By Mike Mcartor
For 3 many years, Dragon journal has been the professional per month source for Dungeons & Dragons avid gamers. Many monster, sessions or even crusade settings that experience long past directly to outline the trendy video game first seemed in Dragon's pages, and a background of the journal is a historical past of the sport itself. The Dragon Compendium collects the most well-liked vintage articles from all through Dragon magazine's proud historical past, all up to date to the present variation of the D&D principles. chosen with the enter of present and previous editors and D&D enthusiasts the world over, the articles during this 256-page quantity are confirmed favorites-material you'll want to reference time and again. From new DBD writer Paizo Publishing!
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Extra resources for Dragon Compendium, Vol.1 (Dungeons & Dragons)
Jester's Performance: The jester is the master of the verbal put down, the hilarious joke, or the savage verbal lashing. His words can inspire dread and outrage in his enemies or confidence and comfort in his friends. Once per day per jester level, the jester can use his wit to produce magical effects in those around him. The jester must have at least 1 rank in Perform (comedy) to use these abilities, and many of them rely on the use of that skill to establish their save DCs and other effects. The jester must share a language and be able to speak to the target or targets of his performance abilities unless otherwise noted in the specific ability's description.
Tasha's Hideous Laughter: Subject loses actions for 1 round/level. Unseen Servant: Invisible force obeys your commands. /level. 2ND-LEVEL JESTER SPELLS Alter Self: Assume form of a similar creature. Blur: Attacks miss subject 20% of the time. Darkvision: See 60 ft. in total darkness. Daze Monster: Living creature of 6 HD or less loses next action. /level. Enthrall: Captivates all within 100 ft. /level. Find Traps: Notice traps as a rogue does. Fog Cloud: Fog obscures vision. /level. Glitterdust: Blinds creatures, outlines invisible creatures.
AC Bonus (Ex): When unarmored and unencumbered, the battle dancer adds her Charisma bonus (if any) to her AC. She uses the captivating and confusing movements of the battle dance to evade her foes' attacks. In addition, a battle dancer gains a +1 dodge bonus to AC at 5th level. This bonus increases by 1 for every five battle dancer levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). This bonus reflects the battle dancer's intense training in unarmed and unarmored combat. These bonuses to AC apply even against touch attacks or when the battle dancer is flat-footed.