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<blockquote data-quote="(un)reason" data-source="post: 6163281" data-attributes="member: 27780"><p><strong><u>Dragon Issue 327: January 2005</u></strong></p><p></p><p></p><p>part 7/7</p><p></p><p></p><p>Class acts switches things around so it's all in alphabetical order, instead of the core 4 coming first. No more favouritism for you! <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" /> </p><p></p><p>Barbarians get The canny barbarian. Go on, go against stereotype. You don't get to survive in the wilds alone for long if you don't have a certain degree of smarts. Thog smash is not the only thing you have to show. You have plenty of skills and tricks that you can use where a fighter would just do the boring thing. </p><p></p><p>Bards get Bards from History. As with last month's paladins, this covers their historical antecedents. This is rather easier, as traveling musical types show up in every culture. </p><p></p><p>Clerics get Tokens of faith. Like backgrounds, this is an excuse to squeeze out yet another minor benefit to a specific ability. Innocuous in itself, every little extra counts to the dedicated twink, so watch out. </p><p></p><p>Druids get 3 new animal companion options. Flying squirrels (not carnivorous, unfortunately. ) Moose, and giant seahorses. 3 HD creatures are CR 1 these days are they? Hmmm. This needs thinking about. </p><p></p><p>Fighters get the multiclass advice baton passed to them. Fighters really work best as a 1, 2 or 4 level dip for some other combatant class (6 at absolute most for the save symmetry), but they can't go as far as to say one of the core classes is outright crap, so this is a slightly awkward bit of advice. A few levels in ranger, rogue or paladin seem to be the best options for a primary fighter. </p><p></p><p>Monks get Ranged Monks. While it may be going against stereotypes, like two-weapon fighters and cunning barbarians, this is surprisingly effective. Shuriken, high dex, lots of speed and mobility. You can really ruin someone's day, attacking when they can't reach you, and grabbing their return shots out of the air and sending them straight back. A cool course I hadn't considered before. </p><p></p><p>Paladins also get their stereotype attacked. Awesome paragons of law and good don't have to be knights in shining armour. Yawn. Heard it all before. </p><p></p><p>Rangers get Building a better Archer. Another load of feat and equipment advice that does exactly what it says on the tin. </p><p></p><p>Rogues get Art of the sneak attack. Unlike previous editions, you really want to be doing this as often as possible, and actively creating opportunities to put the enemies at disadvantage so you can deliver the smackdown. Here's a quick checklist of the basic ways to do this. Obviously not aimed at the experienced rules lawyer. </p><p></p><p>Sorcerers get hit with the flaw bat this month, with 5 ways to make your magic less convenient. Most of these are applicable to any spellcasting class, so this is a generally useful selection others might want to browse as well. </p><p></p><p>Wizards get Survivalist spells. While wizards aren't limited in their total spells like sorcerers, they should still choose wisely. This is another one that seems curiously prescient of 4th ed thinking, playing up their controlery options. Hmm. Interesting. </p><p></p><p></p><p>Dork tower suffer from gaming withdrawal symptoms. Nodwick & co get to create a lich's tomb for one of their former associates. Nice to see them planting the seeds of adventures for future generations to face up against. Zogonia does the right thing, and is punished for it. </p><p></p><p></p><p>This one's pretty dull. Doing the same theme two issues in a row? That's a new low in repetitiveness, even if they have dropped a few of the regular columns that were already outstaying their welcome. Let's hope it's not too long before they can put together something different and interesting again, because I can only go back to the dungeon for so long at a time.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6163281, member: 27780"] [B][U]Dragon Issue 327: January 2005[/U][/B] part 7/7 Class acts switches things around so it's all in alphabetical order, instead of the core 4 coming first. No more favouritism for you! :p Barbarians get The canny barbarian. Go on, go against stereotype. You don't get to survive in the wilds alone for long if you don't have a certain degree of smarts. Thog smash is not the only thing you have to show. You have plenty of skills and tricks that you can use where a fighter would just do the boring thing. Bards get Bards from History. As with last month's paladins, this covers their historical antecedents. This is rather easier, as traveling musical types show up in every culture. Clerics get Tokens of faith. Like backgrounds, this is an excuse to squeeze out yet another minor benefit to a specific ability. Innocuous in itself, every little extra counts to the dedicated twink, so watch out. Druids get 3 new animal companion options. Flying squirrels (not carnivorous, unfortunately. ) Moose, and giant seahorses. 3 HD creatures are CR 1 these days are they? Hmmm. This needs thinking about. Fighters get the multiclass advice baton passed to them. Fighters really work best as a 1, 2 or 4 level dip for some other combatant class (6 at absolute most for the save symmetry), but they can't go as far as to say one of the core classes is outright crap, so this is a slightly awkward bit of advice. A few levels in ranger, rogue or paladin seem to be the best options for a primary fighter. Monks get Ranged Monks. While it may be going against stereotypes, like two-weapon fighters and cunning barbarians, this is surprisingly effective. Shuriken, high dex, lots of speed and mobility. You can really ruin someone's day, attacking when they can't reach you, and grabbing their return shots out of the air and sending them straight back. A cool course I hadn't considered before. Paladins also get their stereotype attacked. Awesome paragons of law and good don't have to be knights in shining armour. Yawn. Heard it all before. Rangers get Building a better Archer. Another load of feat and equipment advice that does exactly what it says on the tin. Rogues get Art of the sneak attack. Unlike previous editions, you really want to be doing this as often as possible, and actively creating opportunities to put the enemies at disadvantage so you can deliver the smackdown. Here's a quick checklist of the basic ways to do this. Obviously not aimed at the experienced rules lawyer. Sorcerers get hit with the flaw bat this month, with 5 ways to make your magic less convenient. Most of these are applicable to any spellcasting class, so this is a generally useful selection others might want to browse as well. Wizards get Survivalist spells. While wizards aren't limited in their total spells like sorcerers, they should still choose wisely. This is another one that seems curiously prescient of 4th ed thinking, playing up their controlery options. Hmm. Interesting. Dork tower suffer from gaming withdrawal symptoms. Nodwick & co get to create a lich's tomb for one of their former associates. Nice to see them planting the seeds of adventures for future generations to face up against. Zogonia does the right thing, and is punished for it. This one's pretty dull. Doing the same theme two issues in a row? That's a new low in repetitiveness, even if they have dropped a few of the regular columns that were already outstaying their welcome. Let's hope it's not too long before they can put together something different and interesting again, because I can only go back to the dungeon for so long at a time. [/QUOTE]
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