Dragon #313 just arrived

Gallo22 said:
I agree! I liked this very much and looked forward to it. It was info that could be used with any world system. They keep getting rid of all the good stuff in my opinion.--Gallo22

Feh. Some people always gotta be negative. Like with all the elf-bashing.

Me? I find it tough to find something in an issue of Dragon that rocks. Several somethings usually.

So how does one become half-dead? Copulation is not usually feasible for one whose organs (including those of a reproductory nature) don't function. I suppose you could always go the Blade route with vamps, but does the same work with ghouls or zombies?
 

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Felon said:
So how does one become half-dead? Copulation is not usually feasible for one whose organs (including those of a reproductory nature) don't function. I suppose you could always go the Blade route with vamps, but does the same work with ghouls or zombies?

They offer two explanations for how a character can be half-undead: One is that the mother is already pregnant when she becomes undead; the framing fiction to this article deals with a woman who was pregnant when she became a ghoul. Usually such pregnancies don't make it, but every now and then they do. The second way is by way of a botched resurrection, or something along those lines.
 

They give 4 templates for half-undead: half-vampire, -ghoul, -wight, -zombie. All have the following:
Call of Undeath - chance of becoming undead upon death.

Darkvision

Detection - count as undead for detection

Fortification - chance per strike of immunity to crits and sneak attacks.

Immunity to energy drain

Necrotic Life - only half damage to negative energy spells and effects

Slow Aging - age at 1/4 rate after maturity

Turn Kind - bonus to turn own kind if cleric

Vulnerability to Holy Water

Vulnerability to Turning

Saves - bonus to saves vs fear, poison, disease, paralysis, and necromantic spells.

Plus individual qualities per template.
 


WizWrm said:
What's the half-doppleganger template look like? Is it a shapechanger?
On reaching maturity, the half-doppleganger learns to assume 3 humanoid shapes. Once chosen, these are the only shapes he can take besides his own.
 

thalmin said:
The half-ogre increases the base creature's size by 1 category if small or medium, also adding 10 to speed if size increases, +2 to natural AC, darkvision, Giant Blood, Str +4, Int -2, Cha -2.
and
thalmin said:
LA for half-ogre +1 if creature gains a size category, otherwise +0.

So for a zero level adjustment you get +2 natural armor, darkvision and +4 to STR with the negatives of giant blood, -2 INT and CHA?! Wow! Remind me again why anyone would play a half-orc. :rolleyes:

Sorry, I have a soft spot for the half-orc and this is just a further reminder of just how short the end of the stick they got was. AND we get yet another fricking elf!! GAAAAH! :mad:


:p
 
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Rushing the Dragon

I wonder, would anyone mind transcribing the Coming Soon's for Issue 314...? Always too curious for my own good, of course, ALX. :D Thanx in advance!
 

X-Marks! said:
I wonder, would anyone mind transcribing the Coming Soon's for Issue 314...? Always too curious for my own good, of course, ALX. :D Thanx in advance!

Well sure! Kumbaya, it never hurts to help!

Dragon Magazine #314 - Elemental Magic

Cover by Arnie Swekel

Masters of the Four Winds, by David Noonan - The Palace of the Four Winds harbors a group of monks composed of four factions, each one dedicated to one of the four winds. New spells and prestige classes bring you inside the Palace to learn the secrets of the masters of the four winds.

Dust to Dust, by Ari Marmell - The Earthborn beieve that the earth is a slumbering elemental force, poised to rise and lead them to greater glory. This zealous group's new spells, magic items, feats, and monstrous servants can shake the foundations of your campaign.

A World Ablaze, by Clifford Horowitz - Take pyromania to a new level with the Brotherhood of the Burning Heart, an organization dedicated to seeing the world consumed by the passion of flame. New magic, tools, and abilities make this group a force to be reckoned with.

Guardians of the Deepest Sea, by James Jacobs - The waters of the Underdark hide a secret group known as The Darkwater Guardians, an organization devoted to preserving the deepest of waterways. Water spells, feats, and more will cleanse the stain of impurity from the waters of your world.

Ecology of the Salamander, by Christopher Campbell - These creatures of fire often serve more powerful denizens of the Elemental Plane of Fire, but many harbor their own secrets ambitions. Learn everything you ever wanted to know about the salamanders, from flamebrothers to nobles.

Plus, new fiction by Thomas Harlan, "Nodwick," "Dork Tower," "Sage Advice," and more great D&D content!


As a special asking-only bonus, here's the Coming Soon for Dungeon magazine as well!:

Dungeon #105

Dungeon Magazine is proud to present the return of Warduke, the coolest D&D villain ever to pop out of a 1980s action figure package. Take him on with our new Critical Threat, explore a Map of Mystery, or challenge your PCs with one of the following exciting adventures:

The Stink, by Monte Lin - Folks have been vanishing from the Stink, a disease-filled rubbish quarter of Sunhill. City officials recruit the heroes to investigate the disappearances, putting the PCs on the trail of scaly subterranean denizens with ill plans for the surface world. A D&D adventure for 4th-level characters.

Racing the Snake, by John Simcoe - A long-simmering merchant conflict has turned into a war of assassination, and the PCs are called on to prevent an attempt to murder a daughter of one of the merchants. Your characters must lead her would-be killer, a yuan-ti assassin, on an overland chase through a canyon called Ehlonna's Scar, which contains surprises of its own. A D&D adventure for 6th-level characters.

POLYHEDRON #164 - Deathnet - A d20 Modern Mini-Game - Ever feel like you can't escape the Internet? Deathnet, by Eberron creator Keith Baker, puts you in the role of a virtual reality playtester trapped in a deadly computer network. Team up with cartoonish plumbers, fireball-hurling wizards, and frag-happy space marines in an attempt to thwart the evil secret of the Deathnet!
 
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FoxWander said:
So for a zero level adjustment you get +2 natural armor, darkvision and +4 to STR with the negatives of giant blood, -2 INT and CHA?! Wow! Remind me again why anyone would play a half-orc. :rolleyes:

Except that Large and bigger creatures usually already have an ECL.
 


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