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<blockquote data-quote="(un)reason" data-source="post: 6229653" data-attributes="member: 27780"><p><strong><u>Dragon Issue 347: September 2006</u></strong></p><p></p><p></p><p>part 6/6</p><p></p><p></p><p>Sage advice: What are the CR and ECL adjustments for awakened animals (Not that high, really, ssir.) </p><p></p><p>Does an awakened tree get skill and feats (No. Andy, thinkses not)</p><p></p><p>Do awakened undead gain any skills or feats (Only the ones indicated.) </p><p></p><p>What happens when you're dominated by multiple creatures (Opposed charisma checks whenever the orders conflict. Already taken care of, yess) </p><p></p><p>Will Evard's black tentacles attack you again if you break free (by the RAW, sseems sso) </p><p></p><p>Does evards black tentacles penetrate damage reduction (no, it ignores it, like mosst spells) </p><p></p><p>How do they work on the ethereal or astral (Not at all, unless you can find a ssolid surface for them to come from. Guessss you'll have to use ssomething else)</p><p></p><p>Can you detect explosive runes with detect magic (ass long as you don't read them, teeheeheehee) </p><p></p><p>Do you have to roll to stay balanced when you leave an area of grease (no)</p><p></p><p>Are you flat-footed in an area of grease (yess)</p><p></p><p>Do you have to check to stay balanced if you're hit in a greasy area (yess) </p><p></p><p>Can you use a full round action to move 5 foot without making a balance check (no)</p><p></p><p>Can you choose not to bring along objects you're holding when teleporting (Yess. Leave thosse chains behind.)</p><p></p><p>Can wish restore a disjoined magic item (yess, but extra expensively)</p><p></p><p>Can an intelligent magic item be disjoined (Yes. Nassty nassty Mordenkainen. We hatses him and his preciouss desstroying sspell)</p><p></p><p>Can you disjoin items in a bag of holding. (No, but you can disjoin the bag, and loose the items inside, yess.)</p><p></p><p>Does the size change from righteous might reduce your dex (no) </p><p></p><p></p><p>Palladium's crisis'll get no sympathy in here. You suck, guys. </p><p></p><p></p><p>Class acts: Adventurers get Wilderness Markers. Like the urban ones a few month ago, these might save your life, or they might be a trap set by monsters to help them get some easy meals. You never can tell. </p><p></p><p>Arcane gets Archaeologists. As I've said before, this is an important but neglected adventurer archetype. It may be a bit boring at times, but digging up ancient relics involves venturing to dangerous locations, dealing with the natives, and getting the items out safely. (and in a magical world, dealing with the items unearthed themselves. You never know when you're going to unseal a world destroying artifact and have to deal with the consequences.) This includes equipment, skill advice, and a bunch of new feats. A well rounded set of stuff to help build the character. </p><p></p><p>Divine gets Lost ones. Sometimes a character has doubts about their faith without losing it, and the powers granted by it entirely. Here's a whole bunch of alternate class features based around this idea. If you want a change, you can use the retraining rules to swap out old ones for new. You even have a good justification to swap them back after a while, if you tire of playing a conflicted grimdark wanderer. Another case where the fluff and crunch combine to good effect. </p><p></p><p>Warriors get the Ranger Guide. A quick compilation of all the tables and abilities that they regularly employ, this is another bit of filler that doesn't really add anything new. Only useful for people who can't remember a whole corebook. </p><p></p><p></p><p>Nodwick turns this into a console RPG. This disconcerts his party, quite rightly. Dork tower takes a leaf out of OotS's book and shows us the secret life of wandering monsters. Zogonia wrestle with the concept of justice in an uncaring world. OotS, yeah, has more in the secret life of wandering monsters. Yeah, this isn't quite working. You need to collapse that random pattern. </p><p></p><p></p><p>This issue also manages to balance things nicely between disconnected crunchy stuff and filling in and expanding upon D&D's default setting. That means it has stuff that's both instantly useful right now, and stuff that continuity geeks will still be referring back too decades later. You've got to think of your legacy, not just pleasing people right now at the expense of everything else, and it's interesting to see the magazine finally doing that instead of living very much in the now. Let's see what kind of mark they can make with their final year before it all gets rebooted anyway.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6229653, member: 27780"] [B][U]Dragon Issue 347: September 2006[/U][/B] part 6/6 Sage advice: What are the CR and ECL adjustments for awakened animals (Not that high, really, ssir.) Does an awakened tree get skill and feats (No. Andy, thinkses not) Do awakened undead gain any skills or feats (Only the ones indicated.) What happens when you're dominated by multiple creatures (Opposed charisma checks whenever the orders conflict. Already taken care of, yess) Will Evard's black tentacles attack you again if you break free (by the RAW, sseems sso) Does evards black tentacles penetrate damage reduction (no, it ignores it, like mosst spells) How do they work on the ethereal or astral (Not at all, unless you can find a ssolid surface for them to come from. Guessss you'll have to use ssomething else) Can you detect explosive runes with detect magic (ass long as you don't read them, teeheeheehee) Do you have to roll to stay balanced when you leave an area of grease (no) Are you flat-footed in an area of grease (yess) Do you have to check to stay balanced if you're hit in a greasy area (yess) Can you use a full round action to move 5 foot without making a balance check (no) Can you choose not to bring along objects you're holding when teleporting (Yess. Leave thosse chains behind.) Can wish restore a disjoined magic item (yess, but extra expensively) Can an intelligent magic item be disjoined (Yes. Nassty nassty Mordenkainen. We hatses him and his preciouss desstroying sspell) Can you disjoin items in a bag of holding. (No, but you can disjoin the bag, and loose the items inside, yess.) Does the size change from righteous might reduce your dex (no) Palladium's crisis'll get no sympathy in here. You suck, guys. Class acts: Adventurers get Wilderness Markers. Like the urban ones a few month ago, these might save your life, or they might be a trap set by monsters to help them get some easy meals. You never can tell. Arcane gets Archaeologists. As I've said before, this is an important but neglected adventurer archetype. It may be a bit boring at times, but digging up ancient relics involves venturing to dangerous locations, dealing with the natives, and getting the items out safely. (and in a magical world, dealing with the items unearthed themselves. You never know when you're going to unseal a world destroying artifact and have to deal with the consequences.) This includes equipment, skill advice, and a bunch of new feats. A well rounded set of stuff to help build the character. Divine gets Lost ones. Sometimes a character has doubts about their faith without losing it, and the powers granted by it entirely. Here's a whole bunch of alternate class features based around this idea. If you want a change, you can use the retraining rules to swap out old ones for new. You even have a good justification to swap them back after a while, if you tire of playing a conflicted grimdark wanderer. Another case where the fluff and crunch combine to good effect. Warriors get the Ranger Guide. A quick compilation of all the tables and abilities that they regularly employ, this is another bit of filler that doesn't really add anything new. Only useful for people who can't remember a whole corebook. Nodwick turns this into a console RPG. This disconcerts his party, quite rightly. Dork tower takes a leaf out of OotS's book and shows us the secret life of wandering monsters. Zogonia wrestle with the concept of justice in an uncaring world. OotS, yeah, has more in the secret life of wandering monsters. Yeah, this isn't quite working. You need to collapse that random pattern. This issue also manages to balance things nicely between disconnected crunchy stuff and filling in and expanding upon D&D's default setting. That means it has stuff that's both instantly useful right now, and stuff that continuity geeks will still be referring back too decades later. You've got to think of your legacy, not just pleasing people right now at the expense of everything else, and it's interesting to see the magazine finally doing that instead of living very much in the now. Let's see what kind of mark they can make with their final year before it all gets rebooted anyway. [/QUOTE]
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