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<blockquote data-quote="(un)reason" data-source="post: 6142483" data-attributes="member: 27780"><p><strong><u>Dragon Issue 321: July 2004</u></strong></p><p></p><p></p><p>part 6/8</p><p></p><p></p><p>Elminster's guide to the realms: The Realms has already had not one, but two specials on magical masks (issues 117 and 281. ) I guess with a god named that, they just can't get away from the idea, because here's another one. Only this time, Ed's concentrating on a person who MAKES masks (and worships the god behind them) rather than the masks themselves. This means we get another helping of character study, worldbuilding details, adventure hooks, and interesting illustrations that are open-ended enough for you to use in all sorts of ways in your own campaign. Waterdeep is a busy place, and as soon as you foil one villain, you can find the threads to half a dozen more. (who may now be profiting due to the reduced competition.) This is another article I could definitely see myself finding a use for. </p><p></p><p></p><p>Champions of fate: Al-Qadim is the setting that gets another follow-up this issue, showing how much good stuff they got when they simply asked for it. While Sha'irs are a sufficiently dramatic change from regular spellcasters they need their own core class, a lot of the other kits are better suited to prestige classes, especially as you can replicate them simply with the right skill and feat choices under the more customisable 3e rules. This is certainly the case of the ones updated here. </p><p></p><p>Barbers are only a 5 level class, and you can get into them pretty low level as a rogue, which fits their everyday nature. They lack sneak attack, but with their boosted social and alchemical skills, they can become very influential indeed, and probably pull off an assassination themselves as well if needs be. The best way to win a fight is to never let them suspect you're an enemy in the first place. </p><p></p><p>Corsairs are fighter/rogue hybrids, completely unsurprisingly. They're slightly better overall than splitting your levels between the two classes, although they don't get sneak attack, instead concentrating on the acrobatic and mobility stuff. They're a good one to choose if you want a fighty character who also has a significant amount of noncombat tricks. </p><p></p><p>Holy Slayers are quite a bit more permissive in the types of characters they let in, with even paladins being able to find some common ground in their unwavering faith. Not that it's the most optimal path for them, as multiple effects granting immunity to fear are kinda redundant, but it's nice to see religious fanaticism being treated more open-handedly than the subtle contempt it got in the original books. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> They're still pretty sneaky though, even if they are slightly more martial than regular rogues. </p><p></p><p>Mamluks concentrate on endurance and teamwork, which fits their characterisation, and will come in handy for the bureaucracy parts of their job as well as the fighting. I think these are another pretty good set of conversions then, as they keep the greater emphasis on skills and noncombat tricks the old al-qadim kits did in their updating.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6142483, member: 27780"] [B][U]Dragon Issue 321: July 2004[/U][/B] part 6/8 Elminster's guide to the realms: The Realms has already had not one, but two specials on magical masks (issues 117 and 281. ) I guess with a god named that, they just can't get away from the idea, because here's another one. Only this time, Ed's concentrating on a person who MAKES masks (and worships the god behind them) rather than the masks themselves. This means we get another helping of character study, worldbuilding details, adventure hooks, and interesting illustrations that are open-ended enough for you to use in all sorts of ways in your own campaign. Waterdeep is a busy place, and as soon as you foil one villain, you can find the threads to half a dozen more. (who may now be profiting due to the reduced competition.) This is another article I could definitely see myself finding a use for. Champions of fate: Al-Qadim is the setting that gets another follow-up this issue, showing how much good stuff they got when they simply asked for it. While Sha'irs are a sufficiently dramatic change from regular spellcasters they need their own core class, a lot of the other kits are better suited to prestige classes, especially as you can replicate them simply with the right skill and feat choices under the more customisable 3e rules. This is certainly the case of the ones updated here. Barbers are only a 5 level class, and you can get into them pretty low level as a rogue, which fits their everyday nature. They lack sneak attack, but with their boosted social and alchemical skills, they can become very influential indeed, and probably pull off an assassination themselves as well if needs be. The best way to win a fight is to never let them suspect you're an enemy in the first place. Corsairs are fighter/rogue hybrids, completely unsurprisingly. They're slightly better overall than splitting your levels between the two classes, although they don't get sneak attack, instead concentrating on the acrobatic and mobility stuff. They're a good one to choose if you want a fighty character who also has a significant amount of noncombat tricks. Holy Slayers are quite a bit more permissive in the types of characters they let in, with even paladins being able to find some common ground in their unwavering faith. Not that it's the most optimal path for them, as multiple effects granting immunity to fear are kinda redundant, but it's nice to see religious fanaticism being treated more open-handedly than the subtle contempt it got in the original books. :p They're still pretty sneaky though, even if they are slightly more martial than regular rogues. Mamluks concentrate on endurance and teamwork, which fits their characterisation, and will come in handy for the bureaucracy parts of their job as well as the fighting. I think these are another pretty good set of conversions then, as they keep the greater emphasis on skills and noncombat tricks the old al-qadim kits did in their updating. [/QUOTE]
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