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<blockquote data-quote="(un)reason" data-source="post: 6165705" data-attributes="member: 27780"><p><strong><u>Dragon Issue 328: February 2005</u></strong></p><p></p><p></p><p>part 7/7</p><p></p><p></p><p>Class acts: Barbarians get Barbaric mounts. They may not have a special power enabling it, but they can still train something thematic. Snow apes! Komodo dragons! Giant vultures! This is one that's useful for any class. Who wouldn't want to have some cool animal to ride everywhere. </p><p></p><p>Bards get Heavy Metal. Take a single level dip in fighter, and take still spell as a feat, and bards can be pretty effective in full plate armour. They have lots of abilities that aren't affected by it anyway, and the extra AC will make up for the slight drop in magical power. Plus it's a great route into Blackguard <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Clerics get Peripheral beliefs. If you follow your god's traditions above and beyond the basics, you get a minor benefit. Essentially less stringent relatives of Exalted feats, this is a pretty neat idea. Are you willing to pay that price? </p><p></p><p>Druids get The Storm Druid. They replace their animal related special powers with weather themed ones. Since this involves giving up wild shape, this is probably a step down in power overall, but they're still exceedingly cool, and entirely competitive with all the other primary casters. I'd have no objection playing them. </p><p></p><p>Fighters get The Roman Legionnaire. This is basically an equipment list for anyone who wants to model their fighter on one of these guys. A good reminder just how ridiculously heavy soldiers packs are. Jesus H. I'm exhausted lugging around 2 stone of music equipment. How do they handle marching with packs more than half their own weight. </p><p></p><p>Monks get the multiclass advice this time. Starting off as a Fighter, paladin, or rogue before moving into the meditation business can give you valuable assets. A single level of arcane spellcasting focussed on maneuverability spells can also prove surprisingly effective. Interesting idea. Seems like it would combine well with Halfling as a race.</p><p></p><p>Paladins get Paladin domains. Sacrifice your turning ability for some other power more thematic to your god. As with the storm druid, these are probably a slight step down overall, particularly if you factor in divine channelling feats. But as undead turning is an often useless ability anyway, if you're not planning to go down that route, an ability that you can use proactively in lots of situations could be an improvement. </p><p></p><p>Rangers get advice on the best spells to pick. No great surprises here. </p><p></p><p>Rogues get Rogue Law. Rogue skills can be applied to a whole range of ends. Here's a few of the ways you could reskin this class. </p><p></p><p>Sorcerers get Not your typical spellcaster. Since they don't need to study for their powers, or owe loyalty to any cosmic force, anyone could find they have the Gift, regardless of personality. Annoyingly, the sample descriptions are still all slanted towards the mysterious arcane badass, which contradicts the previous statement. I roll my eyes. They get bluff for a good reason people. Showing off when you don't need too is not a good idea. </p><p></p><p>Wizards get wizardry 101. More explicit focus on choosing your role. Yes, tactics are a very good idea. We get that by now. </p><p></p><p></p><p>Nodwick fails his save vs flashback. Dork tower has an adventure where miniatures really don't seem a good option. Zogonia does what everyone dreams of doing to their ex. </p><p></p><p></p><p>With an exceedingly unimpressive themed section, and the demise of many of the regular columns, including ones introduced just 6 months ago, this issue manages to be both dull and worrying, which is not a good combination. It makes me hope Erik Mona knows what he's doing, because changing things up this quickly is a bit unsettling. Oh well. At least it keeps me wondering, which is better than knowing I'm going to get basically the same thing every issue. Done, Done, onto the next one.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6165705, member: 27780"] [B][U]Dragon Issue 328: February 2005[/U][/B] part 7/7 Class acts: Barbarians get Barbaric mounts. They may not have a special power enabling it, but they can still train something thematic. Snow apes! Komodo dragons! Giant vultures! This is one that's useful for any class. Who wouldn't want to have some cool animal to ride everywhere. Bards get Heavy Metal. Take a single level dip in fighter, and take still spell as a feat, and bards can be pretty effective in full plate armour. They have lots of abilities that aren't affected by it anyway, and the extra AC will make up for the slight drop in magical power. Plus it's a great route into Blackguard ;) Clerics get Peripheral beliefs. If you follow your god's traditions above and beyond the basics, you get a minor benefit. Essentially less stringent relatives of Exalted feats, this is a pretty neat idea. Are you willing to pay that price? Druids get The Storm Druid. They replace their animal related special powers with weather themed ones. Since this involves giving up wild shape, this is probably a step down in power overall, but they're still exceedingly cool, and entirely competitive with all the other primary casters. I'd have no objection playing them. Fighters get The Roman Legionnaire. This is basically an equipment list for anyone who wants to model their fighter on one of these guys. A good reminder just how ridiculously heavy soldiers packs are. Jesus H. I'm exhausted lugging around 2 stone of music equipment. How do they handle marching with packs more than half their own weight. Monks get the multiclass advice this time. Starting off as a Fighter, paladin, or rogue before moving into the meditation business can give you valuable assets. A single level of arcane spellcasting focussed on maneuverability spells can also prove surprisingly effective. Interesting idea. Seems like it would combine well with Halfling as a race. Paladins get Paladin domains. Sacrifice your turning ability for some other power more thematic to your god. As with the storm druid, these are probably a slight step down overall, particularly if you factor in divine channelling feats. But as undead turning is an often useless ability anyway, if you're not planning to go down that route, an ability that you can use proactively in lots of situations could be an improvement. Rangers get advice on the best spells to pick. No great surprises here. Rogues get Rogue Law. Rogue skills can be applied to a whole range of ends. Here's a few of the ways you could reskin this class. Sorcerers get Not your typical spellcaster. Since they don't need to study for their powers, or owe loyalty to any cosmic force, anyone could find they have the Gift, regardless of personality. Annoyingly, the sample descriptions are still all slanted towards the mysterious arcane badass, which contradicts the previous statement. I roll my eyes. They get bluff for a good reason people. Showing off when you don't need too is not a good idea. Wizards get wizardry 101. More explicit focus on choosing your role. Yes, tactics are a very good idea. We get that by now. Nodwick fails his save vs flashback. Dork tower has an adventure where miniatures really don't seem a good option. Zogonia does what everyone dreams of doing to their ex. With an exceedingly unimpressive themed section, and the demise of many of the regular columns, including ones introduced just 6 months ago, this issue manages to be both dull and worrying, which is not a good combination. It makes me hope Erik Mona knows what he's doing, because changing things up this quickly is a bit unsettling. Oh well. At least it keeps me wondering, which is better than knowing I'm going to get basically the same thing every issue. Done, Done, onto the next one. [/QUOTE]
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