Shalelu Andosana

Phaetalla Eversharp's page

Organized Play Member. 37 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Liberty's Edge

Bacon666 wrote:
I like the idea, but calculating in case of multiclassing breaks the idea for me..

I think that in this case, the player's favored class should be the determining factor in which experience track they continue through their multi-classing levels. Or just simply, their initial class since there are options for multiple favored classes.

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RAuer2 wrote:
Marik Whiterose wrote:
Link to the character sheets
Those are some nice character sheets. Thanks to those who posted links (this one and the others as well). One of my players was asking about sheets last session and I will point him to this!

Where do the silouettes on page two of these sheets come from? I'm specifically looking for the paladin, but, haven't been able to turn up anything in my search.

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We made a rule that says, "We go right!" Meaning that given the option we will always take the right-hand fork in the road, turn a right corner in the dungeon, etc. Baring the ability to go right, we will take the first available right (moving counter clockwise) from the direction we are facing.

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In the interest of reviving a seemingly dead post, I would like to propose that we stat up the "cast" of Dungeon #150 as if they were running through a Pathfinderized STAP. Using Pathfinder Society build rules (and a randomly generated name from the CRB) I present the first "iconic" on the list - Male Dwarf Barbarian.

All the artwork I can find depicting the Dwarven Barbarian shows him with a mere axe (dwarven waraxe) and a very tall shield (tower). So, in the interest of keeping him as depicted, I had to skip Power Attack in favor of Tower Shield Proficiency.

Grunyar
Male dwarf Barbarian 1
CN Medium humanoid (dwarf)
Init +1; Senses Darkvision 60 ft.; Perception +5
DEFENSE
AC 20, touch 11, flat-footed 19 (+5 armor, +4 shield, +1 Dex)
hp 16 (1d12+4)
Fort +5, Ref +1, Will +1
OFFENSE
Speed 30 ft.
Melee dwarven waraxe +4 (1d10+3/x3)
Ranged throwing axe +2 (1d6+3/×2)
Special Attacks rage (7 rounds/day)
Raging Statistics When raging, Grunyar’s stats are AC 18; hp 18; Fort +7, Will +3; Melee dwarven waraxe +6 (1d10+5/x3); Ranged throwing axe +2 (1d6+5/×2); CMB +6; Skills Climb +5.
SQ fast movement
STATISTICS
Str 16, Dex 13, Con 16, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Tower Shield Proficiency
Skills Climb +7, Intimidate +4, Perception +5, Survival +5; Armor Check Penalty -4
Languages Common, Dwarven
Combat Gear acid flask; Other Gear scale mail, dwarven waraxe, tower shield, throwing axe, backpack, bedroll, caltrops, flint and steel, hemp rope (50 ft.), shovel, torches (5), trail rations (4), waterskin, 11 gp

Critique and comment (while I stat up the Drow Bard).

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I am so totally going to smurf this for future use.

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Obviously, split the group into two teams. Alternate which team is on each session. Run Society Scenarios (along with following the rules for creation, etc.). Create the events online and report them. This way all nine of you get credit. You for GM which raises your rating and them for getting a good feel for the game without feeling like they are missing out on a bigger campaign.

Just my 2 cp.

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Jacob Saltband wrote:
Phaetalla Eversharp must be my GM.

Ya think! *wink*

I can't wait to see what happens to the Sorceror that threw all caution to the wind when he said, I'll draw EIGHT cards. He'll either die immediately or become a god. In the case of the later, I think I will just rule a muligan and pull a party FATES card.

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I have used the deck on a number of occassions. Especially after I bought an actual 3.5 copy of the deck itself. Usually the deck has a way of influencing the party. Once that first person draws, then EVERYONE has to draw. I have only ever once seen this backfire on a party, but, it was only to a DMPC.

Although, I am still waiting for one absent player and one gutsy "I pull EIGHT cards" player to pull tomorrow.

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I look at Pathfinder (PF) as the next logical step from 3.5. IMHO, PF is what 4e SHOULD have been. Converting over from 3.5 to PF is simple enough. Granted PF doesn't have nearly as many class options as 3.5 does, but, if there is something from 3.5 that you really MUST have, it can be converted over easily enough. But these "one hit wonders" should be kept to a minimum.

As far as going from PF to 3.5, why would you want to? I liken that to owning a 72" HD television and then "upgrading" to a black and white "boob tube". Though PF is not perfect (no system is) it certainly looks slicker and flows together better than the 1 million plus options that 3.5 required us to keep up with.

Just my two coppers, though.

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JVrhovac wrote:
I'm interested in this topic as well. I recently purchased the beginner box and plan to run the game for my wife and 10-year old daughter (hoping to instill a litlle imagination and critical thinking that seems lacking without some sort of mobile device nowadays). Thankfully, my wife gave me the grand quest for her character already; she is trying to track down her murdered or sister. My daughter is all about dwarves that smash things. Any adivce would be greatly appreciated.

A two-player party is even easier than the solo adventurer. You may still need to modify the encounters as I mentioned earlier, but, now you can teach your daughter some very basic tactics (like flanking enemies with your wife's character). And you always have the hold-out swiss army knife hireling that can fill in any gaps that your wife and daughter might be light on.

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OctoberDaniels wrote:

Hey guys!

My wife and I just picked up the Beginner Box and finished running Blackfang's Lair with two pre-made characters. I've played a few different RPGs in the past, but none were too similar to D&D or Pathfinder, so this is a bit of a new experience to me.

So far, I played as GM but also took control of a (somewhat stupidly-acted) player character to help out my wife. I can definitely see it getting difficult to try and do both roles at once.

Have any of you had success with playing as GM and running a game with only one PC? I mean, I can have another PC to assist her still I guess, but it will behave like an NPC and not actively solve puzzles and the like.

Any advice is appreciated!

I would dump playing a character at all and concentrate on just the GMing part.

If you are using published adventure paths or modules, I would simply modify the encounters so that fewer party members can handle the challenge. For example, Have your wife pick a character that she likes, but, make sure that she only faces creatures one-on-one. The encounter may call for four goblin rangers, but, there is nothing that says all four goblins have to attack at once. Given the nature of goblins, they are just as likely to be wrapped up in some form of shenanigans to bring their full attention to your wife's character. However, not all encounters are combat-oriented. She will need a way to bypass other obstacles as well. This can be done with hirelings who's only purpose is to disable the trap on the crypt door before fading again into the background.

And there is literally TONS of advice on these boards and you can find specific advice for virtually every product (module, AP, Companion, etc.) that Paizo produces.

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Has anyone updated and ran a party up against Ashardalon under Pathfinder rules?

Just had an interesting aerial combat with a party of seven level 20s, but, am curious how anyone else has attempted this Epic fight.

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So as the title says, I am trying to figure out what would be a good feat to take at level 5 (which I just hit). Thoughts right now are between Power Attack and Toughness or something else. For your viewing pleasure I will post the build below this

Camilla Eversharp:
Female human fighter 5
NG Medium humanoid (human)
Init +6; Senses Perception +9
Fame 21; Prestige 8
Faction Andoran
DEFENSE
AC 23, Touch 13, Flat-footed 21 (+7 armor, +3 shield +2 Dex, +1 deflection)
hp 39 (5d10+5)
Fort +5, Ref +3, Will +5; +1 Vs. Fear/Enchant
Defensive Abilities bravery +1*, Armor Training 1*, Weapon Training 1 (bows)*
OFFENSE
Speed 30 ft.
Melee +1 longsword +8 (1d8+6/19-20) and +1 short sword +7 (1d6+4/19-20) or
+1 longsword +10 (1d8+6) or
+1 short sword +9 (1d6+4)
Ranged +1 composite longbow(STR 3) +9 (1d8+5/x3)
STATISTICS
Str 16, Dex 15, Con 12, Int 13, Wis 12, Cha 10
Base Atk +5; CMB +8; CMD 21
Feats Improved Initiative*, Double Slice*, Iron Will*, Two-Weapon Fighting, Weapon Focus (longsword)*, Weapon Specialization (longsword)*
Skills Diplomacy +5, Knowledge (History) +3, Knowledge (Local) +3, Perception +9, Profession (Sailor) +8, Sense Motive +6, Swim +8(6)
Armor Check -2 (-3 with shield)
Traits Indomitable, Eyes and Ears of the City
Languages Common
Combat Gear potion of cure moderate wounds Other Gear +1 breastplate, +1 heavy steel shield, +1 longsword, +1 short sword, +1 composite longbow(STR 3), ring of protection (+1), 20 arrows, backpack, bedroll, chalk (10), Cold-weather outfit, flint and steel, hooded lantern, oil pint (10), traveler's outfit, waterskin, Wayfinder, winter blanket, 710 gp, 8 sp
SPECIAL ABILITIES
Debt of the Kirin: Camilla possesses a series of letters of credit and a trade agreement between any holder of that agreement and a group called the Way of the Kirin.
Eyes and Ears of the City: Camilla's religious training involved serving in the city watch of Absalom, the primary duty of which was standing sentinel on the city wall in the Puddles District. She gains a +1 trait bonus on Perception checks, and Perception is considered a class skill for her.
Indomitable: Camilla's strong, self-reliant swagger has made her more resistant to domination and control. She gain a +1 trait bonus on saving throws versus enchantment spells and effects as a result.
Snowmask Induction: Camilla has allied with the Snowmask Clan and returned Jedrek's Shard to its place of honor beside Ranulf's body. In thanks, she has been ritually inducted into the Snowmask Clan with the title Snowmask Sister. As part of this mystic ceremony, she has gained a permanent benefit of endure elements but only in cold and only to temperatures of 0 degrees F and above; she gained no bonus in extreme heat. This is a supernatural ability.
Two-Weapon Fighting: Camilla fights with a weapon wielded in each hand and can attack with both in the same round when she takes a full-attack action.
* The effects of this ability have already been calculated into Camilla’s statistics.

Any suggestions would be much obliged.

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Currently running it with 7 players using PFS builds and rules. Only thing that I have done has been to standardize mob HPs to be on par with the party. We are currently on "The Bullywog Gambit" and Ripclaw one rounded our Lore Warden Fighter to staggered. But once the party was able to reposition themselves and apply some healing the fight went better. Still rough, but, no deaths, yet.

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I had a player decide to do some creative skinning of one of the mobs he killed. Specifically:

Spoiler:
The Krenshar in First Steps, Part III: A Vision of Betrayal.

My question, the player wanted to keep the pelt, but, it was not an item listed on the chronicle. Is it legal as a GM to add this non-magical, purely aesthetic item to the player's Chronicle?

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Peter J wrote:
Right, but what about PFS, when the GM does not have the ability to modify the adventure to create a greater challenge, and you have the same problem I mentioned in the OP, veterans with heavily optimized characters at the same table with newbies?

In THIS case, the DM cannot reasonably be expected to manage the experience gap between veterans and newbies. And you just kind of have to roll with the punches. The newer players will figure it out the more they play. And the veteran players "should" be encouraging of the new guys.

But the PFS is already limited (to an extent) like I had mentioned earlier. It's not nearly as restricted as I had suggested, however. And again, the party "should" be working together, not, against each other. If nothing else, the new guys can learn from us old guys.

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In the off chance that you mix veterans with new players (as I am about to do) the best bet is to limit what is actually available to the players. For example, limit the number of supplemental materials down to the AP, Core Rule Book, and possibly the Regional guide (focused on that AP). Sure, the veteran players will still be able to optimize within those confines, but, they won't be throwing out obscure feats and equipments that your newer players don't have experience with.

Just a thought.

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Make mine Ranger.

But then Fighters are fun as well.

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AntediluvianXIII wrote:
It's amazing how becoming a parent can help with this sort of thing!!!

YES! To all! That's exactly what I was going for. Flatulant is my personal favorite.

Anyone else have any ideas?

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Face_P0lluti0n wrote:
PC is neutral, but 'toon' implies that you don't take the character seriously as a legitimate mechanical or storytelling construct.

+1

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At least, PC actually means something (Player Character) as TOON, I must agree, smacks of CARTOON (i.e. Bugs Bunny or Mickey Mouse).

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I know Goblins of Golarion is coming out next month, but, I am going to be running We Be Goblins! for my group next week and I have a fifth player. I don't want to re-hash one of the same goblin characters/traits and need something that can be unique to the fifth wheel as it were.

I'm looking at this guy being a goblin druid named Notoes Eatsjam (or something similar). So what kind of whacky Goblins Traits can ya'll come up with?

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LilithsThrall wrote:
The question you mean to be asking is "what keeps the BBEG focused on one character as oppossed to another?" After all, perhaps the fighter is low on hit points and the wizard just cast Transformation. Are you familiar with the concept of attacks of opportunity?

I absolutely do understand attacks of opportunity and how best to exploit them (Lord knows I've done it to enough hapless PC's over the years). Along with that comes a good working knowledge of how best to avoid them as well. Something that some of my players have yet to master. :(

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I don't know. Sometimes I kind of wish that there WERE more MMO-type mechanics in PF. What really is keeping the BBEG's attention focused on the fighter? Nothing if that wizard at the back of the party keeps throwing his biggest spells at him. And how exactly does the fighter keep the BBEG's back turned to the party's rogue? He can't. If I were a BBEG (and considering my position BEHIND the screen I am) there is no way that I would allow that fighter to control my movements.

But, playing devil's advocate, it could be very frustrating to be that fighter that can't ever get a full round action on a smart, tactic using BBEG.

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I have never actually run into this problem, but, I don't think it would bother me too much. Because when you really break down each (table-top and MMO) both have a lot of similarities. Each member of the adventuring party has a role to fill. Not unlike each member of a raid party.

I'd actually like to see more table-top terms intrude on the MMO world, personally.

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Kain Darkwind wrote:

I gave my players precise information on the amount of victory points they had.

I gave them no information on the amount of victory points they needed. I did inform them that if they got the total failure result, the campaign would be over.

I did the same thing, allowed my players to know how many points they had accumulated. I did not tell them how many they needed. In the end it turned out to be a moot point because

Spoiler:
They failed to contain the Savage Tide that Vanthus unleashed at the end of that encounter. -2,000 VP.

So now I'm stuck turning the rest of the campaign into a type of Survival Horror one.

Lavinia along with two of our PCs failed their Will Saves and are now Savage Creatures. This will mark the second time that I have split my table into a Player-versus-Player dynamic. It should be good times.

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Wikipedia wrote:
In Norse mythology, Ragnarök "final destiny of the gods" is a series of future events, including a great battle foretold to ultimately result in the death of a number of major figures (including the gods Odin, Thor, Týr, Freyr, Heimdall, and the jötunn Loki), the occurrence of various natural disasters, and the subsequent submersion of the world in water. Afterward, the world will resurface anew and fertile, the surviving and reborn gods will meet, and the world will be repopulated by two human survivors. Ragnarök is an important event in the Norse canon, and has been the subject of scholarly discourse and theory.

So with that being said, the final battle (in his mind's eye) has finished (he missed the final showdown) and the world has sunk, yet to rise again. So his primary goals and motivations would be to "find" which gods have survived to join with them (perhaps himself being granted Godhood) and to locate the two human survivors destined to repopulate the world and to protect them at all costs.

And THAT could provide his motivation for THIS scene. . .

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daemonslye wrote:

Very nice. Plus it's right side up. In the case you want some not-right-side-up facing maps with hexes on them, I give you:

Player's Map with hexes -> CLICK HERE
Players Map with hexes and no terrain features (black and white) -> CLICK HERE
DM's Map with hexes -> CLICK HERE

Enjoy

~D

These are awesome maps, but what is the scale per hex?

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Aubrey the Malformed wrote:

I'm running a PbP of Kingmaker and it is throwing up some interesting issues around rulership. It's early days but they have some bandit captives and the PC's are wondering what to do with them. They don't really want to indisciminately execute them (though they have killed one) especially as one of them is "mentally ill". They don't really want to use corporal punishment and then send them on their way (known by the technical term "beat and release") as they might come back or become someone else's problem. And they don't really want to watch over them while the pay off their debt to society as they don't, at the moment, have the resources.

Have any other sorts of issues like these blown up in other games of Kingmaker? How have they been dealt with?

EDIT: Oops, should probably have mentioned that his might contain spoilers.

This does actually have the potential to come up very early in Rivers Run Red with

Spoiler:

Grigori.

The players are tasked with quelling an uprising caused by this particular NPC. At extreme ends of the spectrum, the PCs can force him out of their kingdom peacefully, via trial-by-jury, straight up combat, or any other number of means. In my campaign, the PCs decided to arrest him, put him on trial, and then execute him.

Regardless, the rules as stated don't really take into acount (BP) costs for maintaining prisoners. So resources for these prisoners doesn't really play a game making or breaking function. Plus, consider that each hex in their kingdom adds 250 population. Just one hex is enough to assume a token amount of Law enforcement officials. So your players can adopt any form of Law and Order system they desire. Criminals can be held, forced unto chain-gangs, executed, or set free after an appropriate amount of "Time served".

If it were me, then any criminals set free would definately have the potential to become recurring villians or repeat offenders at the very least.

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Grendel Todd wrote:

I'm actually somewhat in the same boat, with two year time-line under our belt, and a Witch-patron who's had to bring back several characters over the course of the game. Here's what I've been doing:

For reincarnated characters, I've been using the old AD&D Complete Book of Humanoids. Goblins in that have a base age of 12+1d6, max out at 40+1d20, with Middle Age at 20, Old at 27, and Venerable at 40. Once a character is Reincarnated, I have them treat their new race's age separately, under the term "Oldness" (I keep track of birth & rebirth-days too).

At the start of the campaign though, I introduced the idea of Troupe-style play, meaning everyone had the option of 2-3 characters (with increasing restrictions on each). At least two or three of the players decided to bring in "Family" troupes (husbands & wives, brothers & sisters - at least two of the tertiary characters were kids in the 8-12 range at start of the game). I'm glad Erik brought up Pendragon & Artesia - while I'm not that familiar with the latter game, I've made good use of some of the supporting rules from Pendragon for legacy-style gaming for many years now (Hackmaster also has some good supporting rules for this sort of thing).

Unusual race combos haven't yet come up in my game, though if/when it does I'll likely be digging out Bastards & Bloodlines, from Green Ronin.

I really tempted to craft rules for this guy's offspring. I'd kind of like to see what a half-goblin/half-gnome character looks like. Plus, I'm going to (probably) rule that the other players' kids will probably end up being multi-class characters. For example, the Witch that's dating Kressle will probably end up with an Alchemist/Ranger son. Or something comprobable.

I'll have to dig up some of those books for inspiration, I imagine. Thanks for pointing me in the right direction.

Liberty's Edge

So I ended up pulling this out of my hat (with some much needed assistance). Thanks guys!

Goblin Starting Age:
10 +1d4 (Barbarian, Rogue, Sorcerer)
10 +1d6 (Bard, Fighter, Paladin, Ranger)
10 +2d6 (Cleric, Druid, Monk, Wizard)
Middle Age: 25
Old Age: 40
Venerable Age: 50
Maximum Age: 50 +2d10

And I think you're right. His wife will probably die herat-broken before ever conceiving a child with him in his current state. That or she'll have an love child with a fellow gnome.

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Erik Freund wrote:
I believe Reincarnate creates a young body for you. It does not come pre-aged. Otherwise, it would be impossible for elves to use the spell.

Indeed. That would be nasty. But not nearly as nasty as his goblin body breeding with his gnomish wife. Can you imagine what his kids will look like? And that begs the next question, how do you stat up a half gnome/half goblin character?

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Necromancer wrote:
In Classic Monsters Revisited, goblins are said to rarely surive for more than 50 years; think of 50+ as venerable and go from there. Just try and find a cleric that will "miracle" your character into your previous form before the goblin body crumbles.

That should work. I'll just have to retcon his original Gnomish age of 85 to be more like 25 or so. But that's likely to put him close to Middle Aged.

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Erik Freund wrote:
Since there are no goblins in the campaign, I would suggest picking a different race to reincarnate as. Spriggan is a good fit. (just deny them the size-shift) It's a bit out of place. Though it is likely too late.

It was kind of a random deal (as per the spell). So I now have to deal with this Player's new race and just can't seem to find anything Ecology-relevent. This becomes REALLY important since we're talking about a long time spanning game.

Erik Freund wrote:
I think dynasty games are awesome. I've only ever seen it addressed in Artesia & Pendragon. Neither are d20 systems though, so exporting their mechanics wouldn't be elegant. But I've always found something like that deeply satisfying. However, some PCs really hate it - definately check with your group.

As it is we are trying to marry off all of the PC rulers of our little kingdom. The Cavalier/Fighter Duke is hiding behind his tower shield trying to avoid this, but, it looks like our Witch Magister is going to end up hitched to Kressle. Of course, our Cleric of Erastil is married in real life and is loathe to play out any romantic encounters. And we have the aforementioned Goblin Copper Dragon Sorcerer who is having a VERY difficult time finding a date.

So it should prove to be interesting. . .

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Couple of questions:

1. Goblin ages. I just had a PC reincarnated as one. What would be their starting/max age limits?

2. So far my players are two full (game) years into Kingmaker and are only one quarter of the way through. I'm fully expecting (at the rate they build) that we will be looking at descendents of the original characters completing the entire AP. Anyone else run into anything similiar and how did you handle it?

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But given the nature of how Pathfinder has and continues to evolve, my money would be on the Lovecraftian Necronomican vice let's say the Evil Dead version.

Did I just date myself?

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What is the easiest way to convert over an old 2nd edition kit? Some, I would say could stand on their own as an entirely new class. While others would probably better lend themselves to becoming prestige classes.

Thought? Success stories? Utter failures?