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<blockquote data-quote="(un)reason" data-source="post: 6202569" data-attributes="member: 27780"><p><strong><u>Dragon Issue 339: January 2006</u></strong></p><p></p><p></p><p>part 3/6</p><p></p><p></p><p>Races of Spelljammer: Here's an article for the one conspicuous absence last time round. Turns out they didn't convert all the cool races wildspace has to offer in polyhedron 151, so here's an article which adds to that without rehash. Once again, I'm glad that Erik got to hone his editorial talents there before moving up to the big leagues. Let's see just how well these survived the conversion to 3e.</p><p></p><p>Giff remain amusing as ever, colonial mercenary hippo people IIIIIIINNNN SPAAAAAAAACE!!!!! They're big and tough, and absolutely useless as skill monkeys thanks to their monstrous humanoid racial hit dice. Make sure you pay them properly, because those guns need regular recharging. </p><p></p><p>Insectare are elf-insect hybrids who want to take over the entire universe. They're ridiculously arrogant, and an affront to one is all of them. When in mixed race company, they usually pretend to be just regular elves. This seems custom designed to create inter-party tensions, like mixing assassins and paladins. As if regular elves weren't trouble enough. </p><p></p><p>Scro are of course orcs in space, far more disciplined than their landbound cousins due to the privations of extended voyages. They still have enough of a sense of humour to come up with really creative insults though. They're far more likely to work smoothly with an adventuring party than a kender, that's for sure. The question is merely if their con bonus will compensate for their +2 LA adjustment in resilience as warriors. </p><p></p><p></p><p>Full frontal nerdity gets topical about the new orleans disaster. Ouch. They also sing belated christmas carols. </p><p></p><p></p><p>Dead factions: Our third article updating planescape factions to 3e, this pretty much completes the process, which is pleasing to see. They even take the time to remind us of the more obscure ones from various supplements. Now all they need to do is finish off the planar dragons as well and we can move on to something else. </p><p></p><p>Godsmen get a feat which doubles the rate at which they can craft items, another which lets them use magical items at a higher caster level than normal, and a magical item that lets them tap past incarnations to summon various creatures. Seems suitably creative to fulfil their remit. </p><p></p><p>Communals gain magic items and feats which improve their co-operative abilities, sharing damage between people, boosting your aid another ability, and increasing the number of things you can affect with bardic music. All seem very handy indeed for an adventuring party, which needs to work as a unit if it's to survive dark and dangerous dungeons. Can you share all the treasure just as freely if you suceed though? </p><p></p><p>Expansionists get a bunch of obvious items that boost their physical combat abilities, letting them get what they want by force and intimidation. This also seems very appropriate for most adventurers, assuming you're strong or sneaky enough to kill them and take their stuff. </p><p></p><p>The Incanterium see their signature trick of turning a spellcaster into an immortal thaumivore updated as a 5 level prestige class. As in 2e, it's debatable whether it's worth it, as losing your natural healing is not a small sacrifice and there are plenty of other ways to immortality. </p><p></p><p>Mercykillers are also a 5 level prestige class, mixing combat and magical tricks to help them hunt down and punish lawbreakers. The smiting of chaotic creatures is new, but the other tricks involving oaths, contracts and warrants are pretty familiar. Behave when you're around them, for they will lose their powers if they have to turn a blind eye to the other party member's misdeeds. </p><p></p><p>Signers get four rather nifty magical items, reflecting their egocentricism in different ways. A mirror which summons shadowy creatures from your subconscious at midnight, which can easily get out of hand. A book which lets you bless and curse people if you know their names. A trumpet that acts as a loudspeaker, penetrating even magical silence to make sure you're the centre of attention. And the Heart of Aoskar, a minor artifact that will transfer you to a random plane if you fiddle with it. I guess from their perspective, wherever you go, you're still the centre of the universe.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6202569, member: 27780"] [B][U]Dragon Issue 339: January 2006[/U][/B] part 3/6 Races of Spelljammer: Here's an article for the one conspicuous absence last time round. Turns out they didn't convert all the cool races wildspace has to offer in polyhedron 151, so here's an article which adds to that without rehash. Once again, I'm glad that Erik got to hone his editorial talents there before moving up to the big leagues. Let's see just how well these survived the conversion to 3e. Giff remain amusing as ever, colonial mercenary hippo people IIIIIIINNNN SPAAAAAAAACE!!!!! They're big and tough, and absolutely useless as skill monkeys thanks to their monstrous humanoid racial hit dice. Make sure you pay them properly, because those guns need regular recharging. Insectare are elf-insect hybrids who want to take over the entire universe. They're ridiculously arrogant, and an affront to one is all of them. When in mixed race company, they usually pretend to be just regular elves. This seems custom designed to create inter-party tensions, like mixing assassins and paladins. As if regular elves weren't trouble enough. Scro are of course orcs in space, far more disciplined than their landbound cousins due to the privations of extended voyages. They still have enough of a sense of humour to come up with really creative insults though. They're far more likely to work smoothly with an adventuring party than a kender, that's for sure. The question is merely if their con bonus will compensate for their +2 LA adjustment in resilience as warriors. Full frontal nerdity gets topical about the new orleans disaster. Ouch. They also sing belated christmas carols. Dead factions: Our third article updating planescape factions to 3e, this pretty much completes the process, which is pleasing to see. They even take the time to remind us of the more obscure ones from various supplements. Now all they need to do is finish off the planar dragons as well and we can move on to something else. Godsmen get a feat which doubles the rate at which they can craft items, another which lets them use magical items at a higher caster level than normal, and a magical item that lets them tap past incarnations to summon various creatures. Seems suitably creative to fulfil their remit. Communals gain magic items and feats which improve their co-operative abilities, sharing damage between people, boosting your aid another ability, and increasing the number of things you can affect with bardic music. All seem very handy indeed for an adventuring party, which needs to work as a unit if it's to survive dark and dangerous dungeons. Can you share all the treasure just as freely if you suceed though? Expansionists get a bunch of obvious items that boost their physical combat abilities, letting them get what they want by force and intimidation. This also seems very appropriate for most adventurers, assuming you're strong or sneaky enough to kill them and take their stuff. The Incanterium see their signature trick of turning a spellcaster into an immortal thaumivore updated as a 5 level prestige class. As in 2e, it's debatable whether it's worth it, as losing your natural healing is not a small sacrifice and there are plenty of other ways to immortality. Mercykillers are also a 5 level prestige class, mixing combat and magical tricks to help them hunt down and punish lawbreakers. The smiting of chaotic creatures is new, but the other tricks involving oaths, contracts and warrants are pretty familiar. Behave when you're around them, for they will lose their powers if they have to turn a blind eye to the other party member's misdeeds. Signers get four rather nifty magical items, reflecting their egocentricism in different ways. A mirror which summons shadowy creatures from your subconscious at midnight, which can easily get out of hand. A book which lets you bless and curse people if you know their names. A trumpet that acts as a loudspeaker, penetrating even magical silence to make sure you're the centre of attention. And the Heart of Aoskar, a minor artifact that will transfer you to a random plane if you fiddle with it. I guess from their perspective, wherever you go, you're still the centre of the universe. [/QUOTE]
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