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<blockquote data-quote="(un)reason" data-source="post: 6205922" data-attributes="member: 27780"><p><strong><u>Dragon Issue 340: February 2006</u></strong></p><p></p><p></p><p>part 4/6</p><p> </p><p></p><p>Wormfood: Style points? Tee hee hee. How very fripperous. Another thing that would merge very well with Iron Heroes, with it's social feats and wealth based special effects. Yes, folks, here we have a whole new little subsystem for determining exactly how much social benefit you get from proper grooming, fashion, accessories and having a big menacing entourage. As is usual for 3rd edition, the costs for each plus increase roughly quadratically, which should keep them from getting out of hand compared to your skill bonuses. Another one that I find quite likable, but isn't that strongly connected with the adventure path. With Dungeoncraft gone, it seems like they're using this to provide general worldbuilding and adventure running advice. And they are still trying to advance the technology they do so with. So it's not perfect, but still very useful if you're playing the right kind of game. </p><p></p><p></p><p>Bazaar of the Bizarre: This article is also made to fit into the episode's theme. Since the two articles are by different writers, I have to wonder which came first. A dozen magic animal themed items? We'll say they're the D&D zodiac. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Well, if you have a totemist in your party, they'll probably approve. Another case of D&D eating it's own tail ever more so as the years pass. </p><p></p><p>The Basilisk's Mask protects you against gaze attacks and gives you an extra damage buffer before death. It'll only save your life a few times before breaking though. </p><p></p><p>Bracers of the Chimera let you become a hybrid of yourself and said three-headed monstrosity, making things even more confusing. Have fun unleashing fire, sonic and ramming damage on the enemy simultaneously. </p><p></p><p>Cloaks of the Dragon make you a better leader. Not too sure about that. Sure Dragons have plenty of presence, but they don't generally make great bosses. Too detached and likely to squish or eat you. Symbolic associations aren't always accurate are they. </p><p></p><p>Dryads Helms pioneer an ability that would become standard next edition. Penalties to the enemy if they attack anyone other than you. The archetypical Defender trick. Very interesting, if once again a rather tenuous connection to the actual creature. </p><p></p><p>An Ettin's Club randomly hits any one of the people in range. This makes being a team player rather tricky, but if you just wade into the middle of the foes, problem solved. Or be chaotic evil and laugh when your friends get in the way. </p><p></p><p>The Eye of the Beholder also has abilities nothing like it's namesake. Sense motive? Ignore concealment? Both useful abilities though. I guess another bad pun about differing viewpoints would be in order. </p><p></p><p>A Harpy's Cap is slightly more logical, giving you social benefits and extra bardic music. But once the feathers in your cap run out, that's it. Some zodiac signs are more transient than others. </p><p></p><p>The Kraken's Bracelet improves your general knowledge skills. This makes sense. They do get around, those kraken. </p><p></p><p>The Ring of the Hydra lets you reroll saving throws. Always a useful one, even if you're working blind. Everyone wants a chance to escape those 1's. </p><p></p><p>A Stirge's Gauntlet lets you drain an enemies blood to recharge your own HP. But only once a day, unlike a ring of vampiric regeneration. Another weaker version of existing stuff then. </p><p></p><p>A Unicorn's Shield lets you do kick-ass charge attacks. Curiously, it isn't spiked though. I guess the real unicorns would complain if you actually used one of their horns. </p><p></p><p>A Wyvern's Die gives you a random benefit when rolled. It's 12 sided too. Just the thing for if you find yourself hardly ever using it IRL. Not a bad collection overall really.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6205922, member: 27780"] [B][U]Dragon Issue 340: February 2006[/U][/B] part 4/6 Wormfood: Style points? Tee hee hee. How very fripperous. Another thing that would merge very well with Iron Heroes, with it's social feats and wealth based special effects. Yes, folks, here we have a whole new little subsystem for determining exactly how much social benefit you get from proper grooming, fashion, accessories and having a big menacing entourage. As is usual for 3rd edition, the costs for each plus increase roughly quadratically, which should keep them from getting out of hand compared to your skill bonuses. Another one that I find quite likable, but isn't that strongly connected with the adventure path. With Dungeoncraft gone, it seems like they're using this to provide general worldbuilding and adventure running advice. And they are still trying to advance the technology they do so with. So it's not perfect, but still very useful if you're playing the right kind of game. Bazaar of the Bizarre: This article is also made to fit into the episode's theme. Since the two articles are by different writers, I have to wonder which came first. A dozen magic animal themed items? We'll say they're the D&D zodiac. :p Well, if you have a totemist in your party, they'll probably approve. Another case of D&D eating it's own tail ever more so as the years pass. The Basilisk's Mask protects you against gaze attacks and gives you an extra damage buffer before death. It'll only save your life a few times before breaking though. Bracers of the Chimera let you become a hybrid of yourself and said three-headed monstrosity, making things even more confusing. Have fun unleashing fire, sonic and ramming damage on the enemy simultaneously. Cloaks of the Dragon make you a better leader. Not too sure about that. Sure Dragons have plenty of presence, but they don't generally make great bosses. Too detached and likely to squish or eat you. Symbolic associations aren't always accurate are they. Dryads Helms pioneer an ability that would become standard next edition. Penalties to the enemy if they attack anyone other than you. The archetypical Defender trick. Very interesting, if once again a rather tenuous connection to the actual creature. An Ettin's Club randomly hits any one of the people in range. This makes being a team player rather tricky, but if you just wade into the middle of the foes, problem solved. Or be chaotic evil and laugh when your friends get in the way. The Eye of the Beholder also has abilities nothing like it's namesake. Sense motive? Ignore concealment? Both useful abilities though. I guess another bad pun about differing viewpoints would be in order. A Harpy's Cap is slightly more logical, giving you social benefits and extra bardic music. But once the feathers in your cap run out, that's it. Some zodiac signs are more transient than others. The Kraken's Bracelet improves your general knowledge skills. This makes sense. They do get around, those kraken. The Ring of the Hydra lets you reroll saving throws. Always a useful one, even if you're working blind. Everyone wants a chance to escape those 1's. A Stirge's Gauntlet lets you drain an enemies blood to recharge your own HP. But only once a day, unlike a ring of vampiric regeneration. Another weaker version of existing stuff then. A Unicorn's Shield lets you do kick-ass charge attacks. Curiously, it isn't spiked though. I guess the real unicorns would complain if you actually used one of their horns. A Wyvern's Die gives you a random benefit when rolled. It's 12 sided too. Just the thing for if you find yourself hardly ever using it IRL. Not a bad collection overall really. [/QUOTE]
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