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<blockquote data-quote="(un)reason" data-source="post: 6190865" data-attributes="member: 27780"><p><strong><u>Dragon Issue 336: October 2005</u></strong></p><p></p><p></p><p>part 7/7</p><p></p><p></p><p>Class acts: Barbarians get Herbal Remedies. When you don't have a magical healer around, you've gotta learn the basics of medicine yourself. If you want to play Aragorn, this is another part of the picture. </p><p></p><p>Bards get Blasphemous Utterances. Musicians can get driven mad by the far realm as easily as anyone, and when they still remain functional enough to play music, that music becomes deeply disturbing. Here's three feats that represent that. Muahahahahaha! Ia Ia! fthagn! </p><p></p><p>Clerics continue the essential spells advice, moving on to levels 4-6. Yawnaroo. </p><p></p><p>Druids get Dark Side Druids. This edition, druids can go evil too. And given real world druids faced legends of human sacrifice, why shouldn't their fantasy counterparts do so, and get some benefit from it. Mmmm, entrails. I seeeee - A gruesome death in your future! <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=";)" /> Will it be from bees, or Britt Ekland? </p><p></p><p>Fighters get The Black Fist. Another organization to put into your games. They get no cool crunch or prestige class to tempt us though. Meh</p><p></p><p>Monks get Pressure Point Attacks. Take this feat to massively expand the uses you can get from your stunning fist. Like divine channeling feats, this is the kind of thing you can have lots cool of variants for. Since it seems one feat grants all these tricks, taking this is a good way to make your monk more versatile. </p><p></p><p>Paladins get Why do you Serve. Their turn to get a bunch of backgrounds. Did they choose, were they born to it, or were they chosen? What leads a man to virtue? Is it the shinies? I think not. Still, they don't hurt. </p><p></p><p>Rangers get the Mystic Ranger. They get better spells, but fewer favored enemies, no animal companion, and combat style takes longer to master. Almost bard level spellcasting and still full BAB? Sign me up! I'm sure this'll also help you cheese your way into some cool prestige class. </p><p></p><p>Rogues get Rogue Lore. Another of their attempts to codify just how useful the various knowledge skills are, encourage more people to take them. Tap that underworld info, and use it to your profit. </p><p></p><p>Sorcerers get Poltergeists. Another experiment in exchanging old class features for new. Good fluff on this one, too. The talk about sorcery being innate magic that wasn't under their control at first could do with a little more backing up. </p><p></p><p>Wizards get Dark Pacts. Three more thematic feats requiring sacrifices and other such unpleasantness for the powers they grant. Probably more suited to NPC's, really. </p><p></p><p></p><p>Nodwick does some civic service while he's dead. Eh, it's gonna happen, so why not make the most of it. Dork tower filks. Well, they've dropped the april fools articles, someone's got to take up the slack. Zogonia faces the incredulity of the big bad. </p><p></p><p></p><p>Once again, October demonstrates they have more than enough horrific material sent in to put a little fear back into our hearts, no matter how heroic we may think we are. Even if you can face death heroically, can you deal with what you might become after it? Well, it looks like we aren't leaving that topic, as we go fungal next month. Just as illithids take the brain and Grimlocks the rest of the body, there's plenty of body horror to share around here. Let's see just how different this particular gruesome fate is to actually go through.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6190865, member: 27780"] [B][U]Dragon Issue 336: October 2005[/U][/B] part 7/7 Class acts: Barbarians get Herbal Remedies. When you don't have a magical healer around, you've gotta learn the basics of medicine yourself. If you want to play Aragorn, this is another part of the picture. Bards get Blasphemous Utterances. Musicians can get driven mad by the far realm as easily as anyone, and when they still remain functional enough to play music, that music becomes deeply disturbing. Here's three feats that represent that. Muahahahahaha! Ia Ia! fthagn! Clerics continue the essential spells advice, moving on to levels 4-6. Yawnaroo. Druids get Dark Side Druids. This edition, druids can go evil too. And given real world druids faced legends of human sacrifice, why shouldn't their fantasy counterparts do so, and get some benefit from it. Mmmm, entrails. I seeeee - A gruesome death in your future! ;) Will it be from bees, or Britt Ekland? Fighters get The Black Fist. Another organization to put into your games. They get no cool crunch or prestige class to tempt us though. Meh Monks get Pressure Point Attacks. Take this feat to massively expand the uses you can get from your stunning fist. Like divine channeling feats, this is the kind of thing you can have lots cool of variants for. Since it seems one feat grants all these tricks, taking this is a good way to make your monk more versatile. Paladins get Why do you Serve. Their turn to get a bunch of backgrounds. Did they choose, were they born to it, or were they chosen? What leads a man to virtue? Is it the shinies? I think not. Still, they don't hurt. Rangers get the Mystic Ranger. They get better spells, but fewer favored enemies, no animal companion, and combat style takes longer to master. Almost bard level spellcasting and still full BAB? Sign me up! I'm sure this'll also help you cheese your way into some cool prestige class. Rogues get Rogue Lore. Another of their attempts to codify just how useful the various knowledge skills are, encourage more people to take them. Tap that underworld info, and use it to your profit. Sorcerers get Poltergeists. Another experiment in exchanging old class features for new. Good fluff on this one, too. The talk about sorcery being innate magic that wasn't under their control at first could do with a little more backing up. Wizards get Dark Pacts. Three more thematic feats requiring sacrifices and other such unpleasantness for the powers they grant. Probably more suited to NPC's, really. Nodwick does some civic service while he's dead. Eh, it's gonna happen, so why not make the most of it. Dork tower filks. Well, they've dropped the april fools articles, someone's got to take up the slack. Zogonia faces the incredulity of the big bad. Once again, October demonstrates they have more than enough horrific material sent in to put a little fear back into our hearts, no matter how heroic we may think we are. Even if you can face death heroically, can you deal with what you might become after it? Well, it looks like we aren't leaving that topic, as we go fungal next month. Just as illithids take the brain and Grimlocks the rest of the body, there's plenty of body horror to share around here. Let's see just how different this particular gruesome fate is to actually go through. [/QUOTE]
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