Would fighting a creature qualify? Would just seeing it 
  once work, or does familiarity require active study? 
   Any encounter in which you fight or have a similar 
  complex interaction with the creature would qualify, as 
  would studying the creature for a day. 
   
   A 1st- or 2nd-level shifter has the ability to turn only 
  into humanoid and monstrous humanoid forms. If I took 
  the form of an orc, do I gain an orc’s standard 
  equipment, or am I naked? 
   As with the polymorph self spell, your equipment morphs 
  to resemble a typical orc’s equipment; this is true whenever 
  you assume an equipment-using form (see the polymorph self 
  spell description for a list of equipment-using forms). Note 
  that equipment altered this way remains functional. It is not 
  melded into your new form and rendered nonfunctional. 
   Shifters have the greater wildshape ability, which allows 
  them to choose which bits of their equipment morph along 
  with their forms and which meld into their assumed forms. 
  So, you can assume the form of an orc in his birthday suit if 
  you like. If you do, all your equipment is melded into the orc 
  form and becomes nonfunctional. You also can opt to have 
  some or all of your equipment resemble an orc’s equipment 
  (in which case it remains functional), or you can have some 
  or all of your equipment not change with your orc form at all, 
  which probably means you wind up looking like a very 
  wealthy orc. 
   
   The description for the shifter’s greater wildshape 
  power says equipment separated from the character 
  reverts to its normal form, but what about body parts? Is 
  there a point where poisons can be emulated (as per the 
  shapechange spell)? If separated body parts don’t change, 
  how long do they stay changed? 
   When a character uses wildshape or greater wildshape, 
  portions of his body that become separated from the character 
  retain their current forms—they do not revert as equipment 
  does. (Note that this is not the case with polymorph spells, 
  but it is the case with shapechange.) This allows the 
  wildshaped or shapechanged character to use extraordinary 
  abilities such as poison if the assumed form has them. 
   A separated body part retains its assumed form at least as 
  long as the character retains that form, but it radiates 
  Transmutation magic. Dispel magic or an antimagic field can 
  force the part back into its normal form. (Use the shifter or 
  druid’s class level to determine how strong the part’s magical 
  aura is or how difficult the effect is to dispel; use the normal 
  rules for detecting or dispelling spell effects if a shapechange 
  spell was involved.) If the separated body part has become 
  part of another creature (for example, another creature has 
  eaten the part or the part was injected into another creature) 
  the part melds into the creature’s form and the transmutation 
  effect ends without any additional harm to the creature. 
   Separated body parts change along with the character if 
  they remain within 5 feet of the character. If separated by 
  more than 5 feet, they retain their forms indefinitely (though 
  the effect can be ended as noted above). Note that a character 
  using wild shape or greater wild shape returns to her original 
  form if killed. 
   
   Does a character have to be able to cast a spell to meet 
  the shifter’s alternate form requirement? 
   You can meet the requirement with any spell from the list 
  on page 69 of Masters of the Wild. You also meet the 
  requirement if you have a spell-like ability or supernatural 
  ability that mimics one of the spells on that list. 
   
   If you have levels in both druid and in the tamer of 
  beasts prestige class, do the animal companions you get 
  from being a druid gain the special abilities from the 
  tamer of beasts prestige class? Also, how many animal 
  companions can a druid 10/tamer of beasts 5 have? Can 
  they be beasts? What if the tamer of beasts has a familiar 
  or special mount? 
   The number of animal or beast companions a tamer of 
  beasts character can have is a function of both the character’s 
  tamer of beasts level and the character’s animal friendship 
  caster level. So, the character’s druid (or ranger) levels have a 
  direct effect on how many companions the character can 
  have; the maximum total Hit Dice of the character’s animal 
  companions is twice her tamer of beasts level plus twice her 
  animal friendship caster level. Anything that increases the 
  character’s animal friendship caster level also increases the 
  total number of Hit Dice worth of companions the character 
  can have. This can include the spellcasting improvements the 
  tamer of beasts receives at 3rd, 6th, and 9th level. If the class 
  that received the improvement also allows casting animal 
  friendship, then use the increased caster level to determine 
  the number of animals or beasts the character can befriend. 
   The example character can befriend a maximum of 30 HD 
  worth of animals and beasts. 
   Any animal or beast companion a tamer of beasts has 
  receives companion benefits from the tamer of beasts class, 
  
  Masters of the Wild FAQ 
  6 
  9/6/02 
  no matter how the tamer of beasts got the companion. Note 
  that a tamer of beasts cannot have an animal or beast 
  companion with more Hit Dice than the tamer of beasts has. 
  The example character could not have a single companion 
  with more than 15 Hit Dice. If a character already has a 
  companion with 16 or more Hit Dice when entering the tamer 
  of beasts class, the creature must be dismissed. Familiars and 
  special mounts are not “companions” and do not count 
  toward the character’s total Hit Dice limit for animal 
  companions or the Hit Dice limit for any single companion. 
  They do not receive any companion benefits from the tamer 
  of beasts class. 
   
   The class skill list for the tamer of beasts includes 
  Handle Animal and Animal Empathy, both of which are 
  much more difficult to use on magical beasts than on 
  animals. When a tamer of beasts’s animal companions get 
  smarter and become magical beasts (also a tamer of 
  beasts’s class feature), these two skills become harder for 
  the character to use. Furthermore, the tamer’s empathic 
  link power becomes impossible to use on the companions, 
  since it works like the speak with animals spell and thus 
  does not work on the companions anymore. On top of 
  that, magical beasts befriended via the 9th-level magical 
  beast power count as double their Hit Dice for the tamer’s 
  quota for companions, so don’t all the smarter 
  companions count double? Why do the more intelligent 
  animal companions become magical beasts? 
   This happens for the same reason that an awakened animal 
  becomes a magical beast. Animals have Intelligence scores of 
  1 or 2, ergo, no creature with an Intelligence score of 3 or 
  higher can be an animal. 
   While it is true that a tamer of beasts’s smarter animal 
  companions become more difficult to influence through 
  Handle Animal and Animal Empathy, the tamer of beasts will 
  no longer need these skills to interact with those companions. 
  Thanks to the companions’ increased Intelligence scores, 
  they understand and respond to the character as readily as 
  most characters do. In fact, because they have Intelligence 
  scores above 3, they actually understand at least one 
  language, usually Common (see page 10 in the Monster 
  Manual). 
   The tamer of beasts’s empathic link power works for any 
  of the character’s companions—even when those companions 
  are no longer animals. The power’s parameters are otherwise 
  like a speak with animals spell cast by a character of the 
  tamer of beasts’s class level. 
   Only magical beasts tamed through the 9th-level magical 
  beast mastery power counts double Hit Dice against the tamer 
  of beasts’s limit on companions; a creature that becomes a 
  magical beast as the result of becoming a companion to a 
  tamer of beasts does not count double. 
   
   How does the cumulative penalty to Strength from the 
  languor 
  spell 
  work? 
  I’m 
  having 
  a 
  hard 
  time 
  understanding the wording in the spell description. 
   Each round the spell lasts, roll 1d6–1 for every 2 levels the 
  caster has. For example, if the caster is 10th level, roll 5d6 
  and subtract 1 from each die. Total the result and apply that 
  penalty to the subject’s Strength score. (The total for any 
  single round cannot be less than 0 or more than 10 no matter 
  how many dice you roll.) Every round the spell lasts, roll 
  again and add the penalty to any penalty the subject already 
  has from the spell. 
   
   The spell summary on page 81 of Masters of the Wild 
  says the thunderswarm spell deals 16d8 damage, but in the 
  actual text for the spell it says the damage is 16d6 if 
  you’re in the path of the spheres. It also says that you can 
  create 4 large spheres that each deal 4d8 points of 
  damage. That totals 16d8. Each small sphere deals 2d6 
  points of damage for a total of 16d6. What damage does 
  thunderswarm deal? 
   Thunderswarm deals 16d6 points of damage: 4d6 for each 
  large sphere, 2d6 for each small sphere, and 16d6 if you’re 
  caught in the spheres’ path. 
   
   The description for the 7th-level druid spell slime wave 
  (from Masters of the Wild) says the spell covers a creature 
  with one patch of slime for every 5 feet of the creature’s 
  face, dealing 1d6 points of temporary Constitution 
  damage per patch each round. I assume then that a 5-foot 
  by 5-foot creature would take 1d6 points of temporary 
  Constitution damage per round. I also assume a 10-foot 
  by 10-foot creature would take 2d6 points of temporary 
  Constitution damage per round. So, how would the spell 
  affect a 5-foot by 10-foot creature? Also, does a creature 
  hit by the spell take the Constitution damage immediately 
  in the first round? 
   Face for creatures is measured in 5-foot squares, and “5 
  feet of face” in the spell description also refers to 5-foot 
  squares. A creature with a 5-foot by 5-foot face indeed takes 
  1d6 points of temporary Constitution damage per round. A 
  creature with a 5-foot by 10-foot face covers two 5-foot 
  squares and takes 2d6 points of Constitution damage per 
  round. A creature with a 10-foot by 10-foot face covers four 
  5-foot squares and takes 4d6 points of temporary Constitution 
  damage per round. 
  A creature hit by a slime wave spell takes temporary 
  Constitution damage immediately upon being struck and also 
  takes extra damage each round on the caster’s turn unless the 
  slime is removed. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/FAQ/Masters of the Wild FAQ.pdf