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Silver Dragon

leo1925's page

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber. 4,860 posts. 17 reviews. 3 lists. 1 wishlist.


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As Tacticslion said, use the mythic agile template, also give the boss two or three lives (double or triple hit points), you might not end up gaining more than 1 or (at best) 2 rounds for your boss but thanks to dual initiative those 2-3 rounds will seem longer.


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Neongelion wrote:

I for one welcome our brain-sucking overlords.

The hidden message (as with all APs) in the final book, by the way, was "keep watching the skies". Distant worlds/Dominion invasion AP confirmed! Helps that James Jacobs said he had a Dominion invasion AP plot slushing around in his dinosaur brain for awhile too :D

There was the same hidden message on the Second Darkness.

Also i am still waiting for those runelords to return (RotRL hidden message).


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Mackenzie Kavanaugh wrote:
If there's no Summoner in the party, then there's nobody to craft potions of stoneskin and the GM will never have to worry about it. If there is a Summoner in the party, and they happen to take Brew Potion, you still have the option of ruling that potions are always created at their Sorcerer/Wizard level, not their Summoner level, ruling out stoneskin. Seriously, the GM controls the loot and gets unlimited veto power on items that aren't in the book. Potions of stoneskin aren't in the book, and the only people trying to get them are people who think it's kosher to make a Samsaran Wizard who casts haste as a level 2 spell.

Actually you aren't correct on that one, it's true that you always default to the wizard, cleric and druid lists for determining the level of the scroll, potion and wand, so you can't buy 1st level wands of lesser restoration because lesser restoration might be 1st level for paladins but it's 2nd level for clerics. The issue is that when you go for a potion of stoneskin the only choice you have is the 3rd level stoneskin that the summoner gets because there are no 4th level potions in order to default to wizard.


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Victor Von Fausten wrote:

Very simple. I would allow it. The sorcerer would have to have a metal fork attuned to the plane to which he want to travel, since no doubt such an item would cost more than 1,000 gp.

Also the plane shift spell states that the caster may appear 5 to 500 miles from his intended destination and who knows what wonders may await him there.

Be careful what you wish for sorcerer, you may just get it.

Can you tell where do you get the prices for those metal forks, because i can't find them in the plane shift spell.


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@umf78crs
You overthinking this, it's a two handed finessable exotic weapon, plain and simple.


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felinoel wrote:
Mackenzie Kavanaugh wrote:
That sort of reaction does not bode well. Is the GM going to ban all save-or-die spells too? Weapons that deal more than 1d6 damage? Over-reacting like this after allowing you to use a non-Pathfinder item (the elixir is from 3.5) is just ridiculous.

I've got poison conversion and a $#!7-ton of drow poison so I've got save-or-die explosives.

That s+%#-ton of drow poison is also a s#$&-ton of gold (with 75gp per dose).

felinoel wrote:
leo1925 wrote:
Yes, technically you can get it as a 3rd level potion because it appears as 3rd level on the summoner's spell list, but you shouldn't, the summoner class (and especially it's spell list) was a very ill-thought class (for some parts, for other parts it was very well-thought) and you really shouldn't try to use those flaws for your own gain.

Paizo has had plenty of time to errata the problems and even HAS already made some errata, by now they should be done fixing what was a rush to print.

How exactly did you went from "ill-thought (parts of it) class" to "rushed to print class"?


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@Mackenzie Kavanaugh
Maybe the DM didn't know about the existance of alchemical allocation when he let the player craft the elixir of shadowalking or maybe he thought that the alchemical allocation extract only works with potions or maybe he didn't have the time to think when he approved the creation of the elixir. The issue is that you can't know what he was thinking.

@Tacticslion
It is my opinion that when you ban something serious that a player uses in his build you should offer a free and complete rebuild to use if he wants.


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I kinda understand the DM's decision to ban alchemical allocation, it might seem to him that it's too much hassle to house rule an uncertain number of interactions between alchemical allocation and other things and it seems that much easier to ban it completely. I would have tried to come up with a way to alter it before i ban it completely but i think understand his decision.

@MechE_
Actually the blood money spell was updated for PF when RotRL AE was released, and like the 3.5 version of the spell* it is a very thematic spell that have one serious flaw in it's design, it doesn't have a gp limit on the material it can create, if it did the spell wouldn't be so bad.

*which in my opinion was a worse offender for balance purposes but more thematically appropriate

felinoel wrote:
leo1925 wrote:
Yes I know that summoners get as a 3rd level spell, that's the class that wrecked havoc with spell level (mostly).
Then... yes... it can be a potion?

Yes, technically you can get it as a 3rd level potion because it appears as 3rd level on the summoner's spell list, but you shouldn't, the summoner class (and especially it's spell list) was a very ill-thought class (for some parts, for other parts it was very well-thought) and you really shouldn't try to use those flaws for your own gain.


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Matthew Downie wrote:
By RAW you can still use Spellcraft to identify a spell even without Verbal and Somatic components - maybe there's some kind of brief magical glow that people can see and identify.

Technically you are correct, but spellcraft also says that it uses the same modifiers as perception so one could make a case of a spellcasting (without any components) being unable to be unidentified, but then you are running to issues like how can you identify SLAs.


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New player, playing a magus, and mythic rules?
I don't think that this is going to work.


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Smurf test one, smurf test two, is this thing on?


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Ravingdork wrote:
If you can find it on the market, yeah. Generally though, you have to make or find things over 16,000gp market price (since that's the highest base price most metropolises offer).

Actually in Golarion (which uses the settlements rules of GMG) the base value of a settlement can be up to 30200gp, so you buy stuff up to 30200gp quite dependable.


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Using the exception of 3.5 was the best solution.


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Anonymous Visitor 163 576 wrote:
DrDeth wrote:


Huge creature? Other than a few odd spellcaster variants, there's nothing anyone could do to escape.

That bard with DD would be trapped as surely as you were.

So, two points of frustration with the rogue class.

I have a good dexterity, and I've been putting skill points into escape artist, the skill that allows you to, well, escape. And I didn't even have a possibility of getting out. It wasn't 'roll high and you can do it', it was 'mathematically impossible'.

This doesn't happen to fighters, who generally focus on fighting. They usually have at least a 1/3 chance of hitting a CR appropriate enemy, and also always hit on a 20. So, the class who's big thing is skill points, not really doing the job.

Meanwhile, the cleric with full plate and a 10 dex? Just cast Freedom of Movement. So, clerics are better at escaping things than rogues are.

And the bard? Dimension Door is a verbal only spell. Since this was a while ago, the concentration check was a lot easier to make, and he just vanished.

So, in that game, the bard was also better at escaping than the rogue.

And i learned that the spellcasting system is just better than the skill system at higher levels, even when trying to perform a skill.

Your DM must have done something wrong because the bard would have to make a concentration check with a DC of 10+grappler's CMB+spell level, against huge opponents that also, usually, impossible.


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As far as i know good drows can't/don't turn into elves, and not all evil elves turn into drows.


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Now about the hardness issues.
Based on that i am going to say that you don't get to bypass the hardness of robots with electricity.
Now as to whether the x1.5 comes before or after hardness... i am not sure, i can see it going both ways... personally i think that it comes after hardness.

Did PFS get a ruling on that? from what little i know it seems that this season has quite a few robots.


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@VegasHoneyBadger
Please be less aggresive.
You are wrong, dervish dance does allow you to use DEX for attack rolls, remember that scimitars aren't "finnessable" weapons. So if you somehow get access to dervish dance while igoring prerequisites you will still be able to use DEX for attack roll and damage roll. Slashing grace on the other hand does neither allow you to use DEX for attack roll nor use the weapon finnesse for the weapon* you have selected for your feat.

*remember that there are only a couple finessable one handed slashing melee weapons that you can use with weapon finesse and iirc none of them are in the CRB.


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As long as you make sure that you won't be able to get 1.5 times your DEX bonus to damage then i don't think that such a feat would be OP.
As Bob Bob Bob said the dervish dance feat works only with scimitars because both IRL and in Golarion, dervishes use scimitars (IRL two scimitars in Golarion one).


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A Jeggare as part of the twilight talons? WOW
A woman of the Jeggare as part of the twilight talons? double WOW

The Chelaxian nobility won't be happy when she learns that.

EDIT: And it's a hexcrafter, Oh! the scandal


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ShadowDrakken wrote:


For random piles of silverdisks as loot, I'm undecided whether to treat them all as being burnt out/unusable, or to go ahead and have a small percentage roll that determines how many of them are usable and how many charges they might have. After all, generators are few and far between. I may just toss in viable ones on a whim from time to time instead too.

I was thinking this too but i am not sure what an appropriate number would be, 2%, 5%?


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Nathanael Love wrote:

Its not hard to memorize the good weapons stats?

Especially for those of us who've been playing for the 14 or so years they have remained unchanged?

Greatsword 2d6, Longsword 1d8 (19-20 crit), short sword 1d6 (19-20 crit), mace 1d8 (clerics only lolz), rapier 1d6 18-20 crit, longbow 1d8, shortbow 1d6, warhammer 1d6 x3 crit, greataxe 1d12 x3 crit, battle axe 1d8 x3 crit, scimitar 1d6 18-20, falchion 2d4 18-20, spear 1d6, long spear 1d6 with reach, halberd 1d10, staff 1d6. . .

that's off the top of my head, and to be honest 90% of all characters should be using one of the first three I listed-- its really not hard to remember that Greatsword is 2d6 and Longswrd is d8 19-20 and if at all possible you should use Greatsword or longsword.

Same with armor Hide +4, leather +2, plate mail +8, chain shirt +5 use one of those four if at all possible?

Chain shirt is +4.


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Samy wrote:
So a battery's charge state has no bearing on its value? Both a charged and uncharged battery are worth the same?

Unless the battery is timeworn then yes.

Also you can totally repair a destroyed battery, you use that. Unless the battery is timeworn, in that case even if you repair it you still can't recharge it.

James, how many of the batteries in circulation (as currency) would you say are timeworn? 50%? 80%?
Because i can really see my players trying to get thier hands on as many silverdisks as they can, repair them via greater make whole and then try to recharge them.


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First of all why is copying a recipe an evil act? What do you plan to use the recipe for?
Secondly the legality has very few things to do with Law.

UlrichVonLichtenstein wrote:
Jeraa wrote:
Dieben wrote:
Since when is learning the secret moonshine recipe an evil act, particularly if you leave the original hard-copy behind?
Its copywritted. You just broke the law?
The character is Chaotic Evil. He doesn't give a s*$% about the law.

Why did you choose to play a CE character in a group with (assuming) good PCs?


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To be fair, even if we are talking about non mythic rules, battles taking 2 or 3 rounds at levels 10+ (especially 13+) and solo encounters being a joke is the norm with the current system.

For example when i played Jade Regent, the final battle was run pretty much as written (minus the stupid stuff) and was added an adult forest dragon, the battle was over in 3 or 4 rounds (i don't remember) and there were 5 PCs. When i DMed shattered star, with A LOT of changes which ended up making the battle a CR 22 (and that doesn't include the second life of the BBEG) against lvl 17 PCs, the battle managed to last 8-10 rounds (i wasn't counting after 4th) and mind you i don't think that the PCs had more than 20%-30% chance of losing.
In the Jade Regent the battle was against 4 (5 with the dragon) and in Shattered Star the battle was against 8.

What exactly is your problem with 15 point buy? i am not sure i understood.


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Look here, maybe you will find something.


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Somewhat unrelated but the androffan letters in page 33 seem familiar to me (A LOT), so i started digging and i think that they look very similar to thassilonian runes, both languages seem to have curvy letters and both of them use dots, sure the thassilonian letters are more "curvy" but still i think that the resemblance is uncanny. Does anyone else sees the resemblance or is it just my mind seeing a relation where there is none?


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Lemmy wrote:

The only reason Combat Expertise is used as a prerequisite is because it's named "Combat Expertise".

If it had a more fitting name ("Defensive Stance" or whatever), it wouldn't plague so many feats.

That.

That's the issue right here.


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On the domains, Torag really should have the war domain and the tactics subdomain but unfortunately Paizo went for the 5 domains per deity rule so a few deities end up not having domains that they really should have.

Don't go with guided hand route, it requires a feat tax and you don't get WIS to damage (unless you are also going mythic).
About abilities on a 20 point buy:
STR 16 DEX 10 CON 14 INT 10 WIS 14 CHA 10
and put the +2 from human either to STR or to WIS.


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On Aroden and non humans, we see in Liar's Blade that Aroden had placed an elf (ranger? druid? ex-cleric? i am not sure) as a guardian of something very important.


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JoeJ wrote:
Alexander Augunas wrote:
As a final point, a good game designer knows that once an initial idea is settled upon the mechanics should come before the flavor. Flavor is malleable (especially when that flavor comes from the Core Rulebook line). Mechanics are not.

In my view it should be the exact opposite. When you're talking specifically about a roleplaying game, the mechanics exist to facilitate playing a role in whatever fictional world is being presented. Flavor, in other words, is primary; mechanics can and should be adjusted in whatever way is necessary to make them fit the flavor.

In principle i might be with you but my experience with white wolf's games (oWoD, nWoD, nnWoD, scion, exalted 2E, exalted 2.5E) has shown me that when you put flavor before mechanics you end up with really bad systems.


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Too bright and too white on my PC.


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I didn't read the whole thread (too big) so i apologize if my questions have been answered.
(I don't have the ACG yet so my assumptions might be wrong.)
1) A swashbuckler only gets DEX to attack rolls (weapon finesse) just with light and one handed piercing weapons, correct?

2) A swashbuckler has no class abilities to add DEX to damage, correct?

3) In order for a swashbuckler to get the DEX to attack rolls with an one handed slashing weapon* you need to get the slashing grace feat, correct?

4) A swashbuckler using an one handed slashing weapon with the slashing grace feat gets DEX to damage, correct?

5) A swashbuckler using any light weapon has no way to add DEX to damage, correct?

6) A swashbuckler using any one handed piering weapon** has no way to add DEX to damage, correct?

7) A swashbuckler using any finessable weapon** has no way to add DEX to damage, correct?

*except the scimitar, which has the dervish dancer feat
**except the rapier, which will have the fencing grace feat

PS. the above no DEX to damage questions are obviously questions that regard feats, and class abilities, i am aware that the agile weapon property exists


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Forum ate my long post.

PCGen can get the job done most of the times, no the development hasn't halted, it's just slower than it was, it's FREE.

HeroLab is truly ridiculously overpriced (you even have to pay to install it on more than 2 machines, you have to go through hoops if you format your machine regularly), but the product is truly GREAT, it has no equal, it is truly marvelous.

My suggestion is that if you have ~100$ to spare; buy hero lab, otherwise stay with PCGen, help with development (even reporting bugs helps) and if you can/want try to save up the money for herolab.


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Why can't you build a paladin with 15 point buy?
it can be STR 14 DEX 10 CON 14 INT 10 WIS 10 CHA 14 pre racial, which is fine for an AP.

@OP
The APs are quite easy even with the assumptions that alrady are in place, do you want to make it even easier for experienced players with giving them a higher point buy?


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brad2411 wrote:
James Jacobs wrote:
leo1925 wrote:
brad2411 wrote:
Generic GM wrote:
If I remember right, in the "Continuing the Campaign" section at the end of The Dead Heart of Xin, it talked about a lich giant who was in Belkzen. I believe he was using orc tribes to look for Runelord Zutha's tomes. Maybe this AP will run with a plot along those lines. I hope so. I really would like to square off against another Runelord.
Yep named Thulos, Taiga Giant lich Necromancer. He is working on a way to raise Zutha without the third part of his spell book.

That's my guess as well.

It's a pretty safe bet that it won't be a dwarves vs giants and orcs... i guess we could have an invasion-war from/to Belkzen/Lastwall/Varissa but i think that the runelords are a safer bet.
Nope. If/when we do something big with the Runelords... you'll know from the start.
But James we want more Runelords. ;)

Yeah we do!


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My experiences with the witch are both from the teammates prospective and the DM's prospective.
Yes Witches are unfun.
In my opinion that is because the whole class is geared to wreck APs (or rather APs can't handle witches, like they can't gunslingers), either you go slumber, ice tomb, agony OR evil eye + misfortune, the outcome is the same you are going to be destroying encounters left and right. And the issue is that you can't really do anything else with the witch, it's a class built on the wizard's chasis with fewer spells per day but with a very neutered and weird spell list.

PS. Maybe the class is salvagable and maybe you can really create a campaign where the witch isn't a problem but the reason i play APs is because i don't have the time to create my own game.


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Derrick Harris wrote:


I've also had to have the talk with DMs that they're not allowed to make surprise houserules in the middle of a campaign. If they're (the houserules) not made crystal clear at the onset of a game, then they don't happen.

I disagree with that.

In principle i am with you all the way but there is a good chance that you will notice something mid campaign, or you will see that you had not judged something right, and that's when you need to make a house rule mid campaign, these things can happen to anyone and i don't think that anyone would want their game to crush because of this. The thing is that if and when this thing happens then you offer the players affected by your new house rule a complete rebuild.


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No FAQ needed, wind stance doesn't allow you to stealth.


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Ok i know that it has been a month since Mikaze made that post but i only saw it now and i am compelled to say:

Great Mizake, creepy... but truly great.


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I played KM, and i really liked the Varnhold Vanishing. Yes it doesn't add anything to the fey "plot" but then again only book 5 (in small part) and book 6 are really about the fey "plot".
I played JR and i really disliked the hungry storm. We didn't even use the caravan rules at all in the AP (since we knew they were busted) but i really disliked it, the only part i didn't dislike (but i wasn't crazy about either) was the last part.
I DMed RotRL, and i really liked the hook mountain massacre. Yes it can get too gory and too mature on some points (nothing crazy though) but i liked that.
I am DMing Shattered Star (finished book 5), and i really disliked the asylum stone. Don't get me wrong, the (small) Kaer Maga part was great but the rest of the book felt too weird, disconnected and easy (difficulty) to me.

So for my my best part 3 was the hook mountain massacre.


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I think that the Paizo forum is actually quite vitriol light (although things have gotten worse lately), especially when i remember other forum (i still get dread memories from white wolf's exalted forum).

That said i also think that things can be improved, the first thing i think would be good is that the mod posts should change color. Instead of that light, faded blue characters used in their posts, strong red (using slightly larger font) would be better.
I also think that it should be more precise reasonings (and notification) when posts are getting deleted, in addition i will agree with others saying that instead of deleting a post, it would be better if the content of the post was replaced with something like "this post was removed because X", that way we can all see whose posters' posts are regularly removed and why.
In conclusion i think that there should be more punishes, especially temporary bans*.

*except posts in the customer service section of the board


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Also the unarmed fighter archetype is proficient with all monk weapons, the monk is not.


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Explain to your DM what an air breathing mermaid is and why it's bad for games.


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Bladelock wrote:

There is no 3.5 material in the build I posted, and as far as I know it's PFS legal. If you see something that isn't, please let me know. Still digging into PF.

I'm not using whatever builder others seem to have so feel free to crunch the numbers if you like the idea. I also avoid giving a build magic items because you never know what a dm will allow. If you can buy anything, every build has access to the same equipment so it's a wash. Adding it just doesn't make a lot if sense to me.

Also, I wasn't saying my build was "so great," I was just showing that sneak attack in specific, and rogue combat in general, were not all bad. The build above totally locks a target down and does solid solo SA damage. You can decide if that is good or not for your style play.

The trait opportunistic gambler is from 3.5.

I don't use herolab either (i recently started using PCGen) but i can post a build, simply list the ability scores (after magic items), ac, saves, attack routine, feat and anything special to the character (like rogue talents for a rogue), then maybe say a couple of words about how to use the character (if it's nessecary).

No; magic items are important, and no they aren't the same in every build (although there are similarities), and since no character plays at 10th level without magic items they are important in order to gauge a character.

Yes it's true you don't know what they dm will allow, you also don't know if the dm doesn't allow rogues in his game, so what can you do? you can use the rules as they are and assume that the game won't deviate much from them. In the case of magic items, simply use anything that isn't in a 3.5 book (also it would be good to avoid AP specific items but it's not mundatory).

The thing is that until we can see the full build, we can't see in what way you think that sneak attack and rogues aren't that bad.


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I recieved mine, and yes it looks quite good too but the 16.4 euros i paid were too much.


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James Jacobs wrote:


"Science is bad" is absolutely NOT the theme of this AP. Neither is "Religion is bad." It's much more complex than that.

Glad to hear that.

Can you say that the theme of the AP won't be "Technology is superior to religion"? nor "Religion is superior to technology"?

I just don't want the AP to get caught up in the bad side of the arguement "sience vs faith" and get some flak becuase of that.


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Lawful has nearly nothing to do with laws.


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On the subject of the Assasin PrC, it's terrible.
If you and your DM can work it in the game take a look at the red mantis assasin PrC.


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It seems pretty clear that your DM doesn't want the party to have magic items beyond what he gives them (even if he doesn't admit it), so tell him that you get the messge and want to change your feat for something that you can actually use.


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The rogues should suck.

Other than that, the once per day limitation is placed when (for various reasons) you don't want an ability or power to be used frequently, now what is the reason behind SO many of the rogue talents having the once per day restriction? i don't know

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