Sword of Heironeous

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Organized Play Member. 308 posts (1,127 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 7 aliases.


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Under Sanctification in the Champion class details, it reads:

Holy: You gain the holy trait and add that trait to any Strikes you make.

Your Champion's Aura is usually 15', until you can increase it with a feat.

Question: If I'm a Champion and I fire a bow ...

... does my arrow retain the holy trait regardless of distance?
... or does my arrow retain the holy trait only within 15'?
... or does the Sanctification ability not apply to ranged Strikes?

Thank you!


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Bluemagetim wrote:

Defensive advance is a great ability for shield users. Its often the turns where you need to move that makes you choose between striking and raising that shield so getting both with a stride is exactly the kind of situation where you will need it.

that could be moving to foes in the first turns but also moving to draw reactions or moving to get allies in range of your aura. Positioning is an important part of playing a champion so having the ability to action compress raising your shield with movement and striking is valuable.

Yeah, I was re-reading the feat and noticing it doesn't require you to be in a position at the end where you can Strike an enemy, it merely gives you that ability (which is obviously something you'll want to do a lot).

The flexibility of that makes the feat worth it, to me.

Thanks for everyone who answered both questions.


Male Human

Thank you for selecting me. I'm definitely looking forward to this game!

I will also draw up my new profile and post here.


:: fingers crossed :: Good luck to all!


Hello! Did a search but couldn't find much on the internet about either of these Champion feats.

Question regarding Brilliant Flash: Brilliant Flash says,
"When you use Flash of Grandeur, the attacker is also off-guard for 1 round."

Flash of Grandeur says,
"[snip] Until the end of your next turn, the attacker is affected by revealing light."

Q1.) Is the attacker automatically affected by the spell revealing light, with no saving throw allowed?
Q2.) If a saving throw IS allowed, and the attacker successfully saves, does Brilliant Flash still apply?

Question regarding Defensive Advance:
Uh ... is this feat any good? Is it worth taking instead of Brilliant Flash at 1st level? Raising Shield AND Striding AND possibly striking all for 2 actions seems pretty amazing, but I imagine if the rest of your combat is toe-to-toe with some guy, you will only get to use this ability once.

Any advice is greatly appreciated; I've obviously played a paladin/champion before, but not in Pathfinder 2nd Edition.


GMMichael wrote:
naw, its ok. They range in age. the youngest would be 14 and the oldest 24. where would you like to fall.

22 probably makes him 2nd oldest but I can live with that -- gives him time to have gone to that currently-unnamed Magnimar Academy and then return back home.


Did they !?!

Oh crap. I'll rename myself to Halburt if you like. ;)


For now, what I've worked out about my character:

Persival "Percy" Sterglus, human middle son of Turch Sterglus' five sons, is part of the Sandpoint militia working out of the Sandpoint Garrison. He imagines himself a police detective -- whether he's actually working in that capacity or just as a 'standard' guard is up to the GM. ;)

He learned a lot from the fancy Academy he attended in Magnimar, but left due to an incident which he still rarely ever talks about except in the most oblique ways. He is an Academy Dropout, although he is quick to point out he is ALLOWED to return. He was schooled in a variety of topics there, but only returned with a couple of key indications of his training -- including a very handy Varisian Arcane Tattoo that helps him in tight spots.

He returned home to Sandpoint for lack of any wanderlust, and a love of his hometown, and a desire to be close to friends and family again while figuring out his "next steps." That was three years ago.

Whatever his official title and capacity in Sandpoint, classwise he is an Investigator with serious training in Alchemical Sciences. He uses alchemical magic to assist him in his investigative work whenever possible. Percy is teamwork-oriented and collaborative, and many of abilities showcase that.

Percy is a nice guy, but has always been able to connect with books -- and witty people -- better than most social situations. He keeps his above-average intelligence masked behind a folksy, homespun breezy charm whenever possible. Despite his overall average Charisma, Percy exudes unusual levels of confidence and leadership when the situation warrants; he's on the cusp of becoming a Marshal.


DM DoctorEvil wrote:
Dumb Paladin wrote:

I'll be honest ... I don't know if anyone out there is still checking this thread, but I am up for a PF (or PF2) AP if anyone's looking for a dedicated player who posts often, can RP well, won't be the person who disappears for 2 weeks, and isn't trying to create chaos amongst the party.

But if there are any GMs looking for players, drop me a line or respond here.

do you want to join an existing RotRL game in PF1 or perhaps a Kingmaker PF2 game? Both are second level or so.

I’m sure either would be fun … is there one of those two you more immediately need people for?

I’ve run RotRL through maybe somewhere in book 4 before. I have very little familiarity with Kingmaker.


GMMichael wrote:


Is there enough interest for this?

I don't want completed characters...although Pathbuilder does make it easy.

But just Ancestry, Background and class will suffice.

I'll keep the recruitment open til at least July 1st.

Shall we save Sandpoint?

I'd be interested. I have a fondness for Sandpoint. :)

Turch Sterglus, local fishmonger, is noted as having "five industrial and smart sons", each of which my party met when I ran RotRL during my only time as a Pathfinder GM. Each of the 5 sons assisted my PCs at various times over the course of the campaign.

I would like to play one of those sons, an Investigator under the local Sheriff of Sandpoint. Town local boy done good, after a brief misadventure to Magnimar for a year and a half to a prestigious Academy that didn't quite work out for him.

Ancestry: Human
Background: Academy Dropout
Class: Investigator (likely Alchemical Sciences methodology)


I'll be honest ... I don't know if anyone out there is still checking this thread, but I am up for a PF (or PF2) AP if anyone's looking for a dedicated player who posts often, can RP well, won't be the person who disappears for 2 weeks, and isn't trying to create chaos amongst the party.

But if there are any GMs looking for players, drop me a line or respond here.


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Well, let me just say ... I'd certainly welcome a chance to play a PFS game in Christchurch, New Zealand :)

It has been many years since my experience; I would be much more vocal about putting a stop to the behavior now, and to getting someone "official" involved ASAP nowadays.

umopapisdnupsidedown wrote:

Oooof that sounds rough, I'm sorry you had that experience.

More than anything, to me the PFS2 campaign strives to be positive, fun, inclusive, and welcoming.

...And if there's someone who is causing issues and working against those goals, from my perspective we want to know. ("We" in this case being the volunteer corps who care about such things deeply, and also the campaign leadership would probably want to know as well).

So yeah, definitely, come play, either locally in your area or online. And if someone is causing issues... We want to know, so we can address it.


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Certainly.

Neume wrote:
Dumb Paladin wrote:


I ... am still reading through things, but I haven't run across this.

-- Is there a list somewhere of things you absolutely CANNOT do at the table of a PFS game?

-- Is there a list somewhere of things you absolutely CANNOT do IN CHARACTER during a PFS game?

-- Is there any restriction on alignment?

Or ... is a PFS game just a free-for-all where anything goes, and you have to hope that the GM can keep the game from going completely off the rails?

No, this isn't a troll question or even facetious: my only PFS experience was during 1st edition at an organized game that was COMPLETELY derailed by 1 player, and the incompetent GM in charge who did nothing at all to stop it (and even aided it at times).

So I'm asking before I am willing to try PFS 2nd Edition. Thanks for all genuine answers in advance.

Hi,

I'm the Regional Venture-Coordinator for the Southwest Region and I'd like to hear about your experience. Please email me at OPFSouthwestRVCJon@gmail.com.

Thanks,

~Jon


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Tomppa wrote:
Your experience is highly atypical

I gathered as much, during and immediately after in the year since.

Tomppa wrote:


there's a difference between a player who is willing to work with others to have their (wildly acting) character participate in the adventure (in which case it's a character problem and can be solved ingame) and between a player who is not willing to work with others to have their character participate (and who uses "it's what my character would do" as an excuse), in which case it's a player problem and needs to be dealt with outside of the game.

Yep. It was definitely the latter. I requested the GM at the table put a stop to it, and he declined. I didn't know enough to know I should have left the table to go complain to the Venture-Lieutenant or Venture-Captain; I did so after the game, which was far too late to fix anything.


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This is a helpful response and post with links!
Thanks very much.

Roctopus wrote:
Dumb Paladin wrote:


I ... am still reading through things, but I haven't run across this.

-- Is there a list somewhere of things you absolutely CANNOT do at the table of a PFS game?

-- Is there a list somewhere of things you absolutely CANNOT do IN CHARACTER during a PFS game?

-- Is there any restriction on alignment?

Or ... is a PFS game just a free-for-all where anything goes, and you have to hope that the GM can keep the game from going completely off the rails?

No, this isn't a troll question or even facetious: my only PFS experience was during 1st edition at an organized game that was COMPLETELY derailed by 1 player, and the incompetent GM in charge who did nothing at all to stop it (and even aided it at times).

So I'm asking before I am willing to try PFS 2nd Edition. Thanks for all genuine answers in advance.

Hi, Dumb Paladin,

I'm really sorry to hear this.

The Organized Play's code of conduct is publicy available at this page.
These are rules of play that are expected of players and must be enforced by Game Masters.

The rules for character cration in Organized Play are listed in the Lorespire site. For example evil characters are forbidden.

Moreover in-game evil action or other prohibited actions earn infamy points to characters.
Infamy points have in-game effects.

Finally, the lorespire guide contains many suggestions that Game Masters should refer to solve in and out of game problems and players are invited to read it, too. First of all, for any problem contact...


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I ... am still reading through things, but I haven't run across this.

-- Is there a list somewhere of things you absolutely CANNOT do at the table of a PFS game?

-- Is there a list somewhere of things you absolutely CANNOT do IN CHARACTER during a PFS game?

-- Is there any restriction on alignment?

Or ... is a PFS game just a free-for-all where anything goes, and you have to hope that the GM can keep the game from going completely off the rails?

No, this isn't a troll question or even facetious: my only PFS experience was during 1st edition at an organized game that was COMPLETELY derailed by 1 player, and the incompetent GM in charge who did nothing at all to stop it (and even aided it at times).

So I'm asking before I am willing to try PFS 2nd Edition. Thanks for all genuine answers in advance.


PF2E, right?

Do you want us to post our suggested characters here for you to review?


TechnoDM wrote:

Would you be interested in a non-Roleplay heavy game? One where there is, perhaps, not an overarching storyline? One where your alpha-strike team could shine?

This sounds interesting, and I'm inclined to throw my hat in the ring ... but does this mean you want specifically optimized characters? I don't know enough about PF2E to make some broken PC.


See Kazmanaught's question ^^


I tried my hand at a couple of PbP campaigns that fizzled out because of lack of player involvement. That was a while ago; I'm ready to try another.

PF1 preferred, PF2 is fine. Anyone looking for a player who will post regularly, actually does a little roleplay (plus knows the rules)? :)


Blave wrote:
Concealment is much more powerful than it used to be in PF1. But it can also backfire as it doesn't distinguish between friendly and not-so-friendly effects. You can totally fail to affect an ally with a crucial heal spell if they have concealment.

That's exactly what I am thinking. Potentially very bad news ...

Thank you for the answers.


A creature benefiting from concealment (created by anything) requires a DC 5 flat check in order to be accurately targeted.

Does this mean my magic missiles have a 25% chance to miss and do nothing at all, if my target has concealment?


I want to be sure I'm understanding these PF2 rules; I still find them very obliquely and confusingly written sometimes.

You can only have one composition spell going at any time, per the rules. Does that mean that Lingering Performance is useless to keep inspire courage going and then cast a composition spell like, Hymn of Healing ?

Am I correct in assuming that I could use Lingering Performance to keep inspire courage going, and then cast a NON-composition spell as much as I like, such as true strike followed by telekinetic projectile ?


James,

Do you think Norgorber is the type of deity to interact with mortals? Rarely, or a bit more frequently?

And ... do you think he'd be easier to get along with than some of the other evil deities?


I don't know if any GMs are still scouring this forum to find players ... but I have 11 years of PF2 experience, and I played D&D 3.5 for many years (5?) prior to that. I was a GM for a group of people for about 2.5 years.

I don't really have a preference for APs, but I've played in and run RotRL so I don't think I'm looking for a 3rd go of that one.

I probably prefer PF 1st, but I own the player's handbook for PF 2nd and I'm willing to try my first character. I definitely post regularly; the first PbP I was in, I was one of the most frequent posters in, but the GM was unable to keep the game running due to RL calamities.

Don't mind being the party healer or the party arcane person. I am pretty creative with archetypes and filling needs and making the character fun for myself, and useful to the party.

Thanks!


Anyone out there with a PF group that'd accept another player?

I've been playing Pathfinder for a few years. Weird trivia: My name appears in three different Paizo books. ;)

Former GM. Looking to be a player once again.


Regardless of attributes, I can recommend a couple possible different paths that you can pitch to him.

#1: Elven Gunslinger/Oracle (Oracle archetype: Ancient Lorekeeper)

This combo will require him to level up a few levels in Oracle, because he's going to gain access to sorcerer/wizard spells every 2 levels. There are a LOT of spells on the wizard list that could really benefit a gunslinger -- reloading hands is one of the most obvious, to me.

Jury-Rig is probably the spell you will want the fastest: it's a quick way to fix a broken gun, and the Mysterious Stranger gets absolutely no way to avoid misfires until Gunslinger 5 (which would be CL 6 -- that's a lot of d20 rolls to never roll a 1). The regular gunslinger gets a way to avoid misfires much sooner. This is probably the biggest failing of the Mysterious Stranger archetype ... so you need to find a way around it (quick fixes, carry 4 guns at all time, what have you), or you'll find yourself with no gun at all.

#2: Dual-Cursed oracle archetype

You'll have to deal with 2 curses. You gain access to the Fortune and Misfortune abilities as a result, and a couple more revelations than normal. Misfortune says, "At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed." As far as I know -- and as long as there have been no rulings to the contrary -- you qualify as 'a creature within 30 feet'. In other words, the mysterious stranger/oracle could choose himself, once per day, to reroll a 1 that will potentially cause his gun to misfire. Note that you can't do this on the same round that you spend a grit point, which is a swift action, so you're on your own when attempting the Focused Aim deed.

That being said, in all other rounds, a once-a-day way to avoid your gun becoming a useless hunk of metal is pretty important. Misfortune will also work on your allies, forcing them to reroll horrible, awful numbers on their d20s that they do not want to see, as long as they're within range. Pretty neat trick.

#3: Seer oracle archetype
The main reason for this one is access to the Natural Divination revelation, which lets you gain a future insight bonus (in the next 24 hours) to a single saving throw equal to your Charisma modifier, which will be one of his best stats. This could be a lifesaver. There are a couple other possible benefits as well ... it's not a bad revelation.

The spells you gain instead of the life spells are potentially useful as well.

Possible Feats:
Extra Revelation is my recommendation at level 1 (or for your bonus human feat), so that he can begin with both the Channel and Safe Curing revelations. Being able to channel at 1st, and cast all spells that heal HP damage without provoking AoO, is going to keep you (and other party members!) alive.

Selective Channeling is important, once you pick up the Channel revelation. You don't ever want to heal those unconscious-but-not-dead baddies on the ground.

Reach Spell is probably going to be this gunslinger's favorite metamagic, if he goes to Oracle 4 or higher. The gunslinger is not often on the front lines, and so may be a bit far away to be able to provide necessary healing. Reach Spell turns cure light wounds into a close range level 2 spell, and lets your gunslinger stay wherever it is he's taking potshots from.

Best Revelations To Get Quickly:
Channel and Safe Curing: See above.
Elemental Body: Gaining the elemental subtype can be extremely beneficial...
Life Link: If your mysterious stranger has a lot of HP, he can use them to keep others alive while he stays out of the fray.


What level is this character going to be, and what stats?

Even if this is a level 2 build, starting attributes would be very helpful to know.


So mostly, your thread title suggests to me you were hoping it was broken, or you wished to use it to break the game. Nice try, though.


I don't know how to answer your question of whether it will be awkward, foreign, or powerful.

It certainly has a chance to be very powerful -- grappling at will and moving them forcibly around a battlefield. It is definitely awkward, as the lack of logic in the feat has been pointing out -- this feat should, theoretically, work with a bow or a thrown dagger (including magically moving the target towards you). The visual alone makes me chuckle.

It's likely to be foreign -- as this is not a commonly used weapon.

Why does it matter whether it's awkward, foreign, or powerful? You clearly have every intention of playing this character this way. Why ... do you want our opinion?


Some very good advice given to you already, I second the "know the module in and out" advice, and possibly checking out videos of other gameplay, but I'd like to add in a caveat:

Remember that you and everyone else is taking time out of their busy lives to have fun. With you! You're supposed to have fun, too. Focus on telling a story and providing an environment that all your players will enjoy, and that they will come back to.

Do NOT be afraid to admit you don't know a rule; even people who have been GMs for decades get rules wrong when the rulebook is hundreds of pages long. Don't spend 10 minutes of game time searching for the rule in the book or arguing about it; make a ruling that seems the most correct, and if you find out later you were wrong, you can deal with that.


A side note -- as I am interested in seeing new builds as well -- but my GM actually liked Right-Hand Manny so much that he played him as a DMPC for over a year.

He is indeed very useful to have around!


I think it depends on what the thrust of your character is. What's your paladin good at?

Is he the tank? If so, take some defensive spells: shield of faith is not available to paladins, for some reason; but the bard list can give you nice things like mirror image and displacement.

This is also a good way for you to pick up buffs that the party doesn't currently have. Inquisitor can give you true strike; bard can give you haste. Versatile Weapon could be handy if you don't have the standard smite evil ability -- but again, this depends on your character. Borrow Fortune is a great 3rd level save-your-butt spell from the oracle spell list.

So ... it kinda comes down to what sort of paladin you are.


In other words, alchemists (assuming full alchemists here) always have to use UMD to use scrolls.

I'm pretty sure you will be waiting a long time for an "official" ruling on this question; it's a very basic question that is handled by a careful reading of the rules. No real need for a Paizo employee to step in and answer.


I agree it should render you immune to Intimidate. It pays to be a paladin. :)

However, I can find evidence that your aura of courage DOES immunize you from demoralization attempts:

Quote:


You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

The last sentence is especially on point; it makes it clear this is a fear condition and can't be made into a stronger fear condition.

Quote:


Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

I can't find anything that proves the attempt to intimidate to force 'helpfulness' is a fear effect and thus also immune ... but it seems logical to assume so. Otherwise this would simply be Diplomacy!


Sir O, cool idea.

I second the suggestion about Sacred Shield paladin. She doesn't necessarily have to safeguard the frontline fighters; the support people and the casters in the rearguard certainly would not mind taking 50% damage when push comes to shove, I think.

Mithral shield would be a must here, but keep in mind that with a +2 mithral heavy shield and shield focus, plus your divine bond ability, you could grant a +6 shield bonus to all adjacent allies.


ProfPotts wrote:
Knockback, because, well... this is SPARTA!!! ;)

Just got to do this last session. It was hella fun. :)

I'd add Roused Anger as a very useful power, and Good For What Ails You works best for a drunken brute archetype, but it's not tied to that archetype and is a potentially very useful way to save yourself. No Escape too, I like.


Midnight_Angel wrote:

Sorry, but no dice with Greater Magic Fang.

Magic Fang, Greater wrote:
This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic.
3.5 Spell compendium had a spell called Align Fang, which was an equivalent for Align Weapon. Wasn't taken into Pathfinder, though (IIRC, it wasn't Open Content).

Oops, missed that.

Then I guess my only workable idea is anthropomorphic + bestow weapon proficiency... or to choose an animal companion with hands, like an ape.


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Count Duck has a good idea too.

One important thing to remember, Xavier: just because one person in the party has a really important spell doesn't mean that person will always be able to cast it. The wizard may lose his ability to cast spells (silenced, unconscious, what have you), and you will suddenly be QUITE glad you took it. Same goes for Dispel Magic, so I'm glad it's on your list.


What's the focus of your character -- to draw enemy hits away from the party, not get hit, and do OK damage ... or to do awesome damage as a front-line or secondary fighter?

Crane's a great tree, I am a fan. However, I must disagree that enemies will only get 1 attack, even at low levels: many creatures in the bestiary get numerous attacks, including at lower levels. Your crane wing will only stop one of the eagle's claws, not stop the entire claw-claw-bite combo, and that goes for summoned eagles as well.

So, take crane because you like the tree and it will occasionally prove useful, especially when fighting defensively. Don't take it because it's somehow going to save you from being touched by enemies -- because it won't. It absolutely won't. Only PCs are held to the one-attack-at-a-time limit before 6 HD. Creatures never are, and the Bestiary is FULL of monsters that violate this rule.


Interzone wrote:


If you are a primarily melee-focused character, and you KNOW you are in a group of mostly the same, then it if you don't want to die you should invest in ways of making that not happen. If you go balls-out melee anyway then its your own fault if you die, not the Inquisitor.

Yup! This is the correct answer.

I'm currently in a party of 9 PCs with only 2 having significant healing ability, and 2 having decent (but lessened) ability ... at least two players have chosen to create characters that cannot heal to replace characters that could.

It has been made pretty clear that when the you-know-what-hits-the-fan, the two primary healers will try to save 1 other person in the party, and keep each other alive. This leaves a possibility of up to 5 PC deaths in a truly dangerous, bloody, all-out battle. And I've said more than once, hopefully after such a situation, those 5 players will not choose to create 5 characters that all cannot heal.


Since you asked ...

No see invisibility, and glitterdust isn't on the list until level 11 ... any spells requiring a target versus invisible enemies are going to be unusable. You can fix this by having a wand or scrolls handy, but ... I'd recommend glitterdust coming a lot sooner than 11th. If nothing else, it's nice to occasionally blind an enemy -- that's quite a debuff.


Lord Orion wrote:
Is there a Druid or Cleric spell that can enable an animal companion (or summoned animal, for that matter), to bypass DR x/good? Align weapon works on a weapon, but is there an equivalent for natural attacks? Help!

There isn't an equivalent I could find. Greater magic fang cast at 20th caster level will bypass all alignments (since +5 enhancement bonus weapons do this), but that's not much help.

Your best bet may be to have someone cast bestow weapon proficiency upon an animal that can actually wield items (since all the animal has to do is be holding the weapon when the spell is cast), and it may be able to utilize it, depending on how your GM feels.

Or, you could cast anthropomorphic animal (druid 3) and then bestow weapon proficiency, though the latter isn't a druid spell.

[Obviously, I'm suggesting this so that the animal can hold an aligned weapon.]


ShinHakkaider wrote:

*Raises Hand*

I never thought that I'd get sucked in to this show but it's actually pretty damn good with consistently solid performances from the regulars AND the guest stars.

We need more Loius canning (michael j fox) and patty nyholm (Martha Plimpton)!

Haha ... I am SURE they will both be back. They're too good at being villains for the show not to hire them back.

I always liked a good legal procedural, but this show is a lot more than that, and I think the two together -- plus the great acting and writing -- are what have kept me as an avid fan. It's still my favorite show on TV at present.


Oh you have NO idea how much it has sucked for some people (east coast especially) since they moved it to Sundays off of where it was originally. It used to never get bumped for anything!

Have you watched since season 1, Hitdice?


Dragon78 wrote:

They don't hate Rarity it's just she(and Applejack) are a lot less popular then the other characters.

What 4 episodes did you watch?

I saw the pilot and the first two episodes of the first season. One about the tickets and one where Applejack tries to do everything by herself.

I have to say I think the Applejack voice is rather endearing. Why is she less popular?


I seriously only found out about this brony thing last week. I find it fascinating. And kinda cute. ;)

I have in fact watched 4 episodes of the cartoon, in order to see if I could figure out why it's attractive to so many people. I am not a brony, but I find the fact that it appeals to so many adults really interesting. The show is cute enough, but I'm more a "The West Wing" speed kind of guy when it comes to my shows.

That being said, I don't know why people hate Rarity so much. The voice acting is definitely endearing. ;)


Maybe it's because it's a legal drama, or has nothing to do with sci-fi, fantasy, or NCIS ... but how come I can't find threads on gamer boards about this awesomely written show?

Who else is out there watching this?

--Pally


The bomb's minimum damage isn't changed, Mr. Violation. Kirin Strike is adding damage dealt, but it's coming from a separate source -- not from the bomb itself. The splash damage would stay the same.


I agree with Fredrik. It's strange, because the damage is added after you confirm the hit (and theoretically after you confirm the crit), but it seems like it wouldn't get doubled, just added normally.