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View Full Version : The Mlar???? [3.5]



Empedocles
2012-04-22, 09:13 PM
I've found, in the vast reaches of the internet, some vague mention of a mlar base class............I have no idea what it is, but apparently it's found on pages 256-257 of Dungeon magazine #100. Unfortunately, my PDF copy of dungeon only has around 170 pages.

If anyone knows where I could find this class, or has access to it, it'd be much appreciated if you could give me the rundown or tell me where to find it. .....of course, I would never use a site like 4shared because that would be unethical.........

VarianArdell
2012-04-22, 10:02 PM
assuming you have the same PDF copy as I, the Mlar (which is actually an NPC class) will be on pg. 153

Empedocles
2012-04-22, 10:31 PM
assuming you have the same PDF copy as I, the Mlar (which is actually an NPC class) will be on pg. 153

My copy goes into the web enhancement at that point. The last thing in the magazine besides said enhancement is "New Magic Items," ending with the Slaad cloak.

PlzBreakMyCmpAn
2012-04-23, 11:18 PM
Nothing much to them. As usual I have the important stuff for mlar listed in my

Empedocles
2012-04-23, 11:22 PM
Nothing much to them. As usual I have the important stuff for mlar listed in my

actually, they've been discovered. quite a boring class....

Gavinfoxx
2012-04-24, 10:53 AM
Mlar is in Polyhedron #159, and is a good NPC class to put in towns. I had a post somewhere about how to make towns that are specialized for different things, and how they might develop... let's see if I can copy and paste it appropriately...


Most of your population is Commoners. They are probably farmers of some sort, but they could be herders or fishermen or whatever.
You have a few Healers in each town. These are your hedge priests.
You have a few Warriors in each town. You have slightly more in fortified towns, which cost more money per turn.

I'm trying to simplify what settlements can make, to make it somewhat like Heroes of Might and Magic, or perhaps more accurately, Kohan Immortal Sovereigns or even Age of Wonders. The idea here is that each city has to specialize to be really good at something, and you want the abilities of each city to be different than the other cities. Thus the loss of any given city has a major impact on the sorts of things you can do and the troops you can field.

Every Settlement is known for something special at game start. Each and every location can pick one tier 4 class that they are especially good at producing from List one.

Settlements larger than Villages have an extra 'slot'. This can be filled in two ways. Either a training camp for producing extra numbers of people from one of the options in list one, which is the main way an area can produce large numbers of people from that option, and lets you choose again extra classes that area produces from that camp, or to retrain people to have those classes. For example, if you have a martial training facility as the 'extra' facility, you can produce people from the Martial list beyond the small numbers of the wealthy that are produced naturally in each settlement. If you want to produce people with skillsets like those from the bottom of society, you can build a facility to do that. The second option is to have an option from List Two, to get access to more exotic classes. Filling an extra slot automatically lets you choose another Tier 4 class that such a place is known for. The Tier 4 class chosen doesn't have to be from the slot you just filled, though. It's just that bigger places tend to attract more capable people in general. The tier 4 classes are in brackets.

At the start of the game, you can't double slot from list number 2; that, along with other upgrades is to happen in actual gameplay (such as upgrading your adepts to be Religious Adepts, for example).

The capital starts with two extra slots, rather than just one, being a City.

After game start, you can pay people to move to one of the training facilities created with the extra slot, so that more people end up a particular class - or even a particular build of a particular class -- for your army. This is stressful for the area, and drains your budget. However, it can be worth it if you want more than what places tend to produce naturally.

Sometimes, if you have been investing lots of money or time or attention into an area, or just as a random event, the DM might have someone exceptional come about in certain areas. Some suggested options for these are in double parentheses.

No one other than you and your cohort is above level 3 without DM intervention. No area produces Tier 3 or more powerful classes without DM intervention. Thus, your Cohort is one of the more individually powerful people in your area, having T4, a customized build, higher ability scores, and is a level above the maximum that other T4 people can get... and you are incredibly exceptional in your lands.

No, Truenamer is not on this list because that class introduces lots and lots of headaches.



CRAFTSMEN: For each settlement, pick two classes from this list that the craftsmen tend to have: Expert, Healer, Magewright, Mlar, [Master-Craftsman].

CRIMINALS: For each settlement, pick two classes from this list that the of people on the edge of society tend to have: Expert (with exotic skills allowed), Swashbuckler, Ninja, Lurk, Chaos Monk, Battle Dancer [Rogue, Savant, Nightstalker, Master-Professional]. If boosted by DM, might produce the occasional ((Psychic Rogue))

BUREAUCRATS: Each settlement has nobles whose job it is to do actual management and governing, so pick a class from this list of people who care about governing places. This is your aristocracy that doesn't care overly much about fighting: Aristocrat, Noble, [Savant, Master-Performer]. If boosted by the DM, this might produce the occasional ((Bard, Factotum)).

MARTIAL: Each town also has nobles whose job it is to generally be wealthy, and use that wealth to equip themselves and train themselves in the martial arts. These are your nobles whose job it is to defend the peasantry. Pick two classes from this list for each town: Paladin (and variants), Knight, Samurai, Fighter, Mariner (if near water), [Dungeon Crusher Fighter (this is, in general, fighters with various useful ACFs chosen; look at the fighter handbook if you want to know about them. Thug is a good example.), Marshal]. If boosted by the DM, might produce the occasional ((Warblade, Crusader, Ardent))

Note that Warriors are easy to produce. You don't need a facility to do that. Any commoner that you draft and give a few weeks of intense weapons training can be a Warrior.


ASCETIC: For an area where people are introspective, like monasteries or whatnot, pick two classes from this list that such an area produces: Divine Mind, Monk, Soulborn, Soulknife, [Adept, Sohei]. If boosted by the DM, this area might produce the occasional ((Swordsage, Psychic Warrior, Wilder, Shugenja))

ARCANE: For areas where specialized arcane skills are taught, pick one class that such a place teaches: [Dragonfire Adept, Dragon Shaman, Spellthief, Warmage, Master-Sage] If boosted by the DM, might produce the occasional ((Beguiler, Duskblade))

NATURE: If it is a nature-y training area, it can produce pick one class this place teaches: [Barbarian, Ranger, Wilderness Rogue, Scout, Totemist]. If boosted by the DM, might produce the occasional ((Incarnate, Shaman, Druid with several nerfs, Ranger with a lot of useful obscure ACF's))

UNHALLOWED: An incredibly freaky, probably evil, place that is near indescribable can produce Eidolons, [Jester, Hexblade, Montebank, Warlock]. If boosted by the DM, might produce the occasional ((Binder, Dread Necromancer))



Example village 1. This Village has an Asian theme, and is home to a small Ninja clan.
Craftsman: Mlar, Expert
Criminals-Slotted: Ninja, [Nightstalker]
Bureaucrat: Noble
Martial: Samurai, Paladin

Example Town with Extra Slot double-filled for Martial. This coastal town is especially good at training a wide variety of martial types of people, and in large numbers.
Craftsman: Magewright, Healer
Criminals: Expert, Swashbuckler
Bureaucrat: Aristocrat
Martial-Slotted: [ACF'd Fighter], Mariner, Knight, [Marshal]

Example town with a heavy nature and mounted combat and animal using focus
Craftsman: Healer, Expert
Criminals: Ninja, Battle Dancer
Bureaucrat: Aristocrat
Martial: Knight, [Marshal]
Nature: [Ranger]

Example Town with Extra Slot filled for Ascetic. This town is especially good at producing and exporting lots of goods, having Tier 4 in Bureaucrat and in Craftsman. Further, the people in the monestary don't need much equipment...
Craftsman: Expert, [Master-Craftsman]
Criminals: Lurk, Battle Dancer
Bureaucrat: [Savant]
Martial: Fighter, Paladin
Ascetic: Soulborn, Soulknife

Example Town focused 100% of crafting magical items. This town has access to lots of spellcasters that can make magical and psionic items that don't require casters of levels beyond 3rd. In other words, if you want a town where people can work together to attune gems, brew potions, craft cognizance crystals, craft universal items, craft wondrous items, infuse herbs, craft alchemical items, scribe scrolls, and ink psionic tattoos or spellstoring tattoos, this is the town to do it. If the item requires a power or spell or prayer or item creation feat that can be made by the abilities of characters level 3 or under characters from this list, it can be done. If you are curious where these things are from, go to realmshelps and search the feats by item creation; these are the things that can be made by characters of level 3 and under. This does not maximize invocations or supernatural abilities in general, just ones that can be used for item creation.
Craftsman: Healer, (Magewright OR Mlar)
Criminals: Lurk, [Nightstalker]
Bureaucrat: Noble
Martial: Paladin, Sentinel (NG Paladin)
Ascetic: [Adept]
If this is a capital, add either:
Arcane: [Warmage] OR
Unhallowed: [Jester]
This maximizes the actual prayers, spells and psionic powers available to the population for crafting into items.

Example Capital City with a focus in arcane and evil things, where people with spells or invocations or overtly supernatural abilities are considered more useful than those without.
Craftsman: Magewright, Mlar
Criminals-Slotted: Lurk, Ninja
Bureaucrat: [Savant]
Martial: Despot (LE Paladin), Paladin of Tyrrany (LE Paladin)
Arcane: [Dragon Shaman]
Unhallowed: [Warlock]

PlzBreakMyCmpAn
2012-04-24, 10:13 PM
actually, they've been discovered. quite a boring class....I like who you made it sound like A) I was saying they hadn't been discovered or B) that I did interesting things wi