Phantasmal Octopus

doc the grey's page

Organized Play Member. 3,415 posts (3,440 including aliases). 15 reviews. 1 list. 1 wishlist. 11 Organized Play characters. 5 aliases.



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People worried about +6 AC in a point Of the game where AC is irrelevant.

I wonder if some people ACTUALLY play the game, or is only theory craffing at all.


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Fumble on 1 makes epic characters act like complete fools, I hate that rule with all my passion.


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Keep your houserules off a rules discussion. 0 ACP means that you can use the armor without any problem.


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Pick a copy of the Path of War.


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For me a high-level martial should fight like the over the top fighting scenes of Final Fantasy 7: Advent Children.

Massive jumps, impossible balancing feats, absurd riding skills, supreme endurance. Swim against a waterfall, run over falling debris, balancing on water, run for DAYS without getting tired, hold their breaths for hours.


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DM_Blake wrote:
Ah, yes, this old argument. Over and over and over with this. Every discussion on this forum about how something should work ends with this.

In a world where a well trained and experienced man can fight using only his fists against creatures with 16' to 32 ft. of height and WIN, how to chop a swarm is unrealistic or magical about it?


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Purple Dragon Knight wrote:
Perhaps depending on how much the party's been hurt. Desecrating bodies though? No way.

Do you have any game text that references that multilate a corpse is a Evil act? As far as I know, only creating Undead is a Evil act.

MAYBE is not Lawful, but not Evil.


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Sarenrae best waifu. <3


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Cavall wrote:
While it may not be evil to kill evil, it is a quick way to have a paladin fall on HOW you combat evil. Several examples of what makes for dishonorable combat are listed including poison, but it does go on to say "and so on".

To a Paladin, yes. The code forces the Paladin to be Lawful Stupid.


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Zaros Liserii wrote:
stuff

I can understand your reasoning, but you lack any evidence in text from the actual game to make this claims. I at least provided some text from the books from the "father" edition of Pathfinder to suport that it's not evil to kill a Evil being.

But in the end nothing of this discussion matter, because Alignment IS one, if not the MOST aspect of the game that changes to game to game.


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Oh, the good and old Dragonfire Inspiration + Words of Creation...


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The Dragon wrote:


In fact, it's very enabling for the rest of the game to move forward.

Never thought on it. Be a healer in PF sucks major ass, and I must agree that almost nobody will want to play a healbot.


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master_marshmallow wrote:
[good stuff]

Nice post.

I happy that some Prestige Classes never made out to PF.

Frienzed Berserker - Disruptive in play. I have some BAD ingame experiences with players usign this class.

Initiate of Seven Veil - If you campaign lasts enough to see one, it's a overpowered class. Almost impossible to bypass the Veils without extreme cheese tactics.

Planar Shephard - Planar Bubble to gain 10 Rounds in 1 is broken beyond belief.


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Neo2151 wrote:


Did... did you even freaking read what you quoted? Or did you just cherry pick the words you were looking for?

Read it all again. It doesn't actually support your opinion here.

Ok, you are more dense that a supernova. I give up.


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Neo2151 wrote:


Book of Exalted Deeds - Pg 73, 3rd paragraph on the right side of the page.
Book of Vile Darkness - Pgs 6-8.
Pathfinder Core Rulebook - Pg 378, under Assassin: Alignment

Should I dig up some more?

You are wrong.

Book of The Exalted Deeds

Spoiler:

Page 9 wrote:

VIOLENCEViolence is a part of the D&D world, and not inherently evil in the context of that world. The deities of good equip their heroes not just to be meek and humble servants, but to be their fists and swords, their champions in a brutal war against the forces of evil. A paladin smiting a blackguard or a blue dragon is not committing an evil act: the cause of good expects and often demands that violence be brought to bear against its enemies.

That said, there are certain limits upon the use of violence that good characters must observe. First, violence in the name of good must have just cause, which in the D&D world means primarily that it must be directed against evil. It is certainly possible for a good nation to declare war upon another good nation, but fighting in such a conflict is not a good act. In fact, even launching a war upon a nearby tribe of evil orcs is not necessarily good if the attack comes without provocation—the mere existence of evil orcs is not a just cause for war against them, if the orcs have been causing no harm. A full-scale war would provoke the orcs to evil deeds and bring unnecessary suffering to both sides of the conflict. Similarly, revenge is not an acceptable cause for violence, although violence is an appropriate means of stopping further acts of evil (as opposed to paying back evil already committed).

The second consideration is that violence should have good intentions. Launching an incursion into orc territory is not a good act if the primary motivation is profit, whether that means clearing the treasure out of the ruins the orcs inhabit or claiming their land for its natural resources. Violence against evil is acceptable when it is directed at stopping or preventing evil acts from being done.

The third consideration is one of discrimination. Violence cannot be considered good when it is directed against noncombatants (including children and the females of at least some races and cultures). Placing a fireball so that its area includes orc women and children as well as warriors and barbarians is evil, since the noncombatant orcs are not a threat and are comparatively defenseless.

Finally, the means of violence must be as good as the intentions behind it. The use of evil spells, obviously, is not good even when the target is evil. Likewise, the use of torture or other practices that inflict undue suffering upon the victims goes beyond the pale of what can be considered good. Within these limits, violence in the name of good is an acceptable practice in the D&D universe.

Page 73 wrote:


SLAYER OF DOMIELAssassins, of course, are evil by their nature and the nature of what they do: committing murder for money is a completely evil act. However, sometimes the skill set of an assassin is required for more noble purposes. Claiming the power of the paragon archon Domiel, the slayers of Domiel are a disciplined, secretive order of stealthy spies and—when the need arises—assassins who serve the cause of law and good. Rather than relying entirely on stealth and poison, the slayers of Domiel use supernatural means to dispatch evil foes.

Book of The Vile Darkness

Spoiler:

Page 7 wrote:

LYING

Misdirection, tricks, and manipulation are tools of the trade for most villains. With such tools, they can lead enemies into traps, both physical and otherwise. A well-told, well-placed lie can redirect a whole army, change the opinion of an entire city’s populace, or simply make an adventurer open the wrong door in a dungeon. Some liars are compulsive; that is, they have a psychological need to lie. Others delight in fooling people. If a villain can get a foe to believe a lie, he has shown himself (at least in his own mind) to be superior to that foe.

Intelligent villains often concentrate on gaining ranks in Bluff to facilitate their lies. Of course, being liars themselves alerts them to the fact that others probably lie just as much as they do. Thus, they often have a high Sense Motive modifier as well.

Lying is not necessarily an evil act, though it is a tool that can easily be used for evil ends. Lying is so easy to use for evil purposes that most knightly codes and the creeds of many good religions forbid it altogether.

MURDER
Killing is one of the most horrible acts that a creature can commit. Murder is the killing of an intelligent creature for a nefarious purpose: theft, personal gain, perverse pleasure, or the like. The heroes who go into the green dragon’s woodland lair to slay it are not murderers. In a fantasy world based on an objective definition of evil, killing an evil creature to stop it from doing further harm is not an evil act. Even killing an evil creature for personal gain is not exactly evil (although it’s not a good act), because it still stops the creature’s predations on the innocent. Such a justification, however, works only for the slaying of creatures of consummate, irredeemable evil, such as chromatic dragons.

[b]Evil beings delight in murder. It is the ultimate expression of their power and their willingness to commit any sort of heinous act. It shows that they are either powerful enough or detached enough to do anything they wish. To particularly evil creatures, especially those with very alien outlooks, murder is itself a desirable goal. Some such creatures hate life and despise all that lives. They relish either death or undeath and thus seek to quench life wherever possible. Such creatures are usually (but not always) undead themselves.

Let's sum this up:
-Lying is not necessarily an evil act, so lying to infiltrate a EVIL temple is not, except if you are Lawful Stupid.

- The Slayer of Domiel makes clear that sometimes the skill set of an assassin is required for more noble purposes. Coup De Grace isn't a Good or Evil act by the rules, but you can argue that is not Lawful... But the Slayer of Domiel NEEDS to be Lawful Good. So far, so Good (*drumroll*).

- Assassinate and Evil creature may not be a Good act, but isn't a Evil one, IF isn't for theft, personal gain, perverse pleasure, or the like. Lie and infiltrate neither are Evil.

The OP situation is a little messier and inclined to Evil, but not all these acts are per se.a

And I rest my case.


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KestrelZ wrote:

No class was nerfed in the transition to Pathfinder, yet some classes were overshadowed in one way or another.

The Druid and the Cleric received nerfs, period.

The Druid Wild Shape now isn't that gamebreaker, the Animal Companion is way better balanced now too, but still is a nerf.

Clerics lose armor proficiency, channel energy is a very meh abilty and the iconic Class Feature, Turn/Rebuke Undead now is a Feat.

KestrelZ wrote:

Fighter - gained new features, and those features helped the fighter in its primary combat role, yet did nothing to help it when a situation occurred that did not need a weapon applied to someone's face. Combat feat taxes also mitigate the added features (such as combat expertise needed as a prerequisite for many combat feats).

But Tower Shield and the Spike Chain are nerfed, Cleave now requires more feats (Cleaving Finish requires the new PF Cleave), and the Maneuver Feats was nerfed too (used to be +4, now it's just +2).

KestrelZ wrote:

Rogue - A strong choice as a first level multiclass in 3.5; in Pathfinder, skills are calculated differently so the advantage was much watered down. Trapfinding is now a perception boost to traps, rather than a feature needed in order not to autofail a spot DC over 15. This means the two strongest reasons to take a rogue class in 3.5 are gone or watered down. The bard unintentionally became the best skill monkey with its Pathfinder class features (performance versatility, and the new bardic lore). Unchained did much to fix it.

Unchained helped a lot, but the Rogue still is behind the Vivisectionist, the Investigator and the Sanctified Slayer. And while it lacks the SA damage, Archeologist Bards are still a better Rogue, but a worse "Assassin".

KestrelZ wrote:
Monk was always difficult to optimize in 3.5, and remained so in Pathfinder. It could still be made well, yet one had to ignore some class features to strengthen others. The unchained monk is easier to optimize, yet is still no more powerful or weaker than the Pathfinder base monk - just different. Best to think of the unchained version as an archetype. Still, I was digressing. The main point is that it requires so many good stats to use...

Agree. But is a shame that a LOT of archetypes can't be taken with the unMonk.

darth_borehd wrote:
The 3.5 core rulebook material was pretty much all balanced.

Er.... Not. At. All.

DM Beckett wrote:
I'm pretty sure they where meaning that more like "They took the 3.5 Core Rulebook and balanced it out better" rather than "the 3.5 Core Rulebook was already pretty balance".

The Core of 3.5 and PF is where the worst offenders in balance are. The PF conversion achieved a better balance, but the tiers are almost the same ones of the 3.5, like Diffan said.

darth_borehd wrote:
They made sorcerers more interesting than a variant wizard.

Agree.

darth_borehd wrote:
Monks and bards are pretty much the same. (Unchained monks are a strange downgrade.)

Not true, really. unMonk is a straight buff (still have some strange design decisions, but now have true BAB and a better Hit Die), and the Bards are just plain better.

darth_borehd wrote:
Pathfinder's strength is in the new classes, in particular the APG classes really let it shine as its own game.

I can't agree more. The hybrids are so fun in flavor and mechanics that for me is hard to not play one.

Diffan wrote:

Oh boy. Well if we're talking "Base Classes"...lets see:

[good stuff]

Pretty much agreed. The Samurai is one of the worst offenders in the 3.5.

Diffan wrote:
From my perspective, the Wizard received too much in terms of keeping most of his spell-list intact AND giving them spell-like abilities AND at-will cantrips PLUS bonus feats on top.

And thanks to Aroden's Spellbane Wizards are even more strong.


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Fighter got a buff that really doesn't matter.

Rogue is more a stealth nerf (no pun intended) because now there is more creatures that you can Sneak, but most of the methods are gone (Telling Blow don't made the transition, the splash weapons don't trigger SA anymore).

Barbarians, Paladins and Rangers got buffed.

Druid was as needed nerf, same to the Cleric.

Wizards and Sorcerers got buffed too, and for "better". Now they have real Class features, but it's a shame that they are still so powerful and dominant.

There is more but I'm SO sleepy right now.


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The Godd*mn Avatar wrote:


Yes that is exactly right.

Because we all know that sleeping or unconscious people are the same as people who are carrying their swords and weapons at the ready.

I hope that was irony.

Otherwise, it's impossible to play Good assassins (like the 3.5 Slayer of Domiel).


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This discussion makes me wonder why you don't add STR to your AC, to Parry things that otherwise would break your guard.


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Feel free to steal anything you like!


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Snowblind wrote:
Plus, Resilient Sphere can be dispelled or broken through if the fighter/druid has high enough damage[...]
Resilient Sphere wrote:
[...]The sphere functions as a wall of force[...]
Wall of Force wrote:
[...]but a wall of force has hardness 30 and a number of hit points equal to 20 per caster level[...]

Good luck to break a wall with 30 hardness (Adamantine don't ignore it) and 140 HP at lvl 9.


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Tectorman wrote:
@Cuup: Jiggy was referring to the fact that the Magus1/Wizard1 was the same character, using a Wizard spell slot to prepare Magic Missile (this one being interfered with by armor) and a Magus spell slot to prepare Magic Missile. Why does that same character need to take off his armor for one but not the other?

Sacred Cows that will never die.


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NenkotaMoon wrote:
To correct some stuff, why not skill based magics that have pre-requisites?

Because it's magic, you don't have to explain s+@!. Now if you are a martial you need 4 feats and 3 maxed skills to do 1/10th of that. :p


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EXP balancing in the end balances nothing. The great problem is that Paizo is too damn conservative about martials.


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Spheres of Power need to be used to further diminish the gap between Martials and Casters.


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Degoon Squad wrote:

I tend to uses hordes of low level mobs that come at the party in waves. Hitting a party with 3 waves of 20 hobgoblins each, who know better then to bunch up so one fireball does not take out more then 3,Followed by six ogres and an Ogre Magi and finally the Hobgoblin elite requires different strategy then fighting a single large mob.

And after 3 hours, the full casters are empty of spells and the fighter is very dead in the ground. Cool story, bro. :p


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I won't mind have a Amor Piercing Ability in the game after all.


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We are not discussing plots, we are discussing mechanics. You can make all that with a Commoner.


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alexd1976 wrote:

Like sometimes they will cast multiple Miracles to throw a big party for a small town they are passing through.

Fun stuff.

I already like you gaming group.


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alexd1976 wrote:


I mostly agree with you, except that sometimes the Fighter CAN be good at stuff.

Human fighter, favored class bonus, INT 14 actually gets 6/level skills.

Sure, he isn't super optimized smashy man,...

Except that skills do nothing in comparison of magic, so your INT investment is almost useless past levels 1-3.


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ErichAD wrote:
I wouldn't say people are ignoring that line so much as treating it as the minority indicator it is. The line about weapons functioning or not is discussing their form and purpose, not their quality or material.

Because I can break walls of stone with a ice hammer, because the material don't matter. Makes sense, right?


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Milo v3 wrote:

You guys realise that admantine daggers treat stone as hard as paper right?

No, they don't. Most people are complaining about you spend some minutes carving a wall with a fantasy metal, while a caster snap his fingers and the entire wall is gone.

3 cubic feet of rock have 900 hp. Give it to a STR 18+ person, that person uses Power Attack on it, and in about a minute the rock is gone.


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DominusMegadeus wrote:

Adamantine, getting duller.

Riiiiiiiiight.

I second that. Your adamantine weapon don't get dull by fighting a adamantine golem, why punish martials any further?


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Imbicatus wrote:
If you can dig out of prison with a spoon, imagine how much more quickly you could do it with an adamantine dagger.

Thanks for validating my point.


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Skylancer4 wrote:
Very poor (and very incorrect) analogy.

I care to disagree.


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DM_Blake wrote:

I am bothered by "one-trick" classes because the very idea is crazy for two reasons:

** spoiler omitted **...

Underrated post. Awesome, pal.


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I just using Spheres of Power now. It's a WAY BETTER magic system, both in fluff and crunch.


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Yondu wrote:
So yes, I have less options, less flexibility but, when spells run low, I still can swing my greatsword to slay the opposition, for me that's the meaning of playing a Fighter, be sometimes the last man standing over a pile of dead ennemies...

For me it's like to say that fight with swords in modern warfare is a valid because you can run out of bullets. :p

I got your point, but unfortunally this is bad balance. Options is never a bad thing, because in the end you are limited by the economy action. It's a shame that the class supposed to be the "master of war" is little more that a one trick poney.


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But Paizo won't change Slumber, because make you opponent sleep is "very magical", but parrying a T-Rex is "not realistic".


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Lemmy wrote:


That's a good one... I might shamelessly steal it. XD

Please do it! I made it in English (even if it isn't my primary language) just to be able to share my work!

My Fighter fix is still WIP, but I have some of his abilities streamlined to easier play and more power.

Bravery:

Because Fear only is a pretty lame ability.
Bravery (Ex): At 2nd level, the fighter gains a +1 bonus on Will saves against Mind-Affecting* effects. This bonus increases by 1 for every 4 levels beyond 2nd.

*I use the Rules Compendium rule that Fear are Mind-Affecting, but didn't find it in PF.

Armor Training:

Dodge Bonus helps the Fighter to be a bit lesser MAD.
Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and gains a +1 dodge bonus to the Armor Class. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 dodge bonus.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training:

Fighters should be masters of war, and of all weapons.
Weapon Training (Ex): Starting at 5th level, whenever a fighter attacks with any manufactured weapon or with unarmed strikes, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), this bonuses are increased by 1. A fighter also adds this bonus to any combat maneuver checks. This bonus also applies to the fighter's Combat Maneuver Defense when defending against Disarm and Sunder attempts.

Armor Mastery:

And now Shield Fighters are REALLY resilent.
Armor Mastery (Ex): At 19th level, a fighter gains Damage Reduction 5/— whenever he is wearing armor or using a shield. If he uses both at same time, he gains instead Damage Reduction 10/—.

Shields:

Because shields don't block just weapons.
You can add the AC Bonus to your Reflex saves of any shield that you are wield and are proficient with, except bucklers.

Well, feel free to look at my house rules and steal whatever you like.


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Aelryinth wrote:


I was looking forwards to someone else turning Expertise into a feat worth having.

Well, my players REALLY enjoyed this version.

Combat Expertise:

COMBAT EXPERTISE (COMBAT)
Prerequisite(s): Base attack bonus +1.
Benefit: You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class and Reflex saves. This bonuses are increased by half (50%) if you are wielding a shield. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the bonuses increases by +1. If you have base attack bonus +11, this bonuses are doubled (+100%) if you are wielding a shield.
You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.


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I stopped to calculate EXP at all, I just judge when it's a good point to let the characters level up.


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Well, made some changes.

Assault:

As a full-round action, you can move up to half of your speed while performing a full attack. You can move after, before or between your attacks. You still provoke attacks of opportunity while moving, and you can't make a 5-foot step in the round you perform a Assault. You can only perform a Assault with melee weapons and unarmed attacks.

Two-Weapon Fighting:

As a standard action, you can can make one additional attack at your highest attack bonus with your off-hand, taking the normal penalties for two-weapon fighting. You do not receive additional attacks for a high base attack bonus, or for having the Two-Weapon Fighting feat tree.


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I created a new type of combat maneuver, called Assault:

Assault:

Assault: As a full-round action, you can move up to your speed while performing a full attack. You can move after, before or between your attacks. You still provoke attacks of opportunity while moving, and you can't make a 5-foot step in the round you perform a Assault. You can only perform a Assault with primary natural attacks, manufactured melee weapons and unarmed attacks.

So far in playtests, so good. You can't Spellcombat because it is a full-round action for itself, a Monk can't Flurry by the same reason.


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Wolfsnap wrote:
There are no boring human fighters, only boring human players. :)

Let us be honest: Vanilla Fighter is really boring. :p