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<blockquote data-quote="(un)reason" data-source="post: 6196805" data-attributes="member: 27780"><p><strong><u>Dragon Issue 337: November 2005</u></strong></p><p></p><p></p><p>part 7/7</p><p></p><p></p><p>Class acts: Barbarians get The Free People. Halfling barbarians finally get a little love. Kick the ass of those big lumbering oafs with great prejudice!</p><p></p><p>Bards get Harbinger. Instead of inspiring their buds, they creep the hell out of their enemies. Just the thing when you're outnumbered. Another neat class variant. </p><p></p><p>Clerics finish off their essential spells guide. Since most people don't get this far, essential takes on a different meaning. More dullness. </p><p></p><p>Druids get druid organizations. We already have one. Here's three more for you to join or be rivals too, with the standard Background benefits and penalties. Just how wild are you really? </p><p></p><p>Fighters get Viking Raider. Mmmm. Rape, loot and pillage. And Sail. Tricky to be a fighter and a sailor. Fortunately, we have a feat that'll fix that without multiclassing. Another one that's useful to lots of classes, especially if trying to get to a wilderness based prestige class efficiently.</p><p></p><p>Monks get The Metered Style. Basing your fighting off poetic forms? Seems like a liability to me, especially if the enemy knows you're doing it and acts to break your rhythm. Still, the new crunch based on this idea is quite neat. Another one that's both flavourful and useful. </p><p></p><p>Paladins get Purification feats. Seems like these days, every class ability has feats that let you use it's uses for other purposes. Here's 5 of them for Paladin's remove disease power. If you find you're running out too often, you can also take a feat boosting the number of times you can use it. You can specialize in anything these days. </p><p></p><p>Rangers get Standing Orders. An army-esque organization based on the real world. Includes lots of sound tactical advice for any adventuring team. </p><p></p><p>Rogues get Honor among Thieves. More jobs that their diverse skillsets allow them to turn too with ease. You can't master them all, even with 18 int. The underworld needs specialists. </p><p></p><p>Sorcerors get Spell Grafts. More ways to get permanent spell-like abilities. I thought that was the warlock's schtick. Where is the non-core class love? </p><p></p><p>Wizards get a trio of halfling wizard substitute levels. These are really rather useful. You could even get healing spells if you chose right. Way to break the game, dude <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></p><p>Nodwick is still here after all. And serving up the best in monstrous cuisine. Dork tower is mostly satisfied by the 40 year old virgin. Zogonia gets the wrong kind of worms for their new bird. </p><p></p><p></p><p>The regular features remain pretty formulaic here, but since they take up less of the magazine, I once again found it quite fun reading overall, with a nice mix of mechanical and setting related stuff. Erik's run remains far easier to get through than the last few years, so it looks like I might get to accelerate again soon. The end draws nigh, and we might get to go out on a high. But first, it's time for another christmas. Let's see if they have any extra special presents prepared for us this year.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6196805, member: 27780"] [B][U]Dragon Issue 337: November 2005[/U][/B] part 7/7 Class acts: Barbarians get The Free People. Halfling barbarians finally get a little love. Kick the ass of those big lumbering oafs with great prejudice! Bards get Harbinger. Instead of inspiring their buds, they creep the hell out of their enemies. Just the thing when you're outnumbered. Another neat class variant. Clerics finish off their essential spells guide. Since most people don't get this far, essential takes on a different meaning. More dullness. Druids get druid organizations. We already have one. Here's three more for you to join or be rivals too, with the standard Background benefits and penalties. Just how wild are you really? Fighters get Viking Raider. Mmmm. Rape, loot and pillage. And Sail. Tricky to be a fighter and a sailor. Fortunately, we have a feat that'll fix that without multiclassing. Another one that's useful to lots of classes, especially if trying to get to a wilderness based prestige class efficiently. Monks get The Metered Style. Basing your fighting off poetic forms? Seems like a liability to me, especially if the enemy knows you're doing it and acts to break your rhythm. Still, the new crunch based on this idea is quite neat. Another one that's both flavourful and useful. Paladins get Purification feats. Seems like these days, every class ability has feats that let you use it's uses for other purposes. Here's 5 of them for Paladin's remove disease power. If you find you're running out too often, you can also take a feat boosting the number of times you can use it. You can specialize in anything these days. Rangers get Standing Orders. An army-esque organization based on the real world. Includes lots of sound tactical advice for any adventuring team. Rogues get Honor among Thieves. More jobs that their diverse skillsets allow them to turn too with ease. You can't master them all, even with 18 int. The underworld needs specialists. Sorcerors get Spell Grafts. More ways to get permanent spell-like abilities. I thought that was the warlock's schtick. Where is the non-core class love? Wizards get a trio of halfling wizard substitute levels. These are really rather useful. You could even get healing spells if you chose right. Way to break the game, dude ;) Nodwick is still here after all. And serving up the best in monstrous cuisine. Dork tower is mostly satisfied by the 40 year old virgin. Zogonia gets the wrong kind of worms for their new bird. The regular features remain pretty formulaic here, but since they take up less of the magazine, I once again found it quite fun reading overall, with a nice mix of mechanical and setting related stuff. Erik's run remains far easier to get through than the last few years, so it looks like I might get to accelerate again soon. The end draws nigh, and we might get to go out on a high. But first, it's time for another christmas. Let's see if they have any extra special presents prepared for us this year. [/QUOTE]
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