Glyfair
Explorer
I got my issue today.
The editorial "Bee & Bee" discusses the theme of words Eric learned from D&D.
"Core Beliefs: Pelor" covers a lot of ground, with very little "crunch" (two spells & two relics). A side bar covers a deity Mayaheine, an ascended paladin of Pelor.
"Three Dragon Readings" uses the Three Dragon Ante game to generate characters (stats & background). It uses a tarot like format to get these numbers.
Following the theme we have "Games of Chance" covers various card & dice games you can use in your D&D game.
"Supporting Cast" gives some examples of the sort of followers the various classes would take as followers. Each entry also contains followers that aren't the obvious choices. There are several leadership feats, as well.
"Impiltur: The Forgotten Kingdom" covers this land from the Forgotten Realms. A regional feat is the only real "crunch" in this article (Pureheart, which allows you to better resist spells from evil outsiders). It has an extensive timeline, as well as general information.
"Ecology of the Rust Monster" covers the classic monsters. It also has some sidebars about some favorite moments, including Gary mentioning how he got the idea for the creature from the miniature. There is an advanced rust monster who is followed by spectres of swordsman who committed ritual suicide for losing their weapons to it.
"Sage Advice" answers questions about the Eberron campaign setting. He completely misses an easy one when he answers that artificers can create scrolls that are either arcane or divine (the ECS errata clearly states that scrolls artificers create are neither arcane nor divine).
Our class acts articles cover the scout (feats and some variants), Truenamers (with denouncements, and feats), monks (discussing "Sacred Enforcers" with UA fighting styles and variant class features for the monk) and "Eastern Cataphracts" (historical equipment and some historical background from our world).
The editorial "Bee & Bee" discusses the theme of words Eric learned from D&D.
"Core Beliefs: Pelor" covers a lot of ground, with very little "crunch" (two spells & two relics). A side bar covers a deity Mayaheine, an ascended paladin of Pelor.
"Three Dragon Readings" uses the Three Dragon Ante game to generate characters (stats & background). It uses a tarot like format to get these numbers.
Following the theme we have "Games of Chance" covers various card & dice games you can use in your D&D game.
"Supporting Cast" gives some examples of the sort of followers the various classes would take as followers. Each entry also contains followers that aren't the obvious choices. There are several leadership feats, as well.
"Impiltur: The Forgotten Kingdom" covers this land from the Forgotten Realms. A regional feat is the only real "crunch" in this article (Pureheart, which allows you to better resist spells from evil outsiders). It has an extensive timeline, as well as general information.
"Ecology of the Rust Monster" covers the classic monsters. It also has some sidebars about some favorite moments, including Gary mentioning how he got the idea for the creature from the miniature. There is an advanced rust monster who is followed by spectres of swordsman who committed ritual suicide for losing their weapons to it.
"Sage Advice" answers questions about the Eberron campaign setting. He completely misses an easy one when he answers that artificers can create scrolls that are either arcane or divine (the ECS errata clearly states that scrolls artificers create are neither arcane nor divine).
Our class acts articles cover the scout (feats and some variants), Truenamers (with denouncements, and feats), monks (discussing "Sacred Enforcers" with UA fighting styles and variant class features for the monk) and "Eastern Cataphracts" (historical equipment and some historical background from our world).