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<blockquote data-quote="(un)reason" data-source="post: 6106685" data-attributes="member: 27780"><p><strong><u>Dragon Issue 312: October 2003</u></strong></p><p></p><p></p><p>part 4/9</p><p></p><p></p><p>Thieves of will: Unlike the previous three articles, mind controllers don't have an iconic class associated with the concept. So instead of a whole bunch of variants, we get a load of talk about how well various classes fit into this mould. While Wizards specialising in Enchantment are the obvious choice, they're probably not as effective as Bards or Sorcerers with an appropriate spell selection, as they'll find it harder to get the mundane Charisma to back up their talents when their spells fail. Clerics and Druids may find it a little harder, but they can still get their claws into you if they choose the right spells and feats. Paladins and Rangers, not so much, given how small and specialised their spell selections are. As the shortest and least crunchy of the articles, this does feel like they did struggle for a bit trying to make up the theme, but it does have a decent number of new feats and spells to round off the general advice. Since mind control effects often don't work that well in pitched combat, anything which gives you an edge in speed and difficulty resisting makes a substantial difference. Not that I can escape the feeling that if it comes to that, you've already lost. On the other hand, someone is going to make their save sooner or later, and then you need to be able to defend yourself, and you can't always be surrounded by minions if you want to be a subtle controller. I'm sure you'll manage. 3.5 may have nerfed mind control a little, but It's fine compared to the absolute gutting next edition will bring. </p><p></p><p></p><p>Holier than thou: In sharp contrast with the themed material, we also have some stuff on celestial monster PC's. Asuras, Bariaurs, Holyphants, Leskylor, Moon Dogs, Quesar, and Rhek all get Savage species style racial progressions. Bariaur and Rhek are the only ones you're likely to finish in and add on additional class levels, with the others being well into the teens, with only around half the levels actually granting new HD and skill points. Ok, the skill points and BAB still aren't completely terrible, since they're outsider levels, but they're still going to be a little fragile. I remain dubious about actually playing them. Better get good at making sure those spell-like abilities and resistances remain relevant, and enemies don't target your weaknesses. I don't think many people will be picking these.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6106685, member: 27780"] [B][U]Dragon Issue 312: October 2003[/U][/B] part 4/9 Thieves of will: Unlike the previous three articles, mind controllers don't have an iconic class associated with the concept. So instead of a whole bunch of variants, we get a load of talk about how well various classes fit into this mould. While Wizards specialising in Enchantment are the obvious choice, they're probably not as effective as Bards or Sorcerers with an appropriate spell selection, as they'll find it harder to get the mundane Charisma to back up their talents when their spells fail. Clerics and Druids may find it a little harder, but they can still get their claws into you if they choose the right spells and feats. Paladins and Rangers, not so much, given how small and specialised their spell selections are. As the shortest and least crunchy of the articles, this does feel like they did struggle for a bit trying to make up the theme, but it does have a decent number of new feats and spells to round off the general advice. Since mind control effects often don't work that well in pitched combat, anything which gives you an edge in speed and difficulty resisting makes a substantial difference. Not that I can escape the feeling that if it comes to that, you've already lost. On the other hand, someone is going to make their save sooner or later, and then you need to be able to defend yourself, and you can't always be surrounded by minions if you want to be a subtle controller. I'm sure you'll manage. 3.5 may have nerfed mind control a little, but It's fine compared to the absolute gutting next edition will bring. Holier than thou: In sharp contrast with the themed material, we also have some stuff on celestial monster PC's. Asuras, Bariaurs, Holyphants, Leskylor, Moon Dogs, Quesar, and Rhek all get Savage species style racial progressions. Bariaur and Rhek are the only ones you're likely to finish in and add on additional class levels, with the others being well into the teens, with only around half the levels actually granting new HD and skill points. Ok, the skill points and BAB still aren't completely terrible, since they're outsider levels, but they're still going to be a little fragile. I remain dubious about actually playing them. Better get good at making sure those spell-like abilities and resistances remain relevant, and enemies don't target your weaknesses. I don't think many people will be picking these. [/QUOTE]
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