Saint Kargoth

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Organized Play Member. 17 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Shadow Lodge

I'm going to withdraw from the group. Thank you for the consideration.

Shadow Lodge

PCgen had a way to export a text file so here's the guts of it. Hopefully this will be legal for your campaign I can adjust things as necessary.

Name: Loke Ardon
Race: Human
Player: Farley Ponton
Classes: Fighter1
Hit Points: 12
Experience: 0 / 2000
Alignment: Chaotic Good
Vision:
Speed: Walk 30 ft.
Languages: Common
Stat Score Mod
STR 13 (+1)
DEX 20 (+5)
CON 12 (+1)
INT 10 (+0)
WIS 10 (+0)
CHA 8 (-1)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 6 1.0 5 0
Appraise 0 0.0 0 0
Bluff -1 0.0 -1 0
Climb 1 0.0 1 0
Craft (Untrained) 0 0.0 0 0
Diplomacy -1 0.0 -1 0
Disguise -1 0.0 -1 0
Escape Artist 6 1.0 5 0
Fly 5 0.0 5 0
Heal 0 0.0 0 0
Intimidate 0 0.0 -1 1
Perception 0 0.0 0 0
Perform (Untrained) -1 0.0 -1 0
Ride 5 0.0 5 0
Sense Motive 0 0.0 0 0
Stealth 5 0.0 5 0
Survival 4 1.0 0 3
Swim 1 0.0 1 0

-------------------------- Feats ---------------------------
Two-Weapon Defense
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Two-Weapon Fighting
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Chapter 8.

Weapon Finesse
Armor Proficiency, Heavy
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Armor Proficiency, Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Armor Proficiency, Medium
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Martial Weapon Proficiency
You make attack rolls with all your martial weapons normally (without the non-proficient penalty).

Shield Proficiency
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.

Simple Weapon Proficiency
You make attack rolls with simple weapons without penalty.

Tower Shield Proficiency
-------------------- Special Abilities ---------------------

------------------------ Templates -------------------------

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 18 / 16 / 13
Initiative: +5
BAB: +1
Melee tohit: +2
Ranged tohit: +6
Fortitude: +4
Reflex: +5
Will: +0
Unarmed attack:
to hit: +6
damage: 1d3+1
critical: 20/x2
Kukri:
to hit: +4
damage: 1d4+1
critical: 18-20/x2
Kukri2:
to hit: +4
damage: 1d4
critical: 18-20/x2
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Rations (Trail/Per Day) 2 2lbs
Waterskin (Filled) 2 8lbs
Total weight carried:
Current load: Light
Encumbrance
Light: 50
Medium: 100
Heavy: 150
--------------------------- Magic --------------------------

------------------------ Description -----------------------
Height: 6' 6" Weight: 250 lbs. Gender: Male
Eyes: Green Hair: Black,Fade Skin: Brown
Dominant Hand: Right Quirks: ,
Speech style: Quotable:
Full Description
Loke Ardon stands 6 feet 6 inches tall. His wide muscular frame does little to impede his remarkable dexterity and speed. His skin is brown and a simple dark fade rest on his head. Piercing green eyes sink into what is otherwise an unremarkable plain face.

intro:
I am Loke Ardon and I wish to see the wonders of this world. My reasons are my own.
Background
Loke Ardon has been an adventure for as long as he can remember. His parents raised him on the open road as they sold their wares throughout Golarion. At a young age Loke was found to be quite adept at the martial arts. His father had Loke trained by the captain of his caravan guard. What started out as simple war games and mock battles evolved into brutal military training that shaped Loke into the man he is today. As he came into adulthood it was planned for Loke to take over as the captains successor. None could rival the young warriors speed in battle. What he lacked in power he more then made up for with brutal precision, inhuman reflexes, and unrelenting assaults. All would go as planned until one night in a dream Loke was assailed with vision of a goddess. Her skin was ashen covered with white hot symbols that blazed over her entire body. Her hair was a bright red mess of tangles as if spewed from a volcano. She stood proud and indomitable despite her malnourished appearance and sad eyes that now rested their gaze upon Loke. It was only after looking into the eyes of this inconceivable figure did her story project itself into his mind.

A woman, born into a clan of warriors, she alone was destined to to wield the cursed blade they had protected for centuries. An immeasurable evil had thrown her clan into war with a mad king from distant lands. This evil sought the cursed blade rumored to bestow the wielder with the power of a god. With this heavenly sword they could strike at the heavens themselves unopposed. The war was hard fought and the dangers numerous, however in the end the woman defeated the evil taking the cursed swords power for her own. In doing so she paid with her body and soul damning herself to the nine hells. The vision fades and Loke stands before the goddess once more. " We were born under the same star you and I." she strains a weak smile. " You must find Kai's tomb and free me from this torment." her figure begins to fade. "Find the blade, reject the blade, and give my sacrifice justice." the voice resounds no more.

Loke arises from his hauntingly real dream assured of what he must do. He will seek out the wonders of this world and in doing so gather leads on Kai's tomb. His boring life as a caravan guard captain will be put on hold until he can release the goddess. Even if he must storm the nine hells themselves Loke Ardon will free her, and so he sets off for adventure and destiny.

Shadow Lodge

what is an ARG?

Shadow Lodge

I'm sticking to core personally none of the other race/classes in the advanced or ultimate books interested me.

If there are any rules / special cases in the other books being added I would like to know as I have been reading up only on the core and PFS guidelines.

Shadow Lodge

I just finished making a new character since this doesn't seems like an official PFS.

I have a PDF file with all his stats backstory feats etc. it doesn't seem like this forum will let me attach it though. I used the PCgen 6000 to make him. He has all the legal requirements posted. He's a level 1 fighter named Loke Ardon. I can email or w/e the pdf file or I can just post the entire bulk of the text here if you want.

I'm down for sundays just let me know in advanced.

Shadow Lodge

I would be interested in joining. I am a completely new player and only have access to the core book online (hard copy is being shipped). I have a character already made that is pathfinder society legal and ready. If you are not doing a pathfinder society game with chronicle sheets etc just let me know so I can whip together another character. I have a melee Abyssal sorcerer I'm holding onto for for PFS, but have a character concept I'm working on with a Fight/sorccerer mutlticlass that uses the devil blood line that I could substitute for any open ended scenario. I have a working mic and a roll 20 account (aswell as maptools). I also have skype but can migrate to whatever voice program you want.

I would prefer evening or late night games, and as a big favor I would ask that I not be required to speak gibberish, wave my hands wildly or voice change when Rping. I am -5 GMT and available all days. I would like to note one more time if you accept me into the group I am extremely new( will most likely be my first game by the time this starts). I have read the core rules extensively and have been using the rules / advice section of the forum to shape my character and to iron out problems, but I still may ask a bunch of questions during game time.

Shadow Lodge

nope only using core rulebook. I'm not plugging in any fancy sword or w/e from another source

Shadow Lodge

I would note that I said a bad encounter as in the fight you had to stabilize 1 or 2 party members or you treading deaths door with less 25% hit points.

Also what level 1 party in their right mind starts an adventure going to a city full of monsters? I could see the deterrent of not being able to rest in that situation but why would the party be in such a dire situation to begin with? Most adventures open with more avenues of escape early on do they not? From the previous wording I took it that most people playing prefer self sufficient characters and frown upon characters that use their option to rest even when applicable.

for the second point I am told that healing/support is a downplayed role, but now I am told that party support is paramount.

Shadow Lodge

after some searching on the forums I found the pathfinder society online collective. the google group seems promising so I think I'll be trying to join over there and use their forums to get a game. They use online rpg table tops so which look pretty simple.

after a few days in the advice section it seems my melee sorcerer will be pretty rounded out. I'll be grabbin a core book and some dice online later tonight or tomorrow.

Hoping for the best!

Shadow Lodge

So it is frowned upon to rest up after a bad encounter and most builds are offense oriented with little party support. These two points disappoint me.

I also thought perception along with sense motive would be helpful in the RP aspect of the game. Both skills I put points into and are upped by wisdom. Although my class is worse in those skills than others I was hoping to use the wisdom +2 to buffer them somewhat.

It seems that combat readiness prevails over these aspects however. I could possibly make my character a senseless dope instead and shorten his back story by several lines

Feel for combat was referring to high perception being able to spot enemies much farther off so that flanking or bottle necking could occur. The elimination of surprise attacks could help keep my party from being flat footed so easily. My character would be more of the follow up early on in the game not the charging fighter seeing as he is lacking in armor proficiencies and combat feats till later on. Considering he also has access to debuffs early on, and bonuses to disarm I though having a better chance to set up these tactics would be good.I don't understand all the mechanics of perception however maybe it is to limited to do those things.

I will concede bearded that the last stat allocation does look good. I will modify my stats to that as it keeps most stats in line without those wonky 11s I was running into. thank you for your constant input on the thread

Shadow Lodge

can level 1-3 combat really be so taxing that I absolutely need the 2 extra hit points? It was my understanding that there are heal/support in a party, actions like withdraw and run, the ability to rest between fights, potions etc. I'm not trying to be funny or anything it's just that the few sessions I've watched people weren't just dying left and right at level 1. The mechanics of the game seem to give me chances to lick my wounds or at least escape unfavorable encounters.

I put more value into perception because it would allow me to sense danger more often, which would in turn allow my party to set up more strategic fights than if we were constantly caught of guard. Maybe I'm wrong however. Are pathfinder scenarios/campaigns so bland that there is never a need for perception checks beforehand while exploring or dungeon crawling?

As for mage armor it seems I was wrong I mixed up armor bonus with armor modifier. After further reading of the rulings it would seem i could use the shield spell in it's place.

The duel input just a little tangent. I was asking for feedback as a flavor mechanic.

right now for spell I'm looking at
0 Spells
Acid splash
Touch of fatigue
Dancing light
Flare
1 spells
True Strike(possibly ray of effeblment or chill touch)
Sheild

Shadow Lodge

I still question the need for so much constitution since the sorcerer will be my favored class (I won't be investing in to many skills) so I can gain an extra hit point each level. I will also have the skillful human bonus to add an extra skill point each level anyway.

If fortitude saves become to much of a burden I could just nab the greater fortitude bonus feat to help out. Sorcerers seem to have a myriad of buffs they can choose from as well and gaining spells like mage armor early while wearing armor(I plan to go from studded to scale mail asap) is sure to help. I will most likely also invest in touch attacks that debuff.

Also depending on how far I will go with magic ( bonus spell for final summon monster and having a high level succubus is tempting) I may be able to convert all remaining ability score level up bonuses to const and dex.

I am still pretty firm with the wisdom stat as I need my character to be perceptive. Seeing as his class skills don't give bonuses to wisdom type skills like perception I think diving into wisdom for the +2 (possibly even 16 wisdom after leveling to close the class gap even more). Seeing as my character will only have average dex and no investment in rp actions such as acrobatics it is my hope that being able to feel out the combat setting will prove useful. If I am unable to be caught off guard I think it will be just as useful.

Does anyone have any input on the duel mechanic? would first blood dueling be to bothersome to have added as a flavor mechanic? would it cause to much friction between a band of adventures rping for loot.
It does lean highly towards high intiative/combat roll players since whoever lands the first non lethal hit wins. Perhaps it should be best 2 out of 3?

** I should have also mention this character is for core rule book only. It seems I can no longer edit my main post to reflect that (sorry). This will be my first character when I jump into an adventure so I would like to just work off the core rules

Shadow Lodge

My character is more thematic than optimized I guess you can say. He needs demon blood in his veins as it is a reoccurring theme that threatens his character. I also think abyssal is perfect for the physical character as it adds bonus spells and feats that can increases melee effectiveness. Abyssal can get things such as power attack, rage, cleave, etc.

They also get strength of the abyss which bolsters my str even more and slashing options from claws that evolve as you level.
That is not to say I won't be using spells at all, but I will probally be leaning on the debuffing spells / summons ( when I can get a succubus)

He's basically a sorc who was trained to be like a fighter. He has just come into his own on the whole magic thing. While they can appreciate the benefits of magic my character will mostly rely on magic for utility purposes or defense ( although I am eying truestrike with big eyes)

Also protection spells like mage armor can help round out my defenses.

using the point buy system it came out to me best having the 2+ attribute bonus on my wisdom for desired stat bonuses or I would have a wonky wisdom stat and an odd 11 somewhere. My wisdom is high mostly for RP purposes that extra edge in will saves, and for skills like perception. My character is geared around resisting (he's had a demon gnawing at his psyche for over 3 years now) I would like his skills and stats to reflect that.

Lastly I pick spiked chain because I like the weapon not for any stat superiority or anything. If I wanted something more devastating I would probably lean towards a bastard sword but it's not the weapon I want to use.

Shadow Lodge

So I hopped on a character gen site and came up with this:

Rowsh Delanov

Male Human Sorcerer 1
Chaotic Neutral
Representing Farley

Strength 14 (+2)
Dexterity 10 (+0)
Constitution 10 (+0)
Intelligence 10 (+0)
Wisdom 15 (+2)
Charisma 15 (+2)

Size: Medium
Height: 6' 0"
Weight: 220 lb
Eyes: Green
Hair: Black; Beardless
Skin: Silvery

Total Hit Points: 7

Speed: 30 feet

Armor Class: 13 = 10 + 3 [studded]

Touch AC: 10
Flat-footed: 13

Initiative modifier: + 0 = + 0 [dexterity]
Fortitude save: + 0 = 0 [base]
Reflex save: + 0 = 0 [base]
Will save: + 4 = 2 [base] + 2 [wisdom]
Attack (handheld): + 2 = 0 [base] + 2 [strength]
Attack (missile): + 0 = 0 [base]
Combat Maneuver Bonus: + 2 = 0 [base] + 2 [strength]
Combat Maneuver Defense: + 12 = 10 + 0 [base] + 2 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.

Languages: Common

Spiked Chain [2d4, crit x2, 10 lb., two-handed, piercing]

Studded armor [light; + 3 AC; max dex + 5; check penalty -1 20 lb.; arcane spell failure 15%]

Feats:

Armor Proficiency (light) Removes attack penalty
Exotic Weapon Proficiency Weapon:

Skill Name

Key
Ability

Skill
Modifier

Ability
Modifier

Ranks

Misc.
Modifier
Acrobatics Dex* 0 =
+0

Appraise Int 0 =
+0

Bluff Cha 6 =
+2
+ 1 + 3 [class skill]
Climb Str* 2 =
+2

Craft_1 Int 0 =
+0

Craft_2 Int 0 =
+0

Craft_3 Int 0 =
+0

Diplomacy Cha 2 =
+2

Disguise Cha 2 =
+2

Escape Artist Dex* 0 =
+0

Fly Dex* 0 =
+0

Heal Wis 2 =
+2

Intimidate Cha 2 =
+2

Perception Wis 3 =
+2
+ 1
Perform_1 Cha 2 =
+2

Perform_2 Cha 2 =
+2

Perform_3 Cha 2 =
+2

Perform_4 Cha 2 =
+2

Perform_5 Cha 2 =
+2

Ride Dex* 0 =
+0

Sense Motive Wis 3 =
+2
+ 1
Stealth Dex* 0 =
+0

Survival Wis 2 =
+2

Swim Str** 2 =
+2

* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

Zero-level Sorcerer spells: Cantrips can be used at will

First-level Sorcerer spells: 4 (3 + 1) per day

Favored class points: Hit points +1; Skill points +0

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Human

This human chose +2 to wisdom (already included)
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)

Sorcerer

Can know only limited numbers of spells

Sorcerer spells no longer require cheap material components.

High charisma gains bonus spells daily

Concentration check: d20 + sorcerer level + charisma modifier vs. DC

Pathfinder sorcerers each choose a bloodline, which provides a class skill, extra spells, powers, and feats. Please write these in. Thanks for understanding.

Abyssal bloodline sorcerers can grow claws,give damage resistance to summoned creatures, and as they gain levels get resistance to electricity, better saves against poison, physical strength [added as applicable], getan extra creature on sumon monster spells, and eventually rest acid cold and fire and gain telepathy.

Class HP rolled
Level 1: Sorcerer 6

Rowsh Delanov's Equipment:

30 lb
2 lb
5 lb
2 lb
1 lb
7 lb
1 lb
28 lb
_____
76 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Caltrops
Mirror
Rations (1 day) x7
Torches x1
Waterskins x7

Total

More about Rowsh Delanov:

Hailing from the small city of Dark Pool, Rowsh has been raised by his father, a first blood duelist, and his mother, an actor for the local theater company, until the age of 17.The city is supported almost entirely the various sought after entertainers that live there and the Eyes of Eternity tourism proceeds. Dark Pool resided on a cliff overlooking the Eyes of Eternity, which are 2 massive pools filled with dark water (known as heavy water). The Eyes of Eternity are impossible to swim in. It's brackish waters rob any living creature that enters of all it's stamina sucking them into their neigh bottomless depths. It is rumored that before Dark Pool became a lawful settlement it was a place of sacrifice for demonic fringe cults and a convenient corpse dumping spot for neighboring thieves guilds and murderers. When Rowsh became of age he was trained in the art of dueling. What he lacked in grace and avoidance Rowsh made up for in sheer power and the ability to capitalize on his foes weaknesses. Although he still lived on the outskirts of the city he became a duelist of high acclaim before his life would be changed forever.

They came in dark green cloaks carrying symbols of unknown origin. Twelve servants of some unknown idol crowded the Dark Pool Stage in the center of the city. Their voices in unison claiming that that Dael Gud gave life to this city and that it was his wish to take it away. One word per worshiper echoed through the streets of Deep Pool in a language only they understood. The citizens fell to their knees in horror as the Dark Waters Rose and twisted above the city. It was as if the maw of the abyss itself opened up spewing forth the brackish black liquid into the sky morphing it into horrifying images. Panic ran rampant through the city as people tried to flee, but to no avail. The Horrifying Avatar spawned from the Eyes of Eternity crashed into the city shearing the cliff face clean off and consuming the city never to be seen again. Only Rowsh survived washed up on the valley floor where the Eyes of Eternity remained stagnant once more.

As he tries to reorient himself a sharp whisper penetrates his thoughts. "Your blood is filthy!" the churlish voice exclaims. "I give you life so that your filthy blood may sew more destruction. Perhaps you will live up to my desires." An anger envelops Rowsh as he tries to push the voice out. "Anger, yes anger is good." the voice playfully teases."A gift you will have, for this I ask no favor." Rowsh blanks out as a supernatural pain surges into his right eye. He awakes to small campfire where a green cloaked man resembling a follower of Dael Gud is tending to a meal.Before the man even has a chance to speak Rowsh is upon him in a rage ripping into him with his bare hands. His eye still throbbing and his breathing now heavy Rowsh tries to piece together the events of what happened. "I guess that makes thirteen." the voice cackles loudly as if it told some uproariously funny joke. "You and I are going to have loads of fun together. Your mind is weak and your blood is filthy" the voice goads. "Your are to much demon for me to take control of completely, but not enough to push me out Rowsh."

Rowsh shouts in disbelief "I am no demon. You may intrude on my thoughts and torture my being , but you can not twist my mind to that end". "A liar am I?" the voice goads once more. "Then if words will not "twist you" perhaps images will". Rowsh is compelled to stand in front of a bucket of water the worshiper left near the camp fire. To his horror he sees the changes his body has undergone. His left eyeball now a livid violet contains a reptilian iris stained amber in it's center.His once dark skin now a sickly greyish hue. Crystal fractures now lined his face in heavy arches around his cheekbones and eyes lids as if forming a mask. His teeth had become several sizes larger jagged like the shards of the cliff face that feel into the Eyes of Eternity. "This is my gift to you. A long lost family heirloom if you will." the voice teases once again. "The eye projects your desires on yourself and those around you. The crystal mask forms in your unattended rages to hide the person you once were. Your new found fangs convey your excitement for the task at hand whether it be killing, robbing etc." The voice begins to fade. "All these traits reside in that vile blood of yours. I relish the we have spent, but now there are other duties I must attend to. Don't fret however I will be sure to pop in from time to time to check on my new toy. Maybe next time you will put up more of a fight or I will be sure to make our games much more interesting from now on." the voice lets out one last gout of grotesque laughter before disappearing. As the pain ceases and visual effects of Rowsh's partial demonic transformation recede the camp grows dark. Inside the absolute darkness of the camp Rowsh's thought echo inside his head. What lies in store for him now?

I would appreciate help tightening up my back story. this is a first run of how my character comes into his own(and my first character period). Major plot points I need in his story are: City of dark Pool, Loss of city somehow, He has to be trained as a duelist, A high level demon has to be interfering with him directly or indirectly. If you can see anyway to tighten up the framework already set that would be awesome.

I should add:

He has had 3 years coping with the demonic influences before any scenario/ adventure occurs
He wears an eye patch over his right eye now and has gotten better at concealing his demonic urges/features unless overly provoked/excited.
His right ear is missing a chunk out of it and his face and chest are covered in scars ( he's good at winning duels not staying pretty after the fight)

He hates water and will not campaign or explore any environment with deep water in it. This also includes boat travel.

He detest losing and will sometimes challenge fellow party members to duel (first blood 1 point of non lethal damage) over loot he desires if a problem occurs.

other flavor things I'm thinking of adding are possible will saves needed during random parts of a campaign to ward off the evil influence in his head

I guess it all depends on what meshes with the DM aswell.

basic idea He's a duelist, his life has gotten a lot more difficult after learning about his abyssal bloodline that he tries to hide, he gonna be going badass spawn/ghost rider with chain weaponry and leather/scale mail armor depending on how the feats go during the adventure and last he's out to get a piece of the demon that been ruining things for him "BY ANY MEANS NECESSARY".

I'm not a min/maxer the skills like bluff, and perception are more flavorful skills then anything for my sorc seeing as he has had to get good at lying etc and using his charisma to hide his demonic side and get along in a world where he has no home to go back to. perception and sense motive obviously because he favors more wisdom now and he has to be able to read situations and the outside force pressing on him

thanks in advance

Shadow Lodge

I have watched about 6 hours of Rp including the full BB and different rise of the runelords campaign and it seems to be something I can follow easy enough and enjoy. The main problem cropping up seems to be finding a group (I'll need a more casual group not so strict on the somatic or verbal casting in actual RP or keeping an altered voice). I tried looking for Pathfinder society events in my area but they turn out to be 1-3 hour rides through metro Atlanta ( traffic heavy). They also only meet once or twice a month. I may end up having to find an online group that can meet a bit more regularly. All in all though I am still very excited to start. I'll be drafting characters and reading more environment info today so I can get my back story as tight as possible before I release it to be critiqued.

Shadow Lodge

thanks for the quick replies. it seems the core book will be a definite purchase for me later in the week then after I map out more PCs and handle other pressing matters.

Shadow Lodge

I have been thinking over the idea of playing Pathfinder for a couple of months now. This will be my first table top rpg. My concern is that the BB uses pregen characters and cuts out a lot of the more confusing rules found in the core rulebook. I would like to get started on my own characters asap and want to use a class not in the pregen selection (sorcerer). I have read the rules extensively and have been watching youtube games / tutorials from various people. The rules section of this forum has also been a wealth of knowledge that cleared up a mountain of subtle problems I was having(sorc spell mechanics etc). I would be much happier just jumping into core rules where I can interact with more complicated ruling such as attacks of opportunity so that I learn things the right way instead of being babied into them. Is this the right way to go about things, or is the BB experience so much better that it is worth the extra monetary and time investment?