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<blockquote data-quote="(un)reason" data-source="post: 6155559" data-attributes="member: 27780"><p><strong><u>Dragon Issue 325: November 2004 </u></strong></p><p></p><p></p><p>part 6/8</p><p></p><p></p><p>Heroic feats: Not surprising that this column is in theme, with 9 feats that enhance various magic specialities. Make your shadow magic more real, your charms more charming, your protective spells tougher, and your buffs more buffy. Each of them requires that you be a specialist in the appropriate school, with enchanters getting one for each subschool, and the others getting one each. They aren't that impressive numerically, but if you've already taken spell focus, and want to squeeze a little more of an edge out of your area of concentration, they're a logical next choice. </p><p></p><p></p><p>Gaining prestige: Mounted Archery is one of those styles of combat that's particularly tricky to master, requiring you to combine two disciplines that are hard enough in their own right. A prestige class that specialises in it makes perfect sense. As mounts tend to become fragile at higher levels, they gain the ability to substitute their own saves for their mount's one, making it a little harder to ruin their day with a quick charm. They also get dodge bonuses, improved crit ranges, and the ability to ride-by attack everyone in their movement path with ease, plus their own barbarian horde at 10th level. Seems legit, and very reskinable to different races and cultures. It's just a matter of seeking out adventures that don't take you into cramped spaces too much. </p><p></p><p></p><p>Winning races: Even more than Grippli, Lupins are incredibly PC friendly, with their abilities remaining LA+0 without any effort at all. A load of smell related bonuses to things, a bit of a bonus to listen checks, and the ability to root out and savage werewolves with great brutality. As good team players with a strong sense of right and wrong, an adventuring band is a perfect environment for them. This is a pretty straight conversion, although it skips all the nuances in issue 237's larger article with tons of different breeds. It does focus on the more savage lupins rather than the civilised, french-accented ones, but I suppose that just fits their current policy of making things as generic as possible. The old mystara whimsy really isn't their style, which makes this far less exciting than it could have been. Workmanlike, not thrilling.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6155559, member: 27780"] [B][U]Dragon Issue 325: November 2004 [/U][/B] part 6/8 Heroic feats: Not surprising that this column is in theme, with 9 feats that enhance various magic specialities. Make your shadow magic more real, your charms more charming, your protective spells tougher, and your buffs more buffy. Each of them requires that you be a specialist in the appropriate school, with enchanters getting one for each subschool, and the others getting one each. They aren't that impressive numerically, but if you've already taken spell focus, and want to squeeze a little more of an edge out of your area of concentration, they're a logical next choice. Gaining prestige: Mounted Archery is one of those styles of combat that's particularly tricky to master, requiring you to combine two disciplines that are hard enough in their own right. A prestige class that specialises in it makes perfect sense. As mounts tend to become fragile at higher levels, they gain the ability to substitute their own saves for their mount's one, making it a little harder to ruin their day with a quick charm. They also get dodge bonuses, improved crit ranges, and the ability to ride-by attack everyone in their movement path with ease, plus their own barbarian horde at 10th level. Seems legit, and very reskinable to different races and cultures. It's just a matter of seeking out adventures that don't take you into cramped spaces too much. Winning races: Even more than Grippli, Lupins are incredibly PC friendly, with their abilities remaining LA+0 without any effort at all. A load of smell related bonuses to things, a bit of a bonus to listen checks, and the ability to root out and savage werewolves with great brutality. As good team players with a strong sense of right and wrong, an adventuring band is a perfect environment for them. This is a pretty straight conversion, although it skips all the nuances in issue 237's larger article with tons of different breeds. It does focus on the more savage lupins rather than the civilised, french-accented ones, but I suppose that just fits their current policy of making things as generic as possible. The old mystara whimsy really isn't their style, which makes this far less exciting than it could have been. Workmanlike, not thrilling. [/QUOTE]
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