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<blockquote data-quote="(un)reason" data-source="post: 6063890" data-attributes="member: 27780"><p><strong><u>Dragon Issue 302: December 2002</u></strong></p><p></p><p></p><p>part 3/10</p><p></p><p></p><p>Dork tower takes try before you buy to quite disturbing heights. </p><p></p><p></p><p>Class acts: An exceedingly long and in depth class act for a change, as they give us what is not just a single prestige class, but a whole load of customizable ideas and plot hooks. The Tainted, people who for whatever reason, have become bonded with some kind of lower-planar creature, and must deal with their new urges and powers in whatever way they choose. This is a rich ground for roleplaying, and along with the stats, (which eat up a huge amount of space, as they detail the powers you get for bonding with 21 different types of fiends, (plus progressions for both warriors and spellcasters, which is a definite help), and encourage you to detail the effects for other monsters as well) we get plenty of advice on how you can wind up in the class from a setting point of view, especially if you want to play a character unwillingly bonded with a demon and struggling against it. See, this is the kind of thing the book of vile darkness should have had more of, instead of going Look at me! I'm so Eeeevil!!!! I eat human flesh and <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> spider-kittens with my pierced genitals and manipulate people's cancers! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> This is definitely the most ambitious class act so far, and one that could accommodate an entire party of people, bonding them with different fiends appropriate to their personalities, (although this could turn into an 80's cartoon if done wrong) and showcasing the different ways they handle their changes. I strongly approve. </p><p></p><p></p><p>Arcane Lore: Ahh yes, cantrips. One of the things originally introduced in the magazine, way back in issue 59. Man, it's been a long time. We've had several experiments with them over the years too, including the rather good one in issue 221. Good to see people still proving that imagination is more important than raw power if you really want to be an effective spellcaster. </p><p></p><p>Zap Trap'll inflict a single point of static'y nastiness on people touching your stuff. Enough to keep the other students off your stuff, but hopefully not killing them even if they are 1st level wizards. And frankly, if they're dumb enough keep poking where they shouldn't, let cumulative applications wear them down, they don't deserve to gain any more levels. </p><p></p><p>Deftness is about as useful as aid another. +2 bonus to a skill roll may seem small, but is not to be underestimated in a pinch. You have all these cantrip slots, better to use something like this than waste them. </p><p></p><p>Perfect Pitch is another example of how a tiny spell can have huge real world benefits. A lot of musicians would kill for this, given how annoying it is training for years and then having some upstart outshine you without even trying. </p><p></p><p>Thunderhead is another one that inflicts tiny amounts of electricity damage, but in intimidating style. I think using boom boom as the punchline to this joke is actually appropriate for a change. </p><p></p><p>Coin of the Realm is a cut down fools gold, only disguising a single coin at a time. This may not let you get hold of magic items, but you should be able to manage more than your fair share of rounds at the pub. </p><p></p><p>Flag lets you send out a signal without all the bother of drawing on and stringing up your hanky. Again, the little things make life run much smoother. </p><p></p><p>Mirror similarly allows you to attend to your vanity at a whim. What use is poor faithful Jerome now? Make him do The Walk of shame. </p><p></p><p>Stench is obviously for comedy purposes. Student wizards are still students, and that means twattery. He who smelt it dealt it. </p><p></p><p>Footpad's grace means 1st level wizards may be able to beat similar level thieves. The usual problem there then. </p><p></p><p>Glittering Razors is another very weak combat spell. An extra point of damage? Well, that may be all you can afford sometimes. Direct damage really isn't the most efficient use of these slots. </p><p></p><p>Heat Water, on the other hand is both invaluable on an everyday basis, and may be a lifesaver. We can all do with a good cuppa now and then. </p><p></p><p>Resize is handy for any wizard of size or shape that makes buying clothes tricky and expensive. Now you can stuff your face with even greater impunity. The ankh-morpork guys'll be all over this. </p><p></p><p>Yell is another no brainer for a wizard who wants to get stuff done. We can't all have the natural projection of BRIAN BLESSED! I think this has been a pretty likable collection. Once again, the reasons why wizards beat sorcerers in the long run is made very clear.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6063890, member: 27780"] [B][U]Dragon Issue 302: December 2002[/U][/B] part 3/10 Dork tower takes try before you buy to quite disturbing heights. Class acts: An exceedingly long and in depth class act for a change, as they give us what is not just a single prestige class, but a whole load of customizable ideas and plot hooks. The Tainted, people who for whatever reason, have become bonded with some kind of lower-planar creature, and must deal with their new urges and powers in whatever way they choose. This is a rich ground for roleplaying, and along with the stats, (which eat up a huge amount of space, as they detail the powers you get for bonding with 21 different types of fiends, (plus progressions for both warriors and spellcasters, which is a definite help), and encourage you to detail the effects for other monsters as well) we get plenty of advice on how you can wind up in the class from a setting point of view, especially if you want to play a character unwillingly bonded with a demon and struggling against it. See, this is the kind of thing the book of vile darkness should have had more of, instead of going Look at me! I'm so Eeeevil!!!! I eat human flesh and :):):):) spider-kittens with my pierced genitals and manipulate people's cancers! :rolleyes: This is definitely the most ambitious class act so far, and one that could accommodate an entire party of people, bonding them with different fiends appropriate to their personalities, (although this could turn into an 80's cartoon if done wrong) and showcasing the different ways they handle their changes. I strongly approve. Arcane Lore: Ahh yes, cantrips. One of the things originally introduced in the magazine, way back in issue 59. Man, it's been a long time. We've had several experiments with them over the years too, including the rather good one in issue 221. Good to see people still proving that imagination is more important than raw power if you really want to be an effective spellcaster. Zap Trap'll inflict a single point of static'y nastiness on people touching your stuff. Enough to keep the other students off your stuff, but hopefully not killing them even if they are 1st level wizards. And frankly, if they're dumb enough keep poking where they shouldn't, let cumulative applications wear them down, they don't deserve to gain any more levels. Deftness is about as useful as aid another. +2 bonus to a skill roll may seem small, but is not to be underestimated in a pinch. You have all these cantrip slots, better to use something like this than waste them. Perfect Pitch is another example of how a tiny spell can have huge real world benefits. A lot of musicians would kill for this, given how annoying it is training for years and then having some upstart outshine you without even trying. Thunderhead is another one that inflicts tiny amounts of electricity damage, but in intimidating style. I think using boom boom as the punchline to this joke is actually appropriate for a change. Coin of the Realm is a cut down fools gold, only disguising a single coin at a time. This may not let you get hold of magic items, but you should be able to manage more than your fair share of rounds at the pub. Flag lets you send out a signal without all the bother of drawing on and stringing up your hanky. Again, the little things make life run much smoother. Mirror similarly allows you to attend to your vanity at a whim. What use is poor faithful Jerome now? Make him do The Walk of shame. Stench is obviously for comedy purposes. Student wizards are still students, and that means twattery. He who smelt it dealt it. Footpad's grace means 1st level wizards may be able to beat similar level thieves. The usual problem there then. Glittering Razors is another very weak combat spell. An extra point of damage? Well, that may be all you can afford sometimes. Direct damage really isn't the most efficient use of these slots. Heat Water, on the other hand is both invaluable on an everyday basis, and may be a lifesaver. We can all do with a good cuppa now and then. Resize is handy for any wizard of size or shape that makes buying clothes tricky and expensive. Now you can stuff your face with even greater impunity. The ankh-morpork guys'll be all over this. Yell is another no brainer for a wizard who wants to get stuff done. We can't all have the natural projection of BRIAN BLESSED! I think this has been a pretty likable collection. Once again, the reasons why wizards beat sorcerers in the long run is made very clear. [/QUOTE]
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