[Dragon] # 304 Contents

Aitch Eye

First Post
Yes, finally. Sorry for the delay. I won't proofread it next time[Edit: I see I didn't quite do it enough, though.].

"Nice job!" to Mearls and Ashy on their articles, and to the magazine staff as well. This is a very nice, fun, and useful issue.



Revision 3.5 Update, by Ed Stark. Examples of the upcoming revision of the D&D rules on the theme of "Character Generation," one from each of the core books. (See this thread .)

Mercenaries For Hire: The Nameless Legion, by Mike Mearls. The mysterious leaders of this organization recruit creatures from the worlds of the Material Plane and others, purging their memories and changing their alignment to neutral or good if necessary. The article is geared toward using them in a standard campaign world, and is written to be very portable. While it details the legion's organization and methods (particularly how they make it acceptable to local leaders), these aren't tied to any more than a very vague backstory. No NPCs are given, and the crunchy bits are confined to a couple of feats, three exotic weapons, three magic tattoos, and the magic masks the leaders wear.

Monstrous Magic: 46 Spells for Unusual Spellcasters, by James Wyatt. Most of these spells enhance the special abilities and natural attacks of various creatures (or non-monstrous characters with the right spells or items); a few simply happen to work very well with certain creatures (like making someone gasp for breath, or summoning a huge mount). Only a few of the spells are usable only by monstrous characters, and a number of spells wouldn't look out of place on a standard spellcaster's list. There's a useful selection of necromantic spells, and variations on awaken that work on beasts, magical beasts, and oozes. Five spells (one telepathic, four dealing with poison) have psionic versions.

Saddle Up: Mounted Combat Rules for Intelligent Characters, by Rich Redman. Covers training an intelligent creature to be a mount, the number of riders, placing mount and rider on a combat grid, initiative, attacks of opportunity, how special attacks are affected, how the Mounted Combat feat affects mount and rider, and summarizes the mounted combat rules from the PHB with necessary changes.

Prestige Races: Changing Your Character for the Better, by Greg Dent and Brannon Hollingsworth. This article takes its concept from the Oathbound campaign setting published by Bastion Press, and is written by two of the contributors. It's published under the Open Game License. By taking a feat, characters can expend XP and meditate for a number of days to progressively resculpt their bodies along six paths. The paths are themed around the four elements, clockwork technology, and purification of the soul. For creating NPCs, the alterations are treated as magic items, with a formula giving a cost that's deducted from the money going to their gear. Advice is given on creating your own alterations.

Locked Away: Chests for Serious Dungeon Residents, by Rick Moscatello. Chests of unusual construction, ranging from those particular to craftsmen of certain races, to those made of green slime and trollflesh. There are also six related magical and non magical items and alchemical substances.

Guardians of the Wild: Fey Born Fair and Foul, by Gwendolyn F.M. Kestrel. This collection of creatures includes a new PC race, the Changeling, as well as templates for Seelie Court Fey and Unseelie Fey [edit: I mistakenly had this as "Unseelie Court Fey"] (with a Seelie Dryad Druid and Unseelie Unicorn given as examples). There's also the Crystalline Cat, Force of Nature (which resembles something part dragon/part plant), Green Guardian (a plant, not a fey), and the Spark.

Haunted: A Tale of Sembia, by Dave Gross. Forgotten Realms fiction.

Up on a Soapbox "Remember the Mission!," by Gary Gygax. (Every summary I've tried gives away to much.)

Elminster's Guide to the Realms "Jongrath's Mill," by Ed Greenwood. A horse-powered mill whose owner is in a feud with local heralds. There's also a magic item: Shield of Senses.

Silicon Sorcery "Asheron's Call 2: Fallen Kings," by Clifford Horowitz. 16 combat feats based on character abilities from the computer game.

Dungeoncraft "Fantasy Cities, Part 1: Using Cities," by Monte Cook. The first of three articles, this is a general look not just at cities, but villages and towns as well. It addresses using them as one-shot settings, recurring settings, and bases of operation (using them as adventure sites will be addressed in Part 3), with advice on giving them flavor and fleshing them out.

DM's Toolbox "Roleplaying NPCs," by Johnn Four. Designing personal traits and running encounters.

Sage Advice, by Skip Williams. Focuses on the <i>Book of Vile Darkness</i>, as well as feats and special abilities.

Living Greyhawk Journal "Places of Mystery: Gateways to Adventure," by Gary Holian. The histories of the Dragonshead Barrows and The Hool Beacon.

Pullout Insert "Cone Area Templates." Straight and diagonally directed 30 ft. cones, with diagrams on the back indicating how to extend them across the combat grid.
 
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Well well well...our first OGC article in Dragon. And we thought the day would never come. Good to see Paizo is as good as their word! This looks like the start of something great.
 

And in the next issue...

#305 has an "Urban Adventure" theme.

City Tiles, illustrated by Mike May. "...a huge 2-sided, miniature-scale poster map. On one side we present a city street for urban battles, and on the other ... the sewers! If you pick up Dungeon #97, you can use both issue's premiums together to create a huge tabletop map for city combats. Change the two maps' orientations, and you can create a different map for fights or chase scenes in another neighborhood."

Cities of the Planes: N'Gati, by James Jacobs. A new series. "...the Astral city of N'gati. You can use N'gati as a site for exotic adventures or a base of operations for journeys through the Astral Plane and the rest of the multiverse. This and future 'Cities of the Planes" articles will provide you with unique locations and new ideas you can use as is or incorporate into your game world to make it a more wondrous place."

Urban Traps, by Penny Williams. "Use these magic items and machines to rogue-proof your home base and keep your cohorts safe."

The Secret Life of Yuan-Ti, by Robin Laws.

Arms of the Kraken, by George R.R. Martin. Complete novella excerpted from the upcoming "Song of Ice and Fire" novel, A Feast for Crows.
 

That sounds like a kick-butt issue, wish mine had came yet... *sigh*

There are at least three sections in there that will be of immediate use to me, which is great.
 


Alzrius said:
Well well well...our first OGC article in Dragon. And we thought the day would never come. Good to see Paizo is as good as their word! This looks like the start of something great.

I must say that I am HONORED to have been a part of it as well, suren! :D
 


I recently (about 2 weeks ago) sent in my subscription to the magazine. I know it says from 6 to 8 weeks before I get my first magazine. Does this mean I will get this months (304) or will start with next months (305)?

Basically, do I need to purchase 305 from the retailer or wait?
 

This issue seems to be sort of the tie-in issue to Savage Species, though it isn't too much the focus.

I'm wondering what kind of things are necessary for a mount character, and what do they recommend as one. I'm guessing anything that's quadaped and other multiped creatures, but is there some issues with bipeds? Could a human be a mount for some tiny character?

Does the monstrous spells have anything resembling the renew ability spell from 2e, which let a character restore per day uses of their spell-like abilities?

What's involved with the Seelie and Unseelie templates? I'm assuming it's better for the flavour of the courts than using Half-Fiend and Half-Celestial back in the MotP.

The Prestige Races, what are the particulars of some of them? I can guess the elementals ones do something related to the elements, and the clockwork one might give you construct like qualities. But this purification one does what? And another thing about this article, the preview from last issue mentioning inferno creatures made me think about everyones favourite insanely maniacal pyromaniac wizard Ignus from Planescape Torment. Could you actually create a character with the same abilities as Ignus using that prestige race?
 

Kobold Avenger said:
The Prestige Races, what are the particulars of some of them? I can guess the elementals ones do something related to the elements, and the clockwork one might give you construct like qualities. But this purification one does what? And another thing about this article, the preview from last issue mentioning inferno creatures made me think about everyones favourite insanely maniacal pyromaniac wizard Ignus from Planescape Torment. Could you actually create a character with the same abilities as Ignus using that prestige race?

Well, I cannot go into too much detail (obviously) but I can tell you that much like any other PrRace, the elemental foci allow your character to slowly advance along a certain path. While you do gain some abilities based on that element, there are other affects as well that I hope most folks will think are really cool. The clockwork foci does make one more and more construct like as you go along and the "purification foci" is a focus on certain aspects of an individual. I'll leave it at that, to keep your interest perked. (After all, I want ya to buy the magazine, after all!)

If you want to see a bit of the article that was removed due to space, head over to my personal site, here:

http://www.enkwell.com/ogco.shtml

Feel free to ask other questions as well - I'll happily answer as many as possible. :)
 

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