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Since worshiping deities are a mechanic for more than just clerics, what are the rules behind it? If it's a prereq for feats and other things, there needs to be some kind of hard coded rules so people can understand it. Can you only worship one deity? Do you have to be within its alignment like a cleric? I want to know since deity worship is a mechanic in the game, and it's not clearly explained at all.


So for a lot of characters I've made and a lot of other characters I've seen made, hammers have been almost an entirely unseen weapon choice. It really feels like just about every other weapon type has something up on the hammer; swords have better crit ranges, polearms have reach, and bows are just amazing. Sure, you might have a backup hammer for bludgeoning against skeletons/oozes, but even in APs, the weapon choice almost never includes hammers, they're rarely in treasure, and they're severely lacking when it comes to specific magical ones.

Hammers are like really cool, but a high crit multiplier doesn't really make them that good because for the most part higher crit threat ranges are better, and hammers don't even have the best crit multiplier (scythes/sickles are better for crit fishing and butterfly sting shenanigans), so there's really not a lot of base value for the hammer in most games.

Please, tell me about anything you've done to make hammers better and or awesome examples of hammer using characters you've played!


Is there any rules for using metal to make a bow instead of a wooden one? I was thinking it'd be cool to have something like a metal recursive bow.


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So now we have Horror Adventures, and we also have rules text that tells us if we cast an evil spell twice, we get a step closer to evil.

Horror Adventures wrote:

A wizard who uses animate dead to create guardians for defenseless people won’t turn evil, but he will if he does it over and over again. The GM decides whether the character’s alignment changes, but typically casting two evil spells is enough to turn a good creature nongood, and three or more evils spells move the caster from nongood

to evil.

Though this advice talks about evil spells, it also applies to spells with other alignment descriptors.

No justification, no "it was for a good reason", it's just you cast it enough and you become evil. And this works inversely as well; you can be completely evil, cast pro from evil 3 times, and you're good again. So there's no grey area or anything, which feels even more odd for a horror book to be so black and white about alignment changes.