I've seen a few that were applicable (about jungle/rainforest settings), but I'm not sure if it was ever covered in it's own feature, like campaign classics?
Someone said there was a 3e version of the Eagle Knight in one issue, but I can't seem to locate it.
Was that it, or were there other Maztica articles? Anyone?
How about any Advetures in Dungeon?
I looked it up on the DragonDex site, and it looks like that was the only Maztica themed article that was ever run. Huh . . . I'm kind of surprised by that. Not that I figured there would be a ton of them, but I thought at least a few more might have happened closer to when the setting came out.
The knights in #315 were part of a larger conversion I did for my home game. If there's a clamoring to see it, I could probably find it in my old files. (It was written on the cusp of 3.0 and 3.5, and I know there are some changes I'd make with the benefit of hindsight.)
Mosaic
(Pathfinder Chronicles Charter Superscriber; GameMastery Superscriber; Pathfinder Roleplaying Game Subscriber),
Fri, Jul 11, 2008, 07:25 PM
The knights in #315 were part of a larger conversion I did for my home game. If there's a clamoring to see it, I could probably find it in my old files. (It was written on the cusp of 3.0 and 3.5, and I know there are some changes I'd make with the benefit of hindsight.)
And yes, I'm aware of ALL the free downloads over at WotC, and I STRONGLY advize everyone to get them now, because in a few short weeks the entire site is going to be a Pay Site, and I'm sure that includes all those wonderful FREE goodies.
The weird thing is, just as they decided to change to a pay-format (the DDi), the quality of material online there has gone WAY down. I don't bother with most of it now (except for the old-edition downloads), so why would I want to pay for it???
For $15 a month, I could be playing WoW, and be getting BETTER fluff and BETTER visuals.
You could also check out David Schwartz' own adaptation of the Aztec deities to 3.5. They can be found in the Class Acts (Divine) section of Dragon issues 352, 354, 356, and 358 (February, April, June, and August 2007, respectively).
It's not quite Maztica, but the flavour is similar, and nicely described a pantheon missing from the 3.0 version of Deities and Demigods. Thank you, David! :)
You could also check out David Schwartz' own adaptation of the Aztec deities to 3.5. They can be found in the Class Acts (Divine) section of Dragon issues 352, 354, 356, and 358 (February, April, June, and August 2007, respectively).
Uncommon -
Dwarf (House of Tezca): Lose attack bonus against orcs and goblinoids. Lose dodge bonus against giants. Gain +1 racial bonus to damage with stone-edged weapons (see Dragon #135).
Halfling (Far Payit): -2 Str, +2 Dex, +2 Con, -2 Int. +1 racial bonus on attack rolls with shortbows, composite shortbows, and thrown weapons. Favored Class: Ranger.
Rare -
Aarakocra (Any high mountain):
Language: Auran
Type: Monstrous Humanoid
Abilities: -2 Str, +4 Dex
Size: M
Speed: 20', fly 90' (average)
Darkvision: 60'
Natural Armor: +1 (cannot wear armor or use shields)
Combat: flying: 2 talons, 1d4 damage;
standing: bite, 1d3 damage
Claustrophobia: Shaken when in enclosed space.
Favored Class: Fighter
LA: +2
Tabaxi (Far Payit):
Language: Tabaxi
Type: Monstrous Humanoid
Abilities: +4 Dex, +2 Wis
Size: M
Speed: 40'
Darkvision: 60'
Natural Armor: +1
Combat: 2 claws, 1d3 damage; bite, 1d3 damage;
Improved Grab: if both claw attacks hit; 2 rakes, 1d4 damage
Skills: +4 racial bonus to Hide and Move Silently
Favored Class: Ranger
LA: +2
Regional:
Dog People
Green Folk
Huacli
Kolan
Kultakan
Nexalan (Common)
Payit
Racial:
Dragonic
Dwarven
Giant
Halfling
Tabaxi
Spirit:
Aquan
Auran
Ignan
Terran
Nexalan is spoken in Pezelac with a rustic accent.
The following languages are mutually intelligible with an Intelligence (or Linguistics) check:
Nexalan-Kultakan DC 18
Payit-Tabaxi DC 16
Kolan-Green folk DC 5
Outsiders who can communicate can speak any language.
Evil: Change level 2: desecrate to hold person; change level 6: create undead to blade barrier
Good: Change level 6: blade barrier to hero's feast
Sun: Change granted power to: Your spells' saves are DC +1 when cast under natural sunlight; change level 2: heat metal to daylight; change level 3; searing light to invisibility purge
1 -
Alarm
Animate Rope (commonly a snakeskin rope)
Calm Animals
Cause Fear
Death Watch
Disguise Self
Detect Animals or Plants
Detect Snares and Pits
Hypnotism
Identify
Invisibility to Animal
Magic Fang
Magic Weapon
Message
Pass Without Trace
Protection from Good
Silent Image
Spider Climb
Summon Nature's Ally I
True Strike
2 -
Alter Self
Animal Messenger
Animal Trance
Barkskin
Bull's Strength
Cat's Grace
Charm Person or Animal
Darkness
Hold Animal
Invisibility
Minor Image
Mirror Image
Misdirection
Scare
Silence
Speak with Animals
Spiritual Weapon (dagger)
Summon Nature's Ally II
Summon Swarm
Web
3 -
Bestow Curse
Charm Monster
Deeper Darkness
Dominate Animal
Displacement
Fear
Greater Magic Fang
Greater Magic Weapon
Haste
Invisibility Sphere
Tiny Hut
Magic Vestments
Major Image
Poison
Scrying
Sculpt Sound
Slow
Snare
Speak with Plants
Summon Nature's Ally III
5 -
Control Water
Dream
Insect Plague
Mind Fog
Mislead
Nightmare
Persistent Image
Summon Nature's Ally V
6 -
"Dire Jaguar Form" (tiger)
Eyebite
Find the Path
Greater Scrying
Mass Haste
Mass Invisibility
Permanent Image
Programmed Image
Summon Nature's Ally VI
Pluma spells
Spoiler:
0 -
Create Water
Dancing Lights
Daze
Detect Magic
Detect Poison
Flare
Guidance
Know Direction
Light
Mage Hand
Mending
Prestidigitation
Purify Food and Drink
Read Magic
Resistance
Virtue
1 -
Alarm
Calm Animal
Delay Poison
Detect Animals and Plants
Detect Snares and Pits
Endure Elements
Expeditious Retreat
Faerie Fire
Feather Fall
Hypnotism
Identify
Invisibility to Animals
Mage Armor
Magic Stone
Magic Weapon
Message
Obscuring Mist
Pass Without Trace
Protection from Evil
Sanctuary
Sleep
Summon Nature's Ally I
True Strike
2 -
Animal Messenger
Animal Trance
Blur
Cat's Grace
Calm Emotions
Charm Person or Animal
Daylight
Hold Animal
Levitate
Mirror Image
Obscure Object
Protection from Arrows
Resist Elements
Silence
Speak with Animals
Spiritual Weapon (spear)
Summon Nature's Ally II
Whispering Wind
3 -
Clairaudience/Clairvoyance
Confusion
Dispel Magic
Fly
Gaseous Form
Greater Magic Weapon
Gust of Wind
Haste
Helping Hand
Keen Edge
Tiny Hut
Magic Vestment
Protection from Elements
Scrying
Slow
Snare
Speak with Plants
Summon Nature's Ally III
Water Walk
Wind Walk
4 -
Air Walk
Break Enchantment
"Eagle Form"
Secure Shelter
Locate Creature
Minor Globe of Invulnerability
Modify Memory
Neutralize Poison
Summon Nature's Ally IV
5 -
Control Water
Control Winds
Dream
Mind Fog
Spell Resistance
Summon Nature's Ally V
Telekinesis
6 -
Control Weather
Find the Path
"Giant Eagle Form"
Greater Scrying
Major Globe of Invulnerability
Mass Haste
Summon Nature's Ally VI
Wind Walk
Hishnashaper:
AL: any nongood
HD: d6
BAB: 3/4
Good Saves: Refl, Will
Skill Points: 4
Weapons and Armor: light armor and shields; all simple weapons and spear caster
Spells: Casts arcane as bard (with regard to spells per day, spells known, and armor). Key ability: Int. All hishna spells have a material (M) component - fangs, claws, pelts, etc.
Sneak Attack: as a rogue
Uncanny Dodge/Improved Uncanny dodge: as a rogue
Bonus Feats: as a wizard.
Plumaweaver:
AL: any nonevil
HD: d6
BAB: 3/4
Good Saves: Refl, Will
Skill Points: 4
Weapons and Armor: light armor and shields; all simple weapons and shortbow
Spells: Casts arcane as bard (with regard to spells per day, spells known, and armor). Key ability: Int. All pluma spells have a material (M) component - birds' feathers, insect wings, etc.
Air Affinity: Fighter's BAB (1/1) when using a shortbow (or composite shortbow).
Evasion: as a rogue. Improved Evasion at 10th level.
Bonus Feats: as a wizard.
I've got some poisons listed here, but damage isn't listed:
Blood salt (Ing/Inj): Desert dwellers know to avoid salt the color of dried blood. Often dissolved in water; blood salt causes intense nausea.
Kurari (Con): The method of making kurari is known only to the halflings of Far Payit. It cause paralysis and is rarely fatal.
Nezca (Ing): Nezca is a mushroom that grows in the foothills and mountains. It is used to induce visions. However, the effects can linger for several days.
Tarqa root (Con): Only the root of this jungle plant is poisonous. The extracted powder causes debilitating seizures.
I've created a high quality 3.0 FR style map of Maztica, for anyone who's interested in having me send it to you just email me and include Maztica as the subject. The map is about 12 MB and is saved as a PDF. This is a great map if you're a fan of the newer style of FR maps, or a fan of Maztica in general. Word.