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<blockquote data-quote="(un)reason" data-source="post: 6204156" data-attributes="member: 27780"><p><strong><u>Dragon Issue 339: January 2006</u></strong></p><p></p><p></p><p>part 6/6</p><p></p><p></p><p>Sage advice: Is a warforged considered to be wearing armor (Not usually. Sometimes, when it's beneficial, yess.) </p><p></p><p>Can warforged swim (Mosstly.)</p><p></p><p>Can warforged go deep underwater (Ssstil ssuffer pressure damage, collins collins. Crushing nassty.)</p><p></p><p>How long can a warforged run or hustle. (No longer than usual. They can nearly kill themself because they don't notice the fatigue, ssilly robots.)</p><p></p><p>Do warforged have scent (Yess. Andy likes the ssmell of warforged, preciouss. ) </p><p></p><p>Can you salvage materials from the body of a dead warforged (No. Its all wasted, collins collins. Not even enough for a snack.)</p><p></p><p>If you attack a warforged with shocking grasp, do you get the benefit for metal (Yess)</p><p></p><p>Are warforged affected by wounding weapons (yess. Lots of things are assumed to be normal for reasons of game balance.) </p><p></p><p>Does having adamantine body enable warforged to hurt things that need adamantine to penetrate their DR (no)</p><p></p><p>How do the metal body feats affect a warforged's weight (quite a bit, preciouss.)</p><p></p><p>Can a dead warforged's body be sundered (yess) </p><p></p><p>Do warforged paladins get special mounts (no. Better choose wisely, yess? Breaking your mounts back iss probably an evil act.)</p><p></p><p>What bonus languages do warforged get for a high int (None. No sspeaky good.)</p><p></p><p>Can a changeling look like a warforged (yess)</p><p></p><p>Can a kalashtar soulknife use quori imbedded shards (no)</p><p></p><p>Can a wild elf get a dragonmark (no)</p><p></p><p>Can a duergar or drow get an abberant dragonmark (Yess. It's accepting of the strange and unloved. Not like those nassty do-gooderss. )</p><p></p><p></p><p>Class acts decides it's taken the one page for each of the 11 core classes thing as far as it can go. Instead, it gives us 4 2 page spreads, one each for adventurer, arcane, divine and warrior. This is a definite improvement, because it gives them more room for depth in their options, and allows them to include stuff for the new base classes from the splatbooks. I approve. Hopefully this'll cut down on the half-assed filler.</p><p></p><p>Adventurers get A Different Path. Rangers have already got some advice on different ways to skin their skillset. Here's 6 more of them, including that old favourite from older editions the bounty hunter. They also get 6 new feats, including Pathfinder, which would of course become the name of their product line. Now that is interesting to note. Someone on the paizo team really likes rangers. </p><p></p><p>Arcane characters get (an absolutely atrocious pic of mialee) their own bit of advice on essential spells to choose. Thanks to the new format, they can do this in a single issue instead of splitting it up over 3. An improvement, but still dull reading.</p><p></p><p>Divine characters get the Sidhe Scholar. A variant druid trained by the fae, (as was also done by Vince Garcia way back in issue 155) they are simultaneously more educated, and more alien than the standard druid. Their powers make them simultaneously alluring and disconcerting, and they get lots of skill bonuses. They're pretty much on a par with regular druids in terms of overall power, which makes them pretty scary. Don't go into the woods when the moon is ripe, my son. They'll steal you away. Or something. </p><p></p><p>Warriors get another demonstration of the new flexibility this format offers them. Hexblades have got no love at all in this magazine. Here they get 11 new feats granting them new curses, or enhancing their existing ones. Become a master debuffer. It's what they're good at, and your team will thank you for it. </p><p></p><p></p><p>Nodwick takes it's time to thank the little guys they kill so often. Without them, adventurers would never be able to defeat the high CR horrors that threaten humanity. Dork tower reflects that advances in technology do nothing to stop other people from being annoying. Zogonia actually resurrects kev for the first time. He's got a long way to go to catch up with that dwarf, but at this rate he'll get there. </p><p></p><p></p><p>Going with fewer, larger articles gives them a better batting average than two years ago, even if not all of them are great. As with many skills, it takes a few years to really get good at being an editor, and the magazine is still reaping the benefits of not having it's staff replaced so frequently. It'll be very interesting to see if their ambitions will stretch even further with this theme next year, since they're planning on keeping it regular. Let's cycle all the way through the other 11 months one last time and find out.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6204156, member: 27780"] [B][U]Dragon Issue 339: January 2006[/U][/B] part 6/6 Sage advice: Is a warforged considered to be wearing armor (Not usually. Sometimes, when it's beneficial, yess.) Can warforged swim (Mosstly.) Can warforged go deep underwater (Ssstil ssuffer pressure damage, collins collins. Crushing nassty.) How long can a warforged run or hustle. (No longer than usual. They can nearly kill themself because they don't notice the fatigue, ssilly robots.) Do warforged have scent (Yess. Andy likes the ssmell of warforged, preciouss. ) Can you salvage materials from the body of a dead warforged (No. Its all wasted, collins collins. Not even enough for a snack.) If you attack a warforged with shocking grasp, do you get the benefit for metal (Yess) Are warforged affected by wounding weapons (yess. Lots of things are assumed to be normal for reasons of game balance.) Does having adamantine body enable warforged to hurt things that need adamantine to penetrate their DR (no) How do the metal body feats affect a warforged's weight (quite a bit, preciouss.) Can a dead warforged's body be sundered (yess) Do warforged paladins get special mounts (no. Better choose wisely, yess? Breaking your mounts back iss probably an evil act.) What bonus languages do warforged get for a high int (None. No sspeaky good.) Can a changeling look like a warforged (yess) Can a kalashtar soulknife use quori imbedded shards (no) Can a wild elf get a dragonmark (no) Can a duergar or drow get an abberant dragonmark (Yess. It's accepting of the strange and unloved. Not like those nassty do-gooderss. ) Class acts decides it's taken the one page for each of the 11 core classes thing as far as it can go. Instead, it gives us 4 2 page spreads, one each for adventurer, arcane, divine and warrior. This is a definite improvement, because it gives them more room for depth in their options, and allows them to include stuff for the new base classes from the splatbooks. I approve. Hopefully this'll cut down on the half-assed filler. Adventurers get A Different Path. Rangers have already got some advice on different ways to skin their skillset. Here's 6 more of them, including that old favourite from older editions the bounty hunter. They also get 6 new feats, including Pathfinder, which would of course become the name of their product line. Now that is interesting to note. Someone on the paizo team really likes rangers. Arcane characters get (an absolutely atrocious pic of mialee) their own bit of advice on essential spells to choose. Thanks to the new format, they can do this in a single issue instead of splitting it up over 3. An improvement, but still dull reading. Divine characters get the Sidhe Scholar. A variant druid trained by the fae, (as was also done by Vince Garcia way back in issue 155) they are simultaneously more educated, and more alien than the standard druid. Their powers make them simultaneously alluring and disconcerting, and they get lots of skill bonuses. They're pretty much on a par with regular druids in terms of overall power, which makes them pretty scary. Don't go into the woods when the moon is ripe, my son. They'll steal you away. Or something. Warriors get another demonstration of the new flexibility this format offers them. Hexblades have got no love at all in this magazine. Here they get 11 new feats granting them new curses, or enhancing their existing ones. Become a master debuffer. It's what they're good at, and your team will thank you for it. Nodwick takes it's time to thank the little guys they kill so often. Without them, adventurers would never be able to defeat the high CR horrors that threaten humanity. Dork tower reflects that advances in technology do nothing to stop other people from being annoying. Zogonia actually resurrects kev for the first time. He's got a long way to go to catch up with that dwarf, but at this rate he'll get there. Going with fewer, larger articles gives them a better batting average than two years ago, even if not all of them are great. As with many skills, it takes a few years to really get good at being an editor, and the magazine is still reaping the benefits of not having it's staff replaced so frequently. It'll be very interesting to see if their ambitions will stretch even further with this theme next year, since they're planning on keeping it regular. Let's cycle all the way through the other 11 months one last time and find out. [/QUOTE]
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