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Let's read Dragon Magazine - From the beginning

Started by (un)reason, March 29, 2009, 07:02:44 AM

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(un)reason

Dragon Issue 313: November 2003


part 3/9


Shrine war: Obviously with the new D&D minis game being gutted of setting, they can't spend a load of articles expositing on the histories of the factions and the colour schemes they should be painted in. Instead, they're doing what all the other articles these days are doing and providing you with crunchy stuff you can drop straight into your game. A new scenario, and the battle tiles to go with it? That's neither a bad idea, nor particularly rehashed, which is cool. Each shrine has a map and it's own special rules appropriate to it's alignment, mostly of the "certain squares have particular effects on those in or moving through them." Each is 8x5 squares big, which means you won't be fielding particularly large warbands, but there are rules for rolling reinforcements if you want a nice long battle. Even if it's not as colourful as the Chainmail articles, it still looks like they have a fair amount of ideas to add to this game, and the diversion from regular D&D is always welcome. I hope they have other things to sell us as well as scenarios and new status and environmental conditions.


Secrets of the illithids: In 2e, melding magic and psionics to create something greater than the sum of their parts was pretty exclusively an Athasian thing, and even then you had to be epic level to make much headway. In 3e, it's much easier, although you'll have to work pretty hard at it to be better than a single-classed wizard or psion of the same total level. Case in point, the Mind Mage Prestige class detailed here. It does get more interesting special abilities, but it has higher prerequisites and less advancement (8 levels over 10 for both sides) than the Cerebromancer that will appear in a few months time in the XPH. That means they'll effectively be a 13th level spellcaster/11 level psion at 18th level. (the earliest they can max out the prestige class) The usual MAD problems will be a pain in the ass. On the other hand, at epic level, the ability to add their prestige class level to their caster/manifester level will go from just about allowing them to keep up in terms of durations and spell penetration, to punching straight through creatures that would be immune to the spells of an unoptimised character of the same level. And the ability to spend power points to offset the level increases of metamagic feats will allow them to nova to a ridiculous degree. This essentially exaggerates the weak at low level, powerful at high level curve that makes spellcasters a problem, and as such, you should think very carefully before allowing it.

(un)reason

Dragon Issue 313: November 2003


part 4/9


Eye Wares: Now beholders aren't overexposed like all the other races being covered here. While they did get a fair amount of love in Spelljammer, that was one of the less popular settings, and even there they tended to use a lot of variants that are actually weaker than the regular eye tyrants. So an article that actually makes them even more scary is quite interesting to see. For all their powers, they do have a fair number of limitations. No hands, and any items designed for a humanoid body shape won't be much use. On the other hand (eye?) they have plenty of slots for unique eyeglasses that modify their ray abilities, and room for feats that push their limitations. And that's exactly what this provides. Boosts to their flying, feats to enhance or substitute their eye ray powers, one that lets them develop their eystalks so they can use them in a prehensile way, and a prestige class that lets them combine multiple rays into one more powerful one. If your players are high level to handle it, this'll let you challenge them in all sorts of interesting ways that'll keep them on their toes tactically. Whether they'll beat a dragon who's also using a load of the options from the magazine I'm not sure, but I suspect you can have a good deal of fun finding out.


Born of death: We've already had two full articles on making undead into templates.  Now we have one on half-undead. (which are also templates) Yup, the 3e love of letting anything breed with anything else, even if it's anatomically impossible on multiple levels continues. Saying love can conquer even death isn't just a platitude in D&D land. It might still be gross and icky and give you cooties though. Really, this seems like an excuse to have some cool undead powers and a tragic backstory in a package that won't make your character unviable due to the LA adjustment. And what's so wrong about that?

Fetch are the result of nocturnal visitations by a ghost, and with flight, telekinesis, and the ability to temporarily leave their body, are easily the most powerful of these. With both the con penalty and the +5 LA, they are indeed going to be pretty fragile and in need of being taken care of in combat though.

Gheden are the product of melding mortal essence with zombies or skeletons. (ie, basic necrophilia if you don't want to beat around the bush. Actually, is hair going to fall off before they putrefy too much for you to ...... no, that way lies madness. ) They're tough but dull-witted, and can sense mindless undead innately. If you want to raise a trusty thuggish lieutenant, this seems a marginally more reliable option than raising a half-orc.

Ghuls are the offspring of pregnant women turned into ghouls. With a perpetual hunger for the flesh of sentient beings, they're going to be anti-heroes at best, or get a job as morticians. Kill them, take their stuff, and eat them. It's the most efficient way.

Katane are also unable to resist their vampiric hungers for more than a few days. Since their bite does permanent con drain rather than just damage, this means they can't even feed a little, spread the love around, let people recover, and then come back again for another helping. I think that alone merits their la+4 modifier, and makes specialising in grappling and hit and run attacks a very good idea to wear out and kill otherwise unstoppable monsters.

Deathtouched, like Planetouched, are the result of half-undead producing their own offspring, with a bit of death left, but diluted enough that the specific ancestry is hard to tell. Like all the other planetouched, they're LA+1, and have minor ability score bonuses, resist 5 to 2 energy types and a 1st level innate spell once per day. If you don't want to deal with mechanical hassles or unsavoury appetites, they're the way to go.

(un)reason

Dragon Issue 313: November 2003


part 5/9


Dork tower also gets a second strip. They really need to get some new cartoonists. These ones are being overexposed.


Ghost Elves: Of all the creatures getting an article in this issue, elves seem to be the odd one out. While they can be powerful, they're way too common as a PC race to be in any way mysterious or intimidating to use. So here's an attempt to bring back a little of that. It's also a blatant imitation of the Gith backstory. Ghost Elves were created when a deal with a devil went wrong, and the whole tribe was taken to the 9 hells to serve as slaves for generations. They eventually escaped, but found themselves forever changed by the experience. And now they live on the ethereal plane, reclusive and paranoid with their sense of humour stripped away. Great, more grim, brooding, morally ambiguous heroes for players to choose from. I think we already have enough of those, don't you? Just the options from the magazine are enough to fill that niche a dozen times over. That said, they're not bad mechanically, with escalating spell-like abilities as they gain levels that keep them interesting. But yeah, description-wise, they're completely unenthralling to me. We need neither more elf variants or more brooding anti-heroes, and with Drizzt still selling hugely, we definitely don't need another combination of the two.


Dragon Psychoses: Most of the dragon articles we see show you ways to make them more powerful, or use their existing abilities more effectively. So it's with both relief and amusement that I see an article that reminds us dragons can be as fucked up as anyone, and with their longer lifespans and lack of decent social networks, they have a lot of opportunities to become traumatised or set in their ways to the point where they lose touch with reality. Characters are more interesting when they aren't all icy optimisation of their powers and every waking moment spent in lethal lair design.

Nameless Dragons compulsively try and erase all evidence of their existence from the records. They automatically sense when someone uses their name, and home in on them to kick ass. If they get past the first stage, they become very good at hiding indeed, and convincing them that y'know, an identity and social interaction might have benefits gets increasingly tricky.

Ravening Dragons let their base hungers get the better of them, and have to consume their own bodyweight in food every day. This means they're considerably harder to fight or negotiate with, but easier to trick and trap, as they don't have time for all that patient planning and weighing up their options. Better hope you can wear them down without too many losses, because each one lets them last a little longer without starving.

Riddled Dragons go the opposite way, becoming obsessed with the cerebral beyond the bounds of practicality. This means they'll put stupidly obscure clues as to their master plans in the wake of their actions, and are likely to stop and talk even if it's not in their best interests. If you want a villain that goes at things 60's batman stylee, then this gives you an excellent excuse. The curing process is a pretty cool plot hook too. They can definitely have a place in my game.

Spellhoarding Dragons get too greedy when it comes to magical gear and secrets, and neglect mundane treasure-seeking. This once again means they might let their avarice overcome their common sense, but they do get substantial magical tricks to play with, so don't underestimate them, and hope they retain enough sense to trade for new spells instead of just killing you and taking your stuff.

Wandering Dragons not only wander endlessly, they become so sleep deprived that their dreams start manifesting as illusions in the surrounding areas. This means to cure them, you have to get to the bottom of their subconscious fears, while simultaneously dealing with a very real and mobile but irrational monster. Once again, this seems like a fun plot hook seen in many shows and movies, but not so many games, that you can get some use out of. This article has definitely had an above average amount of whimsy for one of this era.

(un)reason

Dragon Issue 313: November 2003


part 6/9


Faiths of Faerun: Neither spells or prestige classes for this column this month. Instead, it's another template. They ought to have made that the issue's theme instead of monsters. it's also a convoluted mess of continuity, dealing with Set, one of the few gods who exists in both the Realms and the real world, and the way he and his portfolio (and name) have changed over the years. This involved the typical Realms method of deicide and portfolio stealing, persuading your new worshippers that the new boss is going to be the same or better than the old boss. But anyway, the game material is a template for making snakes into sentient, long-lived creatures with superhuman wisdom, and a whole bunch of examples, along with plenty of examples, and how they relate to Set, and his humanoid worshippers. It's a fair sized article, but still a very dense one, like it was originally even bigger, and then squashed down into it's current shape. It's also fairly unusual in the way it takes real world material and adapts it for another universe in a very specific way. I'm not entirely sure I like it, but like a surprising amount of the Realms material, it keeps me interested simply because they're able and allowed to do different things with it to a generic article. I do wish they'd cover more settings in the same way.

(un)reason

Dragon Issue 313: November 2003


part 7/9


Strange bedfellows: A second article on half-creature templates in the same issue?! it seems like the process of following up ideas until they're done to death and they have to move on is still accelerating. Since that won't hit it's peak (so far) until the release of Essentials as an "evergreen" product, and then announcing the next edition just a year later, I guess I have to deal with more decline in variety of topics to come. What are we to do with these imitative writers?

Half-Dopplegangers get three alternate forms, and fairly decent bonuses to their social skills. They won't be able to casually disguise themselves as a specific other person, but leading a double life, having a lot of fun with sexual experimentation, or escaping pursuit from people who don't know you seem very good options. And so there's plenty of chances for the creation of weaker doppleganger-blooded creatures as detailed in UA.

Half-Janni get to planeshift and bring people along like their parents, but only for a minute per level. It's a nice toy, but as the location is pretty random, and they don't get protection from the environment either, it seems like a poison chalice really. Still, they get enough ability score bonuses and spell-like abilities that their LA+3 modifier is probably about right. And sometimes you've just got to make that fast exit, and hope the enemy'll assume you're gone for good and wander off in the interim.

Half-Minotaurs get pretty much all the tricks their parent does, only with smaller numbers. Since a natural weapon, darkvision, tracking, and bonus to search + spot are all pretty handy for adventurers, there's not much to say here.

Half-Nymphs also get a weakened version of their parent's signature move, leaving people Shaken instead of dead with their beauty. Good thing they can switch it off, otherwise sustaining an actual relationship would be very hard indeed. Even so, I think temptation (and guys doing the medieval equivalent of texting pictures of their dicks, which isn't tempting at all) will be a constant issue. You could be driven to become an adventurer just to get some space.

Half-Ogres definitely benefit from being changed to a template, given their penchant for gently caressing whatever they can get. Now you can get some truly awful hybrids with other dungeon denizens. But not Oozes, thankfully. Being only LA+1 makes them more accessible than the regular race as well. I approve. Now, would Half-Minotaur/Half-Ogre still work without a base?

Half-Rakshasa are another one that get some minor shapeshifting, but not nearly enough to keep up with their parents. They're not likely to have easy childhoods, which makes their natural cravings for luxury and vices of the flesh all the more problematic. As a PC, that's a strong invitation to play them with large amounts of angst.

Half-Satyr could also be angsty if brought up somewhere that's big on sex being something sinful to be repressed, but they're just as likely to embrace the rock and roll lifestyle and do very well at it. It does take at least a moderate amount of discipline to show up and practice with the same people regularly, after all, and they're more likely to manage that than their dads.

(un)reason

Dragon Issue 313: November 2003


part 8/9


Guild secrets: A short one for this column, detailing the kind of guild that makes life a nuisance for the players without attacking them directly. Where there is conflict, there are profiteers who sell food and weapons at inflated prices, and benefit from human misery. Since adventurers cause a fair amount of death and social upheaval, it's no surprise that people like this would show an interest in them, making sure equipment prices go up before they arrive, and down again afterwards, and maybe ensuring that trouble breaks out to keep you on your toes, while keeping themselves in the background. The kind of stuff that's part boon, part bane, and not easy to detect if you don't have flexible divination spells up that let you trace stuff happening at a couple of removes, because mind-reading patsies isn't particularly helpful. Still, it's not that much of a problem unless you want to retire, but it does mean more innocents will be caught in the crossfire than otherwise. So it's a realistic, but slightly unorthodox method of generating adventure hooks, which I mostly approve of.


DM's Toolbox: The toolbox this month is on the fine art of misdirecting your players so when they do something that's unexpected and outside your prepared map/plot, you can get them back on track without them ever even noticing something went wrong. The trick here, as in a lot of cases, is having extra stuff that you can put anywhere that'll keep them occupied while you spin your wheels in the background to come up with something better. Random encounter tables are very helpful for this. Nothing like a sudden combat or getting well and truly lost to eat up a load of time and make the players worry while you can go through the motions and think simultaneously. (presuming you know the rules fairly well) And if you can get them into a big internal discussion full of roleplaying, then that's absolute gravy, because not only does it let you back off and leave them to it for a while, the ideas they come up with may well be worth stealing for future plot developments. To be a really good DM, you need to have a multitrack mind, able to juggle the immediate events at hand with your longterm plans, and work them in without slowing down midgame. Yup. That definitely sounds right to me. Always have a few tricks up your sleeve that'll make improvising easier, and you'll feel far less pressurised.

(un)reason

Dragon Issue 313: November 2003


part 9/9


Sage advice: What's the point of a save DC against wind (Bwah?! :snigger: Oh, you're serious. That's what you've got to roll to avoid being knocked down or blown away.)

Does arcane sight reveal magical traps (yes, but it doesn't reveal they're traps. Be careful investigating. )

How long do rings last once activated. (As long as the appropriate spell. )

Does enervation remove all your high level spells, or just one at a time. (One at a time. It turned out to be easier that way.)

Do you have to choose your attacks beforehand when doing a full attack (no)

If you're making a full attack, can you take a 5 foot step in the middle of it (Yes. Very handy)

Are tieflings affected by holy effects (Only if they're actually evil. Guess there is some justice in the universe after all.)

How does the monk's new flurry of blows work. (We thought it would be less confusing this way. Guess not. So Skip will have to explain again.)

If two characters have the same initiative, who goes first. Can a meleeist close and make an AoO as the archer fires (No. Because you never act simultaneously. What do you think this is, Exalted? The only way you can do this is by delaying, then acting immediately before them. )

If you bluff someone, then use improved trip, are they still denied their dex bonus for the free attack after that (no. )

Do stat boosting items boost spellcasting power (Oh yeah! Many a spellcaster would be unable to use their most powerful magics without their bling. But not Skip. Skip is awesome enough to cast 9th level spells nekkid! )

What happens if you regain conciousness while in someone else's square (You've gotta get out of it to stand up. This will provoke AoO's)

Are there any exclusive skills in 3.5 (no)

Are druids limited by the 15HD limit of the polymorph spell (no)

Is there any way for a monk to get weapon finesse at 1st level (be another class first. )

Does mislead mean greater when it says improved (Yes. Skip finds them pretty synonymous.)

Does ride by attack prevent AoO's (yes)

Does rolling a natural 20 let you hit displaced enemies automatically (No, nor will it penetrate cover. That happens separately, afterwards.)


Nodwick suffers from an attack of author self-insertion. Well, with phil gone, someone's got to take his place. Thankfully it's not in continuity, whatever that means in this strip.


Once again, making their topics broader and shallower ironically results in the individual articles being even more similar to each other in the type of new material they provide. The overload of templates is particularly frustrating, making me start to sour on what is normally one of my favourite parts of 3e. After four consecutive issues of this grind, I seriously hope they have something special planned for christmas.

(un)reason

Dragon Issue 314: December 2003


part 1/9


83 (108) pages: For the 5th issue in a row, they continue to skim shallowly off the top of topics. The elements? You could have a whole issue devoted to each of the main 4, plus probably a couple more on the para and quasi ones if you asked for appropriate submissions. Will I find this smorgasboard any more satisfying than nibbling at 5-6 classes or monsters in one sitting? Or am I going to have to wait for a change in staff before things start to improve again? Let's hope, as per the usual.


Scan Quality: Moderate, unindexed, ad-free scan.


In this issue:


Wyrms turn: Our editorial this month is basically them trying to figure out how best to promote the new D&D minis game. With one scrapped variant under their belt, they'd really like to do better this time. What can they give us, how can they tweak the format so we're more likely to buy the game, or at least not complain that it's a waste of space in a magazine that should be all D&D, all the time? It's another reminder that they've found themselves becoming gradually more boxed in as time goes on, and need to push back if they want to have a decent range of material to write about, and not repeat themselves in just a couple of years time, and I hope they can hold onto the minis game for at least as long as Chainmail. Wargaming was an interesting part of the magazine for a fair bit of it's history, and maybe it could be again. They just need to find something that gets a decent amount of uptake from the readers.


Scale Mail: Our first four(!) letters are all about an annoying insert right in the middle of the Blackguards article. The necessity of taking filthy lucre should not make you forget proper formatting. Since they now have a full-time advertising guy again, they hope this mistake won't be repeated any time soon.

Another irritating mistake they made, and had to own up too, is attributing the wrong name to the wrong letter. People absolutely haaaaaaaate that.

They also left a few small but crucial things out of the celestial monster progressions in issue 312. Working with material from another department that hasn't been through the full editing pass itself is a risky business, and this time, the dice rolled snake-eyes.

Rather more far reaching is a complaint that since Dungeon ate Polyhedron, the split focus means we're getting fewer adventures, and the ones we do get are smaller and of lower quality. They need to get back to their roots and do what the magazine was originally created for. Since I know that they do wind up scrapping Polyhedron for good next year, it's obvious that they're listening too and thinking very hard about this particular problem. I wonder if I'll ever get round to reviewing that process first hand, and if I'll feel the same way.

Similarly, we have a complaint that the latest issues of Dragon are shallow and full of filler, which I quite agree with. The writers are going for the easy options to meet deadlines too often.

The cavalcade of complaints continues with two more about things misplaced or delayed to the issue after. They are not having a good time at the moment, are they. Even Roger wasn't getting picked apart this viciously in his early years.

Still, they are managing to please a few people, as they end with one unreservedly positive letter. Whether they're actually part of the silent majority remains to be seen.

(un)reason

Dragon Issue 314: December 2003


part 2/9


Up on a soapbox: Remember, no matter how powerful you are, the DM can ALWAYS create something more powerful to deal with you. Even if you discover a game-breaking infinite loop like pun-pun, they can make a character that did it first, and has had more time to build up obscene levels of equipment and minions with it. Jim Ward told tales about stuff like this back in the old days, and Gary does so here. A 13th level Ranger is only half a dozen hits from a vampire away from being 1st level again if they get sloppy. And someone who didn't earn them the hard way is a lot more likely to be reckless and not use their powers to their full potential. Yup, it's this old canard. Ironically, I think these days the foot is more likely to be on the other boot, with plenty of people having played multiple characters to mid or high level before the game ends, and then starting a new one. Whether they've learned wisdom from this process though, and play the new low level ones smarter is another matter. But I do think this is less of an issue than 30 years ago. Course, if you're recruiting new players (which we all ought to try to do occasionally) it will come up again, and you need to balance keeping it fun for the new blood with letting them know this isn't a game where they'll always win. But still, times have changed, and Gary's experiences aren't as relevant as they were in this case.


Zogonia puts it's main character through the wringer again. Is it another trip to reztown?


Brotherhood of the burning heart: Well, it looks like our elemental features are indeed going to be pretty formulaic. Each has an organisation somehow devoted to the element serving as a framing device for various new spells, magic items, prestige classes, etc etc. If you want to put them all in your campaign as allies or rivals, this would probably work pretty well, as they're all of neutral or good alignments and friendly to being joined mid-campaign. It's not like the old campaign settings where things like fire wizards or silt priests could be hunted down for revealing their specialty.

So our fire guys are a Bard heavy bunch who are more about fanning the fires of passion than literally burning stuff down, and both their spells and prestige class reflect that. Course, they can also have synergistic effects, like making a fire burn longer or brighter because it's feeding off the emotions of the people around it as much as the physical fuel, or a template which makes your fire spells blinding on top of inflicting damage. But the primary emphasis is on making your emotions stronger, last longer, and getting various buffs from that. This makes them even more focussed on being buffers and support characters than regular bards in combat, but they'll do it in such an overdramatic way that they certainly won't feel like part of the background. If you want a character who doesn't even have to work at this, they also have the fire-souled template, a LA+3 thang that gives you a substantial cha boost, Leadership (and all the devoted followers that implies ) for free, enough surplus passion to effectively Haste themselves, and most interestingly of all, the power to make enemies temporarily forget about their most advantageous combat options. Basically, the kind of messiah who gets hailed from birth, spoilt rotten no matter how unpredictable and temperamental they are, and wins against enemies in both the physical and social arena because anyone trying to fight them inexplicably acts dumber than usual. I can see players really loving to hate an enemy like that. Well, looks like the first article has managed to put a nongeneric spin on the elemental theme. Let's see if the rest can keep up the pace.

(un)reason

Dragon Issue 314: December 2003


part 3/9


Dust to dust: Weirdly enough, it's the earth organisation that's most easily presented as an antagonist group here. They worship earth to the point where they're almost a genocidal apocalypse cult, trying to wake a slumbering earth god who'll bring the element to it's proper place of total cosmological supremacy, and wipe out all other elementals and anyone who doesn't give Earth it's proper respect. Very much the kind of credo that comes from someone valuing stability over genuinely making things utopian, and then attaching onto a half-baked idea to create their ideology. And thus it seems all too plausible in a fantasy universe, particularly one where we've already seen the temple of elemental evil put through it's paces several times.  

Unsurprisingly, most of their new spells and items are oriented towards defence. The standard resiliency boosts and resistance to things like disarming, knockdown and bull rushes. Not that terrain control can't be turned to offensive ends too, particularly the more powerful ones like the staff with a full array of earthshaping spells. But this seems more likely to make them a bugger to finish off than actually win them the fight. If any group deserves to be the losers, it's this one.


Masters of the four winds: In 1e, Monks had highly restricted numbers of high level characters, with very particular titles, including Master of the X season or direction wind. Those were scrapped for 3e, but no idea dies completely, especially not if it was in the corebook. And so here we have a prestige class for each cardinal direction. Each is designed as a hybrid of monk and some other class, requiring you to be near 10th level and have at least 4 levels of monk to get in (which also means you'll need to plan your multiclassing points carefully) All gain full progression of their basic monk powers, some form of spellcasting, and add the Air domain to their spell lists at some point, which means they all look superficially similar. Hopefully the 4 combined will be well suited for promoting harmony throughout the world, as like the winds themselves, staying still is not their path to enlightenment.

Masters of the North Wind combine monk and druid powers, progressing their shapeshifting and spell powers, and gaining the ability to assume gaseous form, which is always a game-changer. They really can go anywhere and survive there, which makes them very independent indeed.

Masters of the South Wind mix rogue and monk, getting full sneak attack progression and 6+int skill points, plus a decent selection of stealth and air based spells that make them easily the equal of assassins in the stealthy killing stakes, only on the side of the good guys, and hopefully able to resolve problems more mercifully. Enlightenment lets you speak softly and carry a big stick.

Masters of the East Wind mix monk and wizard, predictably enough. With full spellcasting progression and 1/2 familiar progression as well, they look pretty spiffy. They will have to sacrifice 4 spellcaster levels to get in though, which more than makes up for it. Still, stick with it a few more levels into epic and take practiced spellcaster to make up the penetration, and then you can really show off the results of patience.

Masters of the West Wind are the cleric hybrids, completely unsurprisingly, and get exactly the same deal, only with partial turning progression. Since clerics get better BAB, Armor, etc than wizards, this doesn't seem like quite so good a deal. Freedom to use your monk unarmed bonuses, or wear heavy armor makes both slightly suboptimal, ironically.

(un)reason

Dragon Issue 314: December 2003


part 4/9


Guardians of the deepest seas: Unsurprisingly, the water based organisation has a pretty heavy emphasis on spellcasting in their prestige class too. Because when you have magic for letting you breathe underwater and ignore pressure differentials, who needs technological research? In this case, it's the need to buy up your Survival and Swimming skills that keeps this from being a no-brainer for a wizard or sorcerer, since it comes with full spellcasting, 3/4 BAB, and a bonus feat every 5 levels plus all the other handy underwater adaptability it adds on. But it still looks like a pretty good deal for a cleric or bard as well, (druid shapeshifting still pwns you, on the other hand) so it's worth going for even if you suspect the game might not be underwater focussed after all.

Also unsurprisingly, many of the spells are updates of familiar ideas we saw in the bumper water spell lists of issues 220 + 235. From basic tricks like holding your breath for longer to 9th level spectaculars like raising sunken ships and smashing areas up with tsunamis, the utility ones are completely familiar. Slightly more surprising are the killing spells that remove the water in your body, or cause it to vibrate in cripplingly unpleasant fashion, but I suppose they have precedents in the Tome of Magic and Complete Necromancers handbook. And James Jacobs can't seem to resist slipping weird and gruesome bits into articles even when they aren't needed. I suppose tentacles keep the boredom at bay, be they suckered, barbed, or comprised of your own mutated bodily fluids.


The ecology of the salamander: Fittingly for our elemental theme, we have a monster that lurks in firey places. Salamanders get a decidedly interesting ecology, with their reproductive cycle and caste distinctions being very different from humans. Being able to absorb your energy directly from the heat of fire has quite substantial benefits. Our new crunch, on the other hand is stats for their larvae, and a trio of feats that enhance their innate abilities. Of course, there's also the usual advice on fighting as them, fighting against them, and using them as PC's. So it's their usual policy of trying to please everyone. Still, a fairly decent ecology, full of usable stuff. They may not be as entertaining as they used to be, but they are more consistently useful.

(un)reason

Dragon Issue 314: December 2003


part 5/9


Channeling the elements: If the last 5 articles haven't given us enough prestige classes to satiate you, here's one more for each element, just to roughly keep the balance. No paraelemental stuff or experimenting with possible 5th elements like wood, void or heart then? Oh well. Maybe in a few years.

Earthshakers are all about the tremorsense, gaining an extra 5' every 2 levels, plus full spellcasting progression and bonus earthquakes and geyser blasts on top of that. Fully competitive with remaining a straight cleric, if you can finagle a way of getting into them from an arcane spellcaster, they'll be well and truly broken in power level.

Icesingers give us at least a little paraelemental fun mixed with the straight stuff. Their abilities are mostly a pun on coldheartedness, allowing them to both generate real cold, and remain socially unmoved while manipulating others. Cue Ice Queen jokes, etc etc.

Firestorm Berserkers go the opposite direction, getting full Rage and BAB progression, becoming immune to fire, and then literally bursting into flame and breathing fire when they Rage. I think that's probably worth sacrificing a little damage reduction for, and having the two in the same party makes for a good buddy team.

Purebreath Devotees aren't too hard to get into from a whole bunch of classes, and abilitywise are in the monk/cleric area, with their own spell list, and the ability to survive on air alone. (and as they advance, they need less and less of that as well.) If your adventures take you into hostile environments, that's where they'll really come in handy.

(un)reason

Dragon Issue 314: December 2003


part 6/9


Revised Psionics preview 1: With the 3.5 corebooks well out of the way, one of the first things on their agenda is fixing psionics. Unlike the D&D minis articles, which seem to have decided Chainmail is a failure from the past they Shall Not Speak Of Again, here Bruce Cordell freely admits that there were some serious mistakes in their mechanical design in 3.0, and so they're changing things more than they did with the core classes. They're making it bigger, giving a whole bunch of psionic races PC writeups, eliminating MAD, letting you scale powers by spending more points on them, and downplaying psionic combat. Apart from the last of those, these are all things I can be unreservedly positive about. While I haven't been that keen on the changes in approach to settings and articles around this time, I can't deny that most of the rules changes have been for the better, and that continues here. What's also pretty pleasing is that the new crunch isn't something that'll appear in the book, (although it will eventually be published again in the Complete Psionic splatbook in a few years time) adding another interesting race to the mix. This time, they've definitely learned the right lessons from their mistakes.


Under Command: The D&D minis article also takes the form of a grab bag of crunchy stuff, which makes it difficult to stir for it after forcing down 5 articles of elemental crispies. A couple of sample warbands, which can be used nicely both in the minis game, and as antagonists in a D&D one. More interestingly, a mini dungeon for them to inhabit. Hang on, isn't Monte doing one of those this issue too? Dungeon really must be getting as sloppy as the complaining letter says if Dragon is doing not just one but two of those this issue. Moving them to monthly must come with some growing pains for Paizo. They ought to move this Encountersey stuff over there. In any case, the supposed extra variety this column provides is completely negated by the fact that it's written in exactly the same formulaic manner as the rest of the articles. You should get a different writer in specifically to do stuff like this regularly, then give them the freedom to build instead of passing it between the regular staff again. That didn't work for the old minis columns either.

(un)reason

Dragon Issue 314: December 2003


part 7/9


Fiction: The Leper's hand by Thomas Harlan. As I suspected in the last instalment, it's time to up the stakes and set in motion a multi-part plot that'll give the characters of Crusader Earth some major development before we say farewell to them for good. Funny how that's become a pattern over the last few years. The stealing of a minor sacred relic sets in motion an action packed plot as the impetuous young paladin and the cynical old witch try to discover who took it and why, and the journey involves kings, assassins and the holy grail itself, which has who knows what powers if all the pieces are reunited. They manage to succeed in their initial goal to recover it, but now they're drawn into a bigger conspiracy, and if they don't seek it out, more waves of trouble will likely come to them anyway. Are they ready for the adventure of their lives? Given the nature of the magazine I can't see them not triumphing eventually, but one or the other might die or have to make serious sacrifices in the process. I guess we'll see in a couple of months time, as we have the usual acceleration in pace of instalments as we reach the finale. Let's hope it's a satisfying ride.


Silicon sorcery: Once, long ago, (issue 213) we had an article on items with synergistic powers, becoming more than the sum of their parts when you have more than one piece of a set. While exceedingly cool, these take a lot of work to design, both in and out of game, so you don't tend to see that many of them around.   Well, it looks like Heroes of Might and Magic IV has some more of these to get players excited about the thought of an extended treasure hunt to collect them all and gain ULTIMATE POWER!!!!! Even better, this is one of those cases where they've substantially improved on the formatting of previous attempts, making it really easy to figure out how much power you gain with each addition of a new item. There are three sets detailed here, a 3 item set each for sorcerers and bards, and an extra powerful 5 item set for wizards, reinforcing as usual that they're the ones most able and inclined to make elaborate equipment that boosts their power and versatility above it's already high baseline. So while there are the usual balance issues 3e suffers from, this still manages to be an exceedingly cool article, with stuff that can really spice up your game if introduced. You've just got to make sure the other classes have similarly cool synergistic sets of items to seek out should they so desire.

(un)reason

Dragon Issue 314: December 2003


part 8/9


Dungeoncraft: Monte may be running his lessons on a more compressed timescale than Ray, but having completed them, he provides a sample dungeon putting them into practice in a similar way. Since he only has 3 pages to work with, it's pretty small, with only 9 areas, and all the monster stats left out, but there's still a fair number of challenges in there. He also doesn't neglect the worldbuilding side, letting us know why it was built the way it was, and what used to live there before the current selection of monsters moved in. I can't see it lasting more than a session in actual play, probably less, but once it is cleared out, the way it's set up gives you a good excuse for a new set of things to move in, so it remains interesting when revisited. And despite it's small size, it uses multiple terrains and a degree of 3D thinking in it's construction. I think he's done about as well as he can without asking for extra pages or splitting this up between multiple articles.


The play's the thing: When he was running this column, Robin was all about the quirks and catchphrases, revisiting the idea multiple times in his tenure. Mike also decides to to a filler article about the personality traits particular character builds are likely to possess, and the spells that are good for achieving their goals. The kind of thing that's only really useful if you're not that good at mechanics. Zzzzz. I think we can skip this one without consequence.