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<blockquote data-quote="(un)reason" data-source="post: 6142079" data-attributes="member: 27780"><p><strong><u>Dragon Issue 321: July 2004</u></strong></p><p></p><p></p><p>part 5/8</p><p></p><p></p><p>Nodwick's party are certainly getting the hang of this extraplanar thing. They must be pretty high level by now.</p><p></p><p></p><p>Creatures of brilliance: Our new/revamped rainbow universe gets filled out with some new monsters to keep adventuring there interesting, plus the obligatory template that you can apply to mundane creatures to make them glowy and equipped with appropriately scaling magical abilities. In that way, 3e is a lot more convenient than 2e. Now, if only they'd added a big list of appropriate existing monsters like the plane of shadow one did. Then it'd be even easier to build adventures and random encounters here. </p><p></p><p>Glimmerfolk are the LA+0 humanoid natives of the plane most likely to become PC's. They're pretty, come in many colours, and have glowing balls of light surrounding them that they can burn to produce spell-like abilities. This also means they have a unique penalty to stealth rolls that reduces as they use up daily resources, which creates a very interesting tactical dynamic. Like Warforged, that's cool and different, and allows their powers to be slightly more powerful than most +0 races because they also have a weakness. I approve very strongly of this. </p><p></p><p>Prismfly Swarms use their pretty lights to entrance and confuse you, and then strip the flesh from your bones with their acidic mandibles. The circle of life continues whatever universe you're in, and they use whatever tools are at their disposal to survive and propagate themselves. </p><p></p><p>Rainbow Dwellers occupy about the same niche as invisible stalkers, humanoids comprised entirely out of rainbow light that probably mean trouble, but it's not a sure bet, and they're alien enough that you can't be sure what'll work. Which is just as it should be, and makes these two articles very much a beacon of light in a sea of boredom. </p><p></p><p></p><p>Faiths of faerun: A double bill of prestige classes here this time, both intended for worshippers of Arvoreen. Wait a minute, he's a generic halfling deity, not a realms one. I presume this state of affairs is because everyone but the lead deity of each race got cut out of the core 3e products, so it was up to the realms setting-builders to stick them back in. But anyway, like Monte's Nightsong duo, this pair seem designed specifically to complement each other, which is quite neat. Arvoreen's keepers are cleric/rogue hybrids that take a decent amount of multiclassing to get into, but pay for that quite well, with full spellcasting progression, decent skills, and a moderate number of special abilities on top of that. They certainly seem like the dipping will pay for itself at higher level. Arvoreen's Warders don't get the spellcasting, but they do get full BAB, all the special abilities of the Warder, plus two free weapon focuses and specialisations on top of that, making them a good ranger/rogue hybrid. This means they synergize well, especially since an explicit part of their abilities is encouraging them too be a team player, but should be different enough that both can play a valuable role in the same team. If you're playing a halfling heavy party, see if you can tempt them.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6142079, member: 27780"] [B][U]Dragon Issue 321: July 2004[/U][/B] part 5/8 Nodwick's party are certainly getting the hang of this extraplanar thing. They must be pretty high level by now. Creatures of brilliance: Our new/revamped rainbow universe gets filled out with some new monsters to keep adventuring there interesting, plus the obligatory template that you can apply to mundane creatures to make them glowy and equipped with appropriately scaling magical abilities. In that way, 3e is a lot more convenient than 2e. Now, if only they'd added a big list of appropriate existing monsters like the plane of shadow one did. Then it'd be even easier to build adventures and random encounters here. Glimmerfolk are the LA+0 humanoid natives of the plane most likely to become PC's. They're pretty, come in many colours, and have glowing balls of light surrounding them that they can burn to produce spell-like abilities. This also means they have a unique penalty to stealth rolls that reduces as they use up daily resources, which creates a very interesting tactical dynamic. Like Warforged, that's cool and different, and allows their powers to be slightly more powerful than most +0 races because they also have a weakness. I approve very strongly of this. Prismfly Swarms use their pretty lights to entrance and confuse you, and then strip the flesh from your bones with their acidic mandibles. The circle of life continues whatever universe you're in, and they use whatever tools are at their disposal to survive and propagate themselves. Rainbow Dwellers occupy about the same niche as invisible stalkers, humanoids comprised entirely out of rainbow light that probably mean trouble, but it's not a sure bet, and they're alien enough that you can't be sure what'll work. Which is just as it should be, and makes these two articles very much a beacon of light in a sea of boredom. Faiths of faerun: A double bill of prestige classes here this time, both intended for worshippers of Arvoreen. Wait a minute, he's a generic halfling deity, not a realms one. I presume this state of affairs is because everyone but the lead deity of each race got cut out of the core 3e products, so it was up to the realms setting-builders to stick them back in. But anyway, like Monte's Nightsong duo, this pair seem designed specifically to complement each other, which is quite neat. Arvoreen's keepers are cleric/rogue hybrids that take a decent amount of multiclassing to get into, but pay for that quite well, with full spellcasting progression, decent skills, and a moderate number of special abilities on top of that. They certainly seem like the dipping will pay for itself at higher level. Arvoreen's Warders don't get the spellcasting, but they do get full BAB, all the special abilities of the Warder, plus two free weapon focuses and specialisations on top of that, making them a good ranger/rogue hybrid. This means they synergize well, especially since an explicit part of their abilities is encouraging them too be a team player, but should be different enough that both can play a valuable role in the same team. If you're playing a halfling heavy party, see if you can tempt them. [/QUOTE]
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