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![]() You can try out this source to figure out what you're missing: I assumed that your Inquisitor was melee and here are the higher ranking classes it suggests: Alchemist (Bomber)
If the Inquisitor is ranged, it suggests most of the above but includes a Witch as useful. The main question Lunchbox3000 is were you having fun as an Alchemist? ![]()
![]() Thanks all for the responses. From what I can tell, most of you don't think there are ever total bonus caps on at least half of the skills (bluff, acrobatics, stealth, etc.). Let me put my question another way: At levels 5, 10, and 15 what should your total bonus be for these "category 3" skills? Assume that they are all the same "cap" per level since most posters aren't differentiating between these category 3 skills. Diplomacy can drastically alter the outcome depending on the total bonus so we can disregard this skill. I ask this because many players have pointed out that these skills need to be maxed because they oppose characters of a similar level. Lastly, I strongly believe that there is a "cap" to these skills per level since I think you would all agree that having a Perception bonus of +30 at level 5 isn't recommended in order to find stealthed enemies. It helps, but isn't necessary. So what do you recommend? ![]()
![]() RumpinRufus wrote:
Thanks for that RumpinRufus. I do think that it's good to clarify category 1 skills and to point out that they are more RP skills than essentials. However, your category system is missing a category: category 3 is everything that isn't categories 1 or 2. And from what I'm understanding from other posters is that if given the opportunity, they would have category 3 skills maxed. But do you really need to have a + 30 total bonus for Stealth? I'll point out again, I'm new. So I really don't know if you want a +30 to Stealth. As Claudekennilol points out, I didn't know that Perception was used to spot Stealthed enemies. Good to know. ![]()
![]() Chess Pwn wrote:
Maybe we can just keep this theoretical at the moment? Meaning, it doesn't matter what my class is nor how many skills ranks I get per level. @Chess Pwn I appreciate the feedback about opposed skills vs static ones. Any interest in writing out what you think each of the static DC skills should be maxed at? There seems to be some confusion about what I'm asking. In order to illustrate my point, let's look at the skill: Perception. What's the difference between having a total bonus of +12 vs +18 in Perception. Do you find that these extra 6 skill ranks into Perception really make a difference? Do you think it's possible to spend those 6 skill ranks into other skills that might make a bigger impact? Ultimately, my question is asking how to maximize your skill ranks? ![]()
![]() Flutter wrote:
Thanks for the breakdown Flutter. I left out the bonus on purpose but it's a good reminder. And thanks for the clarification. Also, you wrote a great guide with helpful citations. Thanks so much for that! ![]()
![]() Hi all, I tried to search for any advice on this topic but couldn't find any good sources, so sorry if I'm reposting. I'm new to PF and I've been wondering if there becomes a point where you really don't need to put any more ranks into certain skills. So I wanted to open this question up to the community: What is your recommended max total bonus for each skill before you start to waste ranks? Thanks all in advance! ![]()
![]() Nefreet wrote: If the wolf tries to Intimidate a creature that is smaller than itself, it also gains another +4 bonus due to the size difference. Cool. Thanks Nefreet for the info about the +4 for size mod. As I stated earlier, it's nice to double check my numbers with PCGen since there are things I have missed in the past. Guess this all makes sense though. Thanks ![]()
![]() Hi All, Can anyone tell me what my level 2 Druid's animal companion (wolf)'s intimidate total would be after placing all 3 skill points into it? I ask because I know that the Wolf gets a -2 CHA mod for it's 6 CHA score. It would get +3 for the ranks. Lastly, Intimidate isn't a class skill for an AC so I would calculate the Intimidate score to be +1 overall. However I'm using PCGen to track a few things. This has helped me because I saw that the AC started off with 6 tricks known which confused me because I thought it only started with one because of the bonus trick known. Anyway, when I look at the Wolf's Intimidate score, it has a +3 misc mod, raising the total for Intimidate to +4. Can anyone verify which is correct, the +1 or the +4 for the total points in my Wolf's Intimidate skill? If you say the Wolf would have a score of +4, can you explain what the +3 misc modifier is from? Thanks all in advance! ![]()
![]() BadBird wrote:
Wow BadBird. So much research to be done in order to learn a character! I haven't even begun to look at my Wild Shape ability in that much detail to see what spells would go well with what forms. That's a really unique combination. I just finished reading The Forge of Combat and I'm suspecting that until my group starts to feel comfortable playing PF, I'm going to have to play the role of the arm and the anvil while the other two are playing the hammers. Knowing this, I think I'll shine in my group until the Sorcerer starts to look at her other spells. Thanks for the ideas! ![]()
![]() @Noctani The call animal sounds interesting. With my stats the way they are, my Wild Empathy check only gets a small bonus, and with my luck it would probably fail. I'll try anything once though so thanks for the suggestion! @DocShock yeah I understand that as a caster Druid I limit what I can dip into. I'm not as worried about being a level or two behind in getting spells since I'm more interested in creating an interesting character. Does anyone else think its weird that caster Druid's don't have many successful dipping options? ![]()
![]() Brad McDowell wrote:
Thanks for the warning Brad McDowell. I'm more interested in having fun than breaking a character. This thread is just to get ideas on a class/game I've never played before. @Some Other Guy I'd be surprised if my campaign will be going up to level 17 in order to get the 9th level spells for a druid. My GM told us that we should expect level 15-16 instead. But you've raised my curiosity; what 9th level spell are you referencing? @GM_Solspiral here are my following stats (tell me if I missed something): Human Druid lvl 2 HP: 18 STR: 10
Nature Bond: Animal Companion(Wolf) I get 7 skills a level which happens to be the highest in the party. I am with two others, a Paladin and a Sorcerer, so I have charismatic ladies in my party. I've created a druid with a shadier past who tries to fill part of the role of the Rogue in the party. Also, got the template for the Druid from Treantmonk's guide. As for Dips: I can see how those would all be helpful. I'll have to look into the Cleric domains to see if any jump out at me that fit with my character. The Zen Archer Monk seems like he would fun to play, but maybe for a different character since I'm not sure I want my Druid to be so physically based. How does Wild Shape combine with the Zen Archer Monk dip? Any other DIP ideas for a druid? Thanks all! ![]()
![]() Rerednaw wrote:
Great advice! After spending most of my time learning classes and feats, I'm finally able to focus on spells. There's so much to consider with them especially once you start to think about metamagic feats. With your recommendations and other posters', I'm planning out my favorite spells for future levels. Of course, this will all be circumstantial depending on the campaign. Flame sphere is definitely on one of those lists. I've also heard that it's pretty good with a Dazing Spell metamagic. I'm bummed that there aren't better buffs for allies though. Seems like battlefield control will be how I shine. I am thinking about creating a separate thread for this next question: Anyone ever dip their caster Druid into anything else they found useful or fun? I had never thought about doing this, but I was just starting to explore this idea. Most recommendations I see are for more physically built Druids unfortunately. *sad face* Thanks Rerednaw! ![]()
![]() Nefreet wrote: AHA! Found 'em!! Woah Nefreet! That adds so much flexibility to the game! I'm slightly drooling right now! Haha. Thanks for your help with this and to everyone else. I'm always interested in hearing what spells you have created through this rule, but maybe that's best left to a different thread. ![]()
![]() Atarlost wrote:
Thanks for the recommendations! Metamagic is something that still eludes me, so your post helps clear a few things up. The Lingering Spell feat seems interesting, but seems geared more towards fireballs and such, although I can see a few uses for it myself already. Dazing Spell seems nice too, but that's a feat for a few more levels since it adds three more levels to any spell I know. And I already have Improved Initiative ; ) Any other feats or equipment people suggest? ![]()
![]() Imbicatus wrote:
Thanks Imbicatus. I definitely will talk to my GM about this. I've mentioned this in other threads, but forgot to mention it in this one (it's hard for me to keep track). I'm new to PF along with my fellow players and GM. I'm asking these questions on the rules board as a spring board for a discussion between myself and my GM. Obviously I wouldn't attempt anything without the consent of him. Thanks for the reminder though. @Claxon That makes sense about the blaster wizard/sorcerer. I'll probably be hitting the books again to see if there's any sort of interesting way I could alter a druid spell to fit more inline with my own character's backstory. Thanks! ![]()
![]() Shar Tahl wrote:
Sounds like something I would (inadvertently) do. Haha. ![]()
![]() @Claxon Fantastic explanation. I really appreciate this. To get back to my original point: What applications of the New Divine Spells rule have you guys/ladies used to create interesting/fun spells or combos? Also, I'm assuming everyone understands this rule similar to how Nefreet explains it in the second post, since this is how I will interpret this rule going forward. ![]()
![]() @BretI I'm starting to see some of the failings of the FF + Obscuring Mist combo. If I were to get close enough to envelope the enemies in the mist, I'd more than likely be within the 5' of vision. If the enemy is outside of the mist but my allies are within after FF is cast, then only ranged would gain the benefits of the combo. Others combos may be better. @GM_Solspiral This is a fun thought! I'll have to learn more about this. Any resources you can point in my direction? I referenced the CRB and I would assume that you would have to Rear from Wild an animal in this fashion. Otherwise domesticate an animal that you keep in captivity? This seems like the few times that Wild Empathy would help. I've also been reading about some interesting applications for Love Potions and other such magical equipment. This has been making me think about what items/magical items to get first. Any thoughts? I'm not just looking for the usual Resistances/Amulets/Wands but also fun applications of random wonderous items. ![]()
![]() Nefreet wrote:
Whoops. Totally right Nefreet. My bad @Claxon. Any thoughts on my second point Nefreet? ![]()
![]() GM_Solspiral wrote:
Umm.. I'm in love with this idea! Thanks so much! @prototype00 That's a lot of damage. Unfortunately I've built myself more as a caster so my strength is set at 10. 0x1.5 doesn't help much. : ( Thanks for the tips! Keep them coming! ![]()
![]() Claxon wrote:
Good to know! I thought that a week was a long enough time in the grand scheme of a campaign that learning a few extra spells wouldn't be too game changing, but I can see how that would be "bad form." Thanks! Part of your response confuses me though. You say that a divine spell is granted by a deity, but I've read that Druids don't require a deity. Faith maybe, but not a deity. Are you saying that my Druid requires a deity to be casting his spells? And although you described the sources of divine casters vs arcane caster, that doesn't describe why certain spells are arcane vs divine and why some are both. Can you elaborate on this? Thanks! *EDIT* Reread what Claxon wrote thanks to Nefreet. I have to level up my reading skill. ![]()
![]() Nefreet wrote:
That makes sense. That was a third interpretation that I had forgotten to mention. Thanks for the answer. Does everyone else agree with this? ![]()
![]() @Shar-Tahl Woah. Stirges are pretty awesome. As I've said, I'm pretty new. In order to summon this swarm, would the best thing to do is say that I summon a swarm of stirges, then show my GM the Stirge creature? It's a noob questions, but I'm serious. @BretI I really want to love Obscuring Mist, but we haven't run into a situation with much range yet so I haven't found a use for it quite yet. That's why I'm interested in the Fairie Fire + Obscuring Mist combo, but I wonder if I'm limiting my usefulness by taking one of my 3 level 1 spell slots with Fairie Fire. Do you like this combo? Overall, I've been given a lot of great ideas. In so much as as spells are involved, the battlefield control of a low level Druid sounds a little limited. Since I haven't heard a lot of ways to control the battlefield through items (rope, caltrops, etc.), I'm assuming there aren't many successful ways for me to accomplish this. That said, I view my secondary role in the party is to buff. Any suggestions on buffs for a low level Druid? ![]()
![]() Hi All, I'm pretty new to PF and I was reading around the CRB this morning when I came across this passage: Quote:
Here's the interesting part. It goes on to say: Quote:
I'm playing a low level Druid. The simplest way I'm willing to interpret this is that I would be able to learn Cleric spells that a Druid doesn't learn in the same manner as a wizard researches spells. This means it should take at least a week to learn and at least 1,000 GP per level of the spell. However, there are plenty of arcane spells that divine casters can learn as well. This raises questions about what makes an arcane spell arcane opposed to divine. My questions are as follows:
Thanks all in advance! ![]()
![]() Sounds like you're getting a lot of good advice for what you want to build. If I was playing WotW, I would want an evil enchanter sorcerer to make people do whatever I wanted them to do. I think this would go over well in an evil campaign and let you not only be the "face" of the party, but allow you to do some really evil things. I've seen builds that involved cross-blooded sorcerer using the bloodlines of fey and infernal to increase your DC's or fey and serpentine to enchant more than just humans (sounds less important in WotW). ![]()
![]() GM_Solspiral wrote:
Nice combos! Keep them coming! The mudball spell sounds really fun. Too bad its from Advanced Race Guid. To reiterate, we are only able to use Core Rulebook and Advanced Player's Guide. This is because we are all still learning PF and how to roleplay. We're all new to PF! Yay! **Edit** I'm also just looking for ways to spice up combat. Not just combos (although these are very welcomed). That's why I have a few caltrops and hope to use them, just don't know how to. Haha ![]()
![]() Hi All, So I'm a level 2 Druid in a three person party with a burst sorcerer and a paladin. I have a wolf animal companion that I rolled pretty lucky on his HP. Here are my thoughts: So far the paladin and the wolf are our main sources of damage. I'm hoping to fill the roll of battlefield controller with my caster druid sitting in the back lines casting and summoning. I'm very new to roleplaying and to PF and my party is limited to CRB and APG for our spells, items, etc. I'm looking for advice on a few things: 1. What are various ways to control the battle field?
I'll tell you what I know already: 1. Entangle melee enemies
Once again, looking for not only mechanics, but also roleplaying tips since I'm not very adept at it yet. Thanks all in advance! ![]()
![]() Serisan, Sounds like you have a lively and interesting PFS at your local game store. I've heard of a close game store that runs a PFS, so I'll have to look into it. And thanks for the tips for picking up the pace in combat. I've actually looked into that separately since this thread was more about roleplaying and IC vs OOC (although I couldn't verbalize it correctly at the beginning). I've gotten some really great tips on how to RP, and I realize that I just need to be more vocal about what my plans are, even if I have to explicitly say, "OOC." Thanks all ![]()
![]() Pan, I have actually been looking into PFS to do exactly that: get more experience! So it seems we're in agreement. Any advice on how to get started on PFS? I looked around on the interwebs for a PFS close to me and didn't find one that was closer than 30 miles to where I live (and I live in a pretty big city). Seems like there are online PFS's but that they only happen once or twice a year? Do I have this right? Let me know. Thanks again! ![]()
![]() Torger Miltenberger wrote:
HAHA. Well described. I'll definitely keep this in mind. I think my character is more inclined towards a "team playing sneak," as you put it. As an exercise in imagination (and for someone who likes covert characters), what's one of the best ways for the Rogue to sneak away in the Duke scenario you painted above? Does the Rogue say, "look over there," and then she sneaks away? Is it best for her to be stealthed beforehand as the rest of the party goes in to talk to the Duke? Do you have a third idea in mind? ![]()
![]() Pan wrote:
Thanks so much for the friendly advice Pan. I agree that this is a discussion we have to have and making the difference clear between IC and OOC and metagaming as RumpinRufus suggests. We're new, what can I say! Have you led many new player campaigns? Do you find that this is common, or that players tend to frown upon clandestine actions from players? Anyone else have roleplaying tips? ![]()
![]() RumpinRufus wrote:
Thanks again RumpinRufus. I think you hit the nail on the head when you describe the difference between IC and OOC and metagaming. Since I'm still learning how to roleplay, I felt that in the town square scenario I wasn't allowed to make my OOC intent known. Now I know that I can, and should! Not to toot my own horn, but I think I have a better grasp of the differences between IC and OOC than the other PC's. Any advice on how to handle metagaming? Should I have a discussion with my GM and allow him to police any metagaming instead of trying to do politely do it myself? Thanks all ![]()
![]() RumpinRufus, I agree with the fact that it would be shifty. That's especially why I felt bad to contradict my GM. I didn't want to come across as a bad sport. JoeJ, is there any circumstance when passing notes between PC's is beneficial or even allowed? Since I'm new, I can't really think of a situation when this would be good except for strategy reasons maybe. Also, can anyone answer my question newb questions about the rooftop example? Is it best (for clarity during roleplaying) to just tell everyone one thing then point blank tell them its a lie by declaring what my real actions are? Is passing notes the best way to do this? Also, do you find that fellow players don't normally like this kind of attitude? ![]()
![]() RumpinRufus wrote:
Thanks RumpinRufus. Since I'm new, it's a good reminder! Any advice for correcting roleplaying mistakes for a newb besides just, "tough cookies?" ![]()
![]() JoeJ wrote:
Thanks JoeJ. I'll have to remember to pass notes to my GM. That's great advice! Does it work with PC's too? ![]()
![]() Quark Blast wrote:
Hi Quark Blast, I think moving into the shadows is just my use of flowery language. I just wanted to get out of the crowd. I ended up on the other side because I fabricated a story that required that I went back to our inn (on the other side of town). I never declared my actual intent, which is totally my fault. I had thought I was going to get another chance to change things before the fight. Before I knew it, the GM said I was at the inn. Is this normal? Any advice on how to correct a roleplaying mistake? ![]()
![]() Weirdo wrote:
Good points Weirdo. You're right in that I "split" the party and much of my loss of XP is my own fault. I completely understand that. And I really like the idea of taking a post up on top of a rooftop. I'll have to try that! I didn't make this clear, but we are all new to Pathfinder (and roleplaying) including the GM. You might be confused by my questions because a lot of what we are doing is just reacting to what the GM tells us. We aren't very experienced at roleplaying the actions that you described. That said, I have a noob question: how would I roleplay the repositioning on top of a roof? Is it as easy as expressing the lie to my fellow adventurers and the GM then following it up with a declaration that I'm taking a position on the roof? My hesitation for this comes from the people I'm playing with and their reactions to whenever I don't do something "straight forward." Since we are all new to PF, I find that we are playing it pretty linear without much imagination. It's a linear as the GM telling us "there's a disturbance over there," and we all move in that direction. I want to spice things up a bit and try things outside the box. My questions are asking how do I roleplay this without upsetting my GM and my fellow players. Do I have to express my motive behind all my roleplaying decisions? Lastly, just to clarify the town square example I gave: I excused myself from the town square saying to my party that I had to go back to my inn for something I had forgotten (which was the lie). I never expressed what my covert action was because I thought I would have been given a chance to reposition myself before the fight broke out. Instead, after my GM had finished explaining the next actions leading up to the goblin attack, he told me I was at the inn on the other side of town. Is this normal? Did I just goof? How frequently should I expect to be given chances to react? If I find that the GM misunderstood my intention (or I never expressed my intent *cough* *cough*), what is the best way to correct this or politely interrupt? Thanks again! ![]()
![]() Hi All! A few friends and I have picked up Pathfinder and we are all learning how to play together. The game flow is currently slow because we forget what our bonuses are, how to calculate DC, etc and so forth. We're all newbs and everything is pretty slow moving. Our GM is getting frustrated because he wants the pace of the game to pick up. We all agree that combat is where most of our time is spent. However, I've also noticed something else interesting but problematic. Right before goblins attacked during a town festival, my fellow adventurers and I were wandering around town. I knew something wasn't right and since my character is naturally distrusting I made up a lie to get away from my fellow adventurers and tried to shrink into the shadows. The problem arises in that I roleplayed my way out of the town center, and before I knew it, the GM had me placed on the complete opposite side of town when the fight broke out. The fight began with a thunderstone and I rushed back to the fight but completely missed out on XP. This is idiosyncratic to how I think the rest of the roleplaying experience is going to be (at least at the beginning). Can someone more experienced help me understand how the flow of roleplaying should interact with the logistics of the game? How do I express my wishes to the GM but roleplay accordingly in front of my fellow adventurers? Should the GM be asking more questions/giving more pauses for us to act/roleplay? Should I just trust that my fellow adventurers understand the difference between my intent with the GM and what they understand as a PC and just speak up? I'm new! Help! P.S. Thanks all in advance ![]()
![]() Thanks all! Wow. Just so many great tips. I know that saving throws are great and therefore a Bard could really help this team. Having ranged physical attack would be great too. So Hawktitan's suggestion of a Bard specializing in archery would be a good choice. I also forgot that Bards get magic! Totally going to make one soon. I've been more interested in the Arcane Duelist build in the past. My questions is: aren't Bards better for physical allies than magic users? I swear I've read that somewhere. ![]()
![]() Under A Bleeding Sun wrote: Oh, your basically core only, so Treantmonks guide is great for you. I also recommend the caster centric one, but use the animal companion instead of the domain. I disagree with treantmonk there and you'll could use another body, really. Great! I think I'll probably go with that advice as my character. The Druid provides the battlefield control I was looking for that I felt the other Divine Casters didn't provide. Oracles and Clerics seem better as support/debuffers than controllers. I do see the benefit of a ranged physical attacker like one that Broken Zenith suggests. If I were to go with a physical ranged attacker, anyone have any recommendations? I've already heard about the Ranger from Captain K. but I still need some convincing on that one. Can anyone suggest a different physical ranged character? I'm looking for ones that contribute to a team, are fun, and more complex than just lock an' load. Thanks all! ![]()
![]() Captain K. wrote:
Hrm. Not sure if I'm sold on Ranger. An archer build appeals to me. An animal companion sounds great. But just sitting back and shooting doesn't seem that challenging to me. Can you explain this choice a little more? Also, I'm not adverse to more complex classes. So far the druid appeals to me. Going off of a Treanmonk Guide for Druids, I'm leaning more towards a heavy casting Druid for the better battlefield control. However, Captain K.'s advice of a ranger has me considering a Fighter/Wiz into Arcane Archer build. So many options! Can anyone make sense of this all??? Haha ![]()
![]() Wow! Great advice! SteelDraco: I was considering an alchemist for a quick second. The Mr. Hyde build was appealing but with the only resources for it being the CRB and the APG, I felt like there wasn't a lot to help him out. Any good resources you would recommend for the Alchemist besides Ogre's guide? Under A Bleeding Sun: I'd consider a Druid. A summoner as well. One of the reasons why I was drawn to the Mr. Hyde build were the multiple natural attacks. I've heard a Synthesist is pretty good at this, but alas, I don't have access to that Archetype. More advice on these is more than welcomed! Any other suggestions? How do you guys feel about a Bones Oracle Necromancer? Thanks as always! ![]()
![]() Hi all, This is my first Pathfinder game, or any table top RPG (unless you count Hero Quest back in the 90's). I usually get bored with games because of how repetitive they can be. However, I've been doing a lot of research just to learn the game and I can't believe how varied this game can be. Super excited. I'll be running a campaign with only two other PC's. No need to tell me this isn't advised - it's all we can muster up. The two other players are completely new as well and the GM says he's going to go 'easy' on us. The GM is new too so this should be a learning experience for everyone. The advice I need is what class to pick. I know. I know. Just pick a class that sounds fun to me. Great answer, but hard for me to know what will be fun since I've never played before. Here's a little background info to aid in your advice: 1. The two other PC's will be running a Paladin and a Sorcerer. Most likely the sorcerer will make all the wrong decisions at the beginning levels and will grab lackluster damaging spells instead of helpful battlefield controlling Orisons (I know this because I played a practice dungeon with him already). The Paladin will most likely just be a meat tank. 2. We are limited to the CRB and the APG 3. To fill in the holes of the team I figure that we will need either someone to control the battlefield, someone who can sneak and scout, or someone who does a lot of damage. 4. I was interested in multiclassing with a Rogue and another class, but I realized that a lot of the damage a Rogue can deal is with Sneak Attack, and that if you don't keep up your levels in Rogue, it tends to fall off. 5. The builds I've been considering are a Bones Oracle Necromancer and the Mist Assassin. However, I'm moving away from the Mist Assassin since because of point #4. The Bones Oracle seems fun, but I'm not sure if my attention span can be held with the Cleric Spell list. 6. I'm not only looking for Optimized builds, and I'm not only looking for fun builds. I want to have the best of both. Feeling like I'm contributing to the team is important to me. With all that said, I'm really open minded. I look forward to hearing from y'all and I want to thank you guys/gals in advance. Thanks! ![]()
![]() Zwordsman wrote: How do you have bAB 6 at rogue lv 6? Aren't they 3/4th class? I don't think they have Bab 6 until lv 8. You found me out. I goofed and meant to use level 8 instead of 6. Thanks for catching that. fretgod99 wrote:
Thanks for the clarification fretgod99. I agree on point #4. My intent with that question was to foresee any unforeseeable problems with either weapon. I'm starting to see that my throwing dagger build is a bit of a switch hitter and that is starting to require more feats than I was hoping to spend on it. I'm now starting to consider using a bow. Another reason why I don't think I can carry out my throwing dagger build is that my GM is only allowing CRB and the APG. So that means no agile enchantments and no blinkback belts. From everything that I've read, throwing weapon builds really don't get much love and I'm starting to see why. I'll have to talk to my GM about maybe allowing a few enchantments or items from outside of the two rulebooks. Wish me luck!
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