What Melissa said.
Additionally, you may want to consider the corollary: What your players will learn:
My hat, it's pointed.
Yeah, I'm a wizard, what you gonna do about it? Before you answer, allow me to inform you that I have prepared a spell whose name is the opposite of integrate. Meaning, it unmakes you. Also, I'd like an ale.
I don't want to detract from the other great advice on this thread, but I would like to offer another suggestion.
Pay attention to the time being given to that player. If the player is being disruptive, this is often because he is getting an uneven amount of play time to follow his misadventures. Just divide up the actual play time according to the people at the table. For example, imagine four players and one spends five minutes of actual time trying to rob some random store, then after that time you make sure each other person at the table also gets five minutes of time. If those players are together, that time is added consecutively. Therefore, the lone player gets five minutes of play time while the other three all share fifteen. The lone player is "busy" with his robbery while the others are playing. Eventually, he'll get the point that playing with the group gets him more fun time.
Granted, this only works if this player is actually leaving the others to start his own trouble. That is an assumption I'm making from the way you described his behavior.
I just wanted to contribute some more general notes that help make a campaign feel more epic.
First, spacing. The best way to make a campaign feel truly epic is to have zero downtime or have downtime happen very quickly in game time. Let me explain. Whenever our heroes solve a problem or even fail to solve a problem, a new dilemma needs to come up immediately. For example, heroes finish a dungeon crawl and beat the boss of the crawl. While searching the chamber, a priest of the order who sent them in the dungeon runs in panting to explain the town they just left a days ride away is under siege. They have to rush back to save the town. Sneak resting in there with something like a boat ride to sneak past the siege and into the town. Most importantly, the action shouldn't stop. Another example, the heroes have rushed back to the sieged city with a case full of magic scrolls powerful enough to turn the siege around. As they present them to the prince he holds an impromptu feast in their honor. As the heroes party up, a group of harpies and gargoyles bust in the action wreaking havoc and stealing the princess. The prince tells the heroes he has wizards who can use those scrolls, but they need to save his daughter! Try to end sessions on these cliffhanger moments so players want to jump right back into the action when a new session begins. You'll need a bit of improv skills to simply keep bringing up new emergencies, but as the campaign wears on, the players should also get a feeling that the world is literally falling apart.
Second, towards the end of the middle of the campaign, you should transition a little from these quick crises to a mystery session or two where the players have to figure out what is the REAL EVIL. This should also be a moment where the NPCs stop harassing them with their problems and start looking them for guidance. Someone should give them the line, "Well, you've been dealing with all of this stuff, so tell us what is going on?" This can be a strange session, but it finally puts the players on that pedestal where they are really in charge. It will really make them feel high level and important. This really pushes the last few sessions where they should really be in charge. They should know who the BBEG is, and they should lead the assault. What is important is that they do in fact lead, and are not just thrown in the front. Being the generals is a memorable moment in any campaign.
I think your enthusiasm will take you far, and I hope you have alot of fun.
Alright, I said I'd give notes and I seem to have stopped at Poppy, but I think I'm gonna go back to a shorter form of notes, then my diana rebuild.
I like what you did here, but I think another option is to build him as a synthesist with a mechanical bipedal eidolon with a few levels of barbarian. Still use the spear, flamespitter is a breath weapon evolution, Scrap shield is still the same using summoner spells, The equalizer is the ultimate magic evolution with fireball. Barb levels allow Rumble to rage between spells and breath weapon attacks for silence and bonus damage.
I might move some things around. I think the frost passive should be a touch of fatique effect. For permafrost I would actually reskin Burst of Nettles + Slowas a cold effect which can only affect targets already effected by a status condition. Polar Midnight is an awesome ult, for a lesser version, Frost Fall could work.
I really think that the Jack in the Box could be really cool built around the ranger trap options from UM but making a fear trap and combining it with one of the damaging traps.
Mega Adhesive could be the tanglefoot bomb discovery. Poison trail could be a slightly modified version of the strafe bomb discovery which makes a bomb a 40' line just say the line follows the squares singed moves through. Yeah, ki throw works, how strange is that?
This is pretty good, I would just mention you could use the special weapon ability of the ricochet hammer and apply it to a different weapon for her ricochet ability. Stacked with ricochet shot it would be even better.
You kind of opened the flood gates by quoting dreamscarred in the first place, but skraner would be an excellent psychic warrior. Certain powers: Vampiric Claws, Hustle, Biofeedback, Swarm of Crystals. The idea just fits. Besides, energize could then become a mechanic for gaining temporary power points.
He could do well as a divine defender paladin. Imbue would be lay on hands modified by healing word (to heal at range) and blessing of life (so he is healed as well). Shatter's passive is the divine bond with armor, and the aura is the divine defender's shared defenses ability. AS for the shatter lowering AC, Aura of the Archon? I don't have a way to simulate the shatter damage effect. Dazzle is Litany of Thunder using the confused effect as the stun. Radiance is actually the paladin's aura of justice for boosting ally damage. The damage portion of radiance could be duplicated with the Stone Call spell or something similar to Detonate, I'm not sure.
For agony, you mention a spell that sounds like vampiric touch, but you don't say vampiric touch.
Isn't loaded dice just having the appraise skill to net more value from your treasure?
I think he could be built well as a master of many styles to combine some cool effects with the stance feats. Turtle style should be turtle and crane, plus he uses wholeness of body to gain back health. Tiger stance uses tiger and boar stances for tiger fang for a big attack for massive damage that rends his opponent. Bear stance is panther + mantis: You get an immediate action move, and your stunning fist gets empowered.Pheonix stance would actually need to be spells of some kind, the passive could be elemental aura, but you could also give him a burning hands ki power as well. Snake stance could imitate Udyr's monkey passive as missed attacks generate AoOs making it seem like his attack speed is increased.
Alright, that is all I could do for today. Kind of tiring. If I didn't make a comment on something its cuz I had no ideas or more likely I really liked what you had done. Good work.
Man it has been awhile since I saw this thread on the front page, but wait Panic! at the Diana. I dare say you got this champ wrong. Diana is a magus. Now, let's check out some of those OP lunar skills -
Moonsilver Blade - This is an unique combination of spellstrike and the greater cleave feat. Diana casts a spell, let's say Shocking Grasp and it applies to every opponent she hits with great cleave. Actually, for simplicity sakes let's make it Chill Touch since it can already do this.
Crescent Strike - The Fire Snake spell with an on-hit Faerie Fire effect tossed in for good measure.
Pale Cascade - This is the Defensive Shock spell combined with a False Life. Technically, you could rule that if the Defensive Shock spell ends due to exhausting all its damage dice, the False Life effect is refreshed would be almost perfect copy of the functionality.
Moonfall - This is totally.... wait Slow is pretty accurate.
Lunar Rush - This one is tricky. Work with me cuz it is a stretch. First, we give Diana's sword the same property as the Conductive Rod from Ultimate Equipment previewed in the Paizo Blog.This let's Diana teleport once a day into an area of effect lightning spell. So, she could cast any spell, for argument's sake well use Call Lightning drops the bolt on an enemy for damage and teleports to an adjacent square where the bolt hit. For further awesomeness, we'll allow the daily teleportation effect to refresh if it is used to teleport adjacent to a target effected by Faerie Fire specifically the effect tied to her crescent strike.
Also, looking at Diana reminded me of Leona. So, her eclipse blade should totally be Force Hook Charge if that hasn't already been mentioned in the thread.
Actually, I'm pretty sure he can. It's like using magic items that up your stats to qualify for feats. You can't use the feats if you lose the magic, but you technically could qualify since your scores are high enough "passively"
Wow... alot of questions. Let me see if I can answer them....
They are referencing the piecemeal armor variant rules. This is where the cost of chainmail becomes so prohibitive do to the cost of the chain shirt. The actual pricing of the four mirror armor in the eastern section is equal to the combination of a four mirror torso and chain arms pieces from that section. Yes it is much better than chainmail, meaning the chain shirt is the best use of chainmail tech in pathfinder. The piecemeal armor rules uses four mirrored armor to create the best medium armor, but the weight is prohibitive.
Don't climb the ladder. The problem is the ledge. Use spells like Warp Wood to bring it down. Utilize nets or lassos to drag your attackers off the platform. spells like hydraulic push could also be useful for pulling the baddies down to your level. Once you have split them up and weakened their numbers. Fire a smoke arrow up on the platform before ascending so you have concealment. Grease on the ledge might also bring about some great results as would the Create Pit spell. Also, I can't tell very well from your description, but a tower shield might also do the trick if you can get up the ladder quickly and then provide cover for the other people ascending.
Edit: Oh yes, Create Pit would be perfect.
Infinite time stop! Infinite shapechange! Infinite true strike! Infinite blink! Infinite everything!
Just noting that I am in the camp that either effect could be active at any time, but it would preclude the other effect. They cannot be active at the same time, or rather, the latest ability activated suppresses the other. I would also rule the weapon is only benefiting from the most recent activated ability so you couldn't grab the merciful extra damage as lethal from deadly. Like the rules say, the magical effects don't affect one another. It is a case of suppression.
Fought a Tarrasque once. I hit it with my sharpened metal stick. It ate me. I cut my way out of its throat. Rest of the party did enough damage to bring it down (there was epic level dragon magic involved). When it fell, I was given a woodcutter's axe to try and take the head... I couldn't. We found out a wish could end its regeneration. We called a favor from a friend and it finally stopped moving. Then, our necromancer animated it. We stopped using our black wyrm skeleton as a carriage and started using our new tarrasque skeleton.. Rogue was pissed cuz he heard he could burn the things shell and it would turn into diamonds. I was just tired of swinging that woodcutter's axe for eight hours a day.
Hmm... a few things. First, I don't think a MoMS needs Dragon Style to qualify for Elemental Fist (this is important later). I believe the restriction listed in the bonus feat section doesn't mean you must meet the prerequisites of Elemental Fist, but rather you must have Elemental Fist for any style that requires it. In other words, you can't take the elemental styles without Elemental Fist, but you can take Elemental Fist at any level as a monk bonus feat.
Some style feats have great synergy, and it would be much more advantageous to truly discuss what those great combos are, but I just want to say you should take Snake Style first, and snake fang as soon as possible. The MoMS gets so few attacks that you should be attempting to get AoOs as much as possible. Another good style for MoMS is Tiger Style, as Tiger Claws will probably your best Full Attack Action unless hasted since you have no flurry.
The dragon and elemental feats present some interesting utility in that you can perform a kind of AoE stacked debuff by combining Dragon's Roar with the enhanced Elemental Fist. Having enemies in a cone rolling against double status effects. The biggest problem is keeping those saves high which will require you to focus on bumping wisdom over your attack stat which lowers damage output.
Crane is kind of a must have, but is really only valuable when your enemies care about hitting you. It combos well with snake and those two are the most popular pairing for good reason. I would wait on dragon style unless the debuff combo is something which appeals strongly to you.
Monkey style does not mix well for the MoMS styles unless you skip straight to Monkey Shine, and take feats to boost the effectiveness of stunning fist. Mantis Style and Wisdom as well as Dragon Ferocity come to mind. This is also a kind of debuff build, but can be quite effective. Combine with the Crushing Blow feat for some devastating debuff action.
All in all, it takes a lot of time and forethought to build a really great monk.
Yeah, so it is kind of difficult to really make generic conflicts without specific setting information. I mean, the two kind of go hand in hand, but I'll give a try using the example you provided.
Internal Conflict (Magocracy) - The Magocracy has long struggled with the demands rulership has for sheer manpower. The tradition of the Art is one for which not everyone is suited, and the magic class has never granted political power to any of the Ungifted. Prior to the ascendance of the first Archmage, arcanists had a tradition of searching out the most worthy apprentices to receive their magical legacies, but the needs of the magocracy ended such luxuries. Therefore, in the year 314 AM, Archmage Valon instituted the three Arcane Academies across the country. With these schools came the Delving, where diviners would traverse the country seeking those who had the gift. No longer were arcanists coming from those wealthy enough to send their children to magic tutors, but any common child with enough potential was recruited to join the academies voluntarily or not. The parents were always compensated in gold, and many saw this as an opportunity for their children. Still, there were just as many who saw the Delving as little better than kidnapping.
Fiery Shuriken has better long range usage since you can precast it and then toss shuriken as a swift action while you cast in subsequent rounds. Your bloodline might also be applicable since that could also have synergy well with other spell options.
Fire Breath (Advanced Player's Guide p.221), Fiery Shuriken (Ultimate Combat p.229) or Steal Breath ( Advanced Race Guide p.95) are my suggestions.
I thought steal breath was restricted to a certain race. Making it unavailable to most sorcerers?
Didn't read the whole thread, but it is my belief that killing an unconscious enemy who had attacked you is not a de facto evil act. There is a good argument to be made that, depending on the circumstances, capturing the opponent and turning them over to the authorities is the preferred action. Still, that isn't always viable. Killing them is sometimes the necessary course of action.
Vital Strike is a standard action. Deadly Stroke is also a standard action. You cannot do both at the same time. I know Vital strike says the attack action, but it means the standard attack action in contrast to the full attack action.
The two don't stack, but long story short Deadly Stroke is better because it doubles all damage like a critical. Vital Strike is scalable because it only affects the weapon dice which is usually a very small part of the overall damage of an attack. You get more passive bonuses to damage than your weapon dice will often give you.
Take dragon style to have 1.5xSTR to your attacks. Any other style is at your discretion. I would prefer snake of the three you chose simply because of snake fang, and would stagger my monk levels to skip that snake sidewind pre-req because it sucks. Boar is ok, but not my favorite. Crane is the darling of many defensive builds, and a fighter probably benefit from it the best, but I'm not a fan of things just because they are popular on the boards. However, at low levels, there is no better defensive option than crane wing.
Yeah, so I ran an adventure with a lead villainess who headed the town, and the PCs had to "investigate the evil". One player quickly suspected the female running the town was the villain and killed her... in the first five minutes... in the middle of the town square. Needless to say, he did solve the adventure, but the whole town rallied and kicked them out. Needless to say, the adventure changed tone really quickly on that one.
Yeah, so crossbows are a little more viable since you can now use almost any bow feat with crossbows via the crossbow mastery feat. However, it is so feat intensive that it is rarely used. I suppose you could find a way to get a vestigial arm to reload two identical crossbows with crossbow mastery and dual wield them. With vivisectionist, you could deal wield with free reloading, and get sneak attack damage... Does that sound right to you? It does to me.
I am working on a double crossbow build that uses the crossbowman fighter archetype, but its main goal is to get enlarge person and gravity bow on a double crossbow before using a readied action to vital strike. It stacks up well, denying target dex to AC, adding dex to damage, not to mention deadly aim. I think the main advantage is the number of dice you can abuse. The full combo with the spells and greater vital strike is doing... 24d6 of just weapon dice damage.
I'm with Leo on this. Stannis didn't revot against the mad king. He only refused to raise arms against his brother because kinslaying is considered the most vile of sins. He also never recognized Jaime Lannister's bastards as king, so he cannot defy a fake king. It is in fact unjust for Stannis to accept Cersei's children as royalty since they are, in fact, not royal.
Only real issue is whether stannis is technically good. I think he is, or at least he tries to be. He is certainly motivated to do the right thing... though of course he has his moral failures, but who would not be seduced by an attractive prophetess of the flame god (the literal definition of hot).
Also: The Grey Knights of 40k do work as a secretive, brooding LG because of the secrets they keep. 40k Death Watch could also be an extreme example of dark LG.
Yes, dragon hide lets druids wear better armor. It also gives a 25% price reduction on energy resistance enhancements for the same energy type as the dragon's immunity.
Adamantine armor grants DR. It is possible an adamantine armored kilt would grant Dr 1/-, if your DM allows a kilt to be made of adamantine.
Also, dragonhide isn't metal so it is immune to any effects which target metal. ie. heat metal, chill metal, rusting grasp, repel stone or metal. You get the idea.
It's kind of a hard gamble with self-buffing. Usually, I find a cleric can really only pull one round to self-buff, which is usually the best buff spell available at that level, before melee ensues. It usually replaces you charging in, but if you have other melees they can go in and soak up that punishment or if you are the melee you can just hold the line while the enemy comes to you. Some good battlefield control can also extend this. I mean some clerics get fog cloud or some such to get extra rounds before the melee ensues.
Yeah, if you just take the death domain, then at level 8 you heal from negative channeled energy so that solves that issue if you stay drow.
As for cleric builds, I wish I had a solid guide to point you too. For starters, you are going to be using a CLW wand between combats, but you may want to consider how you should act the rest of the time. You could focus on being a caster/controller utilizing area of effect spells your undead are immune to such as unholy blight, visions of hell, plague storm, andunholy ice. I didn't even review domain spells. I wouldn't focus too much on melee damage, but as a drow you could focus on bow attacks and poison. Spells like divine favor and divine might still technically work for bows. Spiritual weapon also provides some ranged support. Mainly, I would work on getting the quick channel feat as a good option and a steady supply of CLW wands. Past that try to pick a specialty and stick with it.
Note: If you want to make a nasty pack of undead. Keep it away from the party until betrayal time. Don't let them see how effective they can be until its too late. For some powerful metagame, focus on buffing your comrades so that if a betrayal comes, the other party members are fighting to have you on their side.
Edit: Other good synergies, air domain grants electric attacks to which skeletons are immune. Flaming skeletons are immune to the multiple damaging fire spells of the fire domain. The liberation domain with its free freedom of movement is often seen as the best domain. Water domain also stacks oddly well with undead for thanks to their immunities.
Yeah, your party seems to lack a healer. Maybe you could do some kind of necromancer cleric deal? It would allow you to heal yourself post betrayal, especially if you could find a way to get negative energy affinity. Grab quick channel as well, and you're pretty close to a paladin who can heal and kill with the same channel.
82. A quiet town by the lake sees little of the supernatural or the outside world into an exhausted nixie walks out of the water and on to the shore. She explains that the lake is an entrance to a vast underwater labyrinth of caves forming the kingdoms of the gillmen. They are being overrun by their enemies and have begged the nixies to bring back any surface dwellers who would be willing to help. the gillmen will reward their saviors.
83. A powerful sorceress invades the center of town hurling destruction in every direction. Her magical flames murder hundreds before powerful guardians arrive to dispatch her. The party is among those hundreds who awake on shore of the river styx awaiting a boatsman for the afterlife or a divine herald to take them to their god. The waiting seems to go on forever as a few boatmen arrive to ferry a handful of souls away, and the heralds seem to have other priorities. Then, the sorceress responsible for so many deaths materializes among her victims. Instantly, a powerful demon arrives to declare the sorceress' soul must pay its price for her power, but the dead sorceress is not so harmless. She unleashes her magic to destroy the demon then rips open a gate to another plane and steps through. The gate stands empty for long moments after the sorceress steps through granting those brave, stupid, or bored enough a means to escape the endless waiting of the dead.
Unarmed strikes from IUS act as manufactured weapons. They still act as natural weapons since they are attached to the PC. So, use the TWF rules as if your unarmed strikes were short swords.
I have a few quick tricks that I use.
I generally like to use real maps of earth locations and just make them campaign worlds. My characters have trekked through Central America and the Phillipines. They never knew it, and they still don't. I just never let them see the world map. They only see the parts I draw for them. I find lack of information can really be as useful as information. If you draw a map with a bunch of blanks, you often get desire to fill it in for completeness, but leaving it blank is just as useful for putting something there when you need it, and not wasting your time on something the players never see. This is something that having real maps helps with sometimes because the map seems filled out, but really there is no reason the fantasy world needs to have things in the same place as the real world. So, the map is really as blank or already filled in as I need it.
Otherwise, I tend to make maps off of major features and fill the rest later. Mostly, I don't build the whole world. I figure the things everyone in the world would recognize... think ancient Mt. Olympus, the Nile, the Pillars of Hercules. After the majors are named, build the things the characters will interact with first, and leave the rest kind of blank.
Keep these as short and direct as possible. If I say the Theocracy of Gygaxia is an Egyptian culture of jackal people, then I've said all I need to unless the players go there or I'm making them go there. Other details can be added later. Obviously, I like having poorly defined things around to use as design space on the fly. Generally, you really only need the facts you told your players. Write those things down. Oh! Also, again use uncertainty to your advantage. I find often that world makers tend to just give their design facts as facts to the players. This works against you by limiting your options. Everything is perspective, so when the Meritocratic Atlanteans talk of the Gygaxians, it is always derogatory to their superstitious nature, and strange furry heads. The characters will doubt the nature of the information which causes this amazing thing where the players develop their own opinions. I always find it funny how after a campaign or during it you can ask players about some deliberately vague aspects of the world, and they always have different thoughts or opinion. Those ideas are never the same as yours.
The hardest part of world-building as a GM is that ultimately it isn't just your world. It belongs to the players as well. By letting them lead the game somewhat, you allow the world to come into existence around them. I find this kind of sandbox style gratifying. Mostly, this is because I don't spend time on things people never see, and, secondly, it allows my players to feel they are really a part of the world. When characters go off the beaten path, they know it, and they often enjoy being able to help tell their own story. I really don't know how many thieves' guilds I have had to make because my players wanted to interact with the seedy underbelly of some new town.
Take LOTS of notes where you can find them later!!!
I think that "There is also a fire-damaged area around the spot where the Alchemist's guild is being rebuilt" could build itself into a few sidequests. I'm sure an alchemist guild building needs some fairly rare, unique and expensive items. Not too mention the problems caused by alchemists guild having to do their work somewhere that isn't built for them.
I would say 4, but it is kind of cheating. The player was pretty new to the game and very much an instigator of trouble within the group so my players conspired for him to die, repeatedly. One character was killed within ten minutes because he literally walked up and threatened the party. The others killed him and tried convincing me to give them xp for a random encounter. I got them kicked out of the bar before they could loot the corpse. After about three tries he finally seemed to get it right and lived (or at least was brought back to life) for the rest of the campaign.
It sounds like you're going in the right direction with all your choices. So, I don't really know what to add to it. It seems the healbot aspect of your barb is kind of a problem in terms of action economy. Maybe, you could consider quick channel so that you can channel energy as a swift action? I don't know if that wind walker prestige class helps with your channel energy. It seems your bigger problem is comparing your dps to the pouncing barbarian who just reached his sweet spot.
That's an interesting point. If that's the case, would a Halfling Antipaladin be able to add +1/2 damage to his Touch of Corruption ability as his favored class bonus?
Touch of Corruption (Su):This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature.
Just the way I play it, but my group ruled that switching grips can only happen once a round so you can't switch back. Mostly, it was discussed more like being in a mode and you have to stay in the mode you used for your action. So, if you put your weapon up to cast this round, then your weapon is put away until you use it for your action on your next round. It was also the same with any weapon configurations. If you used a one-handed weapon as a two-hander than you stay in two-handed mode (no free hands) until your next action.
It probably isn't RAW, but it is what we figured to be RAI.
Popular traveling bard comes to town, and is interested in hiring muscle for protection from stalkers. Stalkers are actually debt collectors for money the bard legitimately owes. However, the bard is always one step ahead of them. What debt does he owe them? He probably hired them to protect him from other "debt collectors".
Hmm... always some interesting stuff to read here. A few of my own suggestions....
An auditorium hall with crazy acoustics. Decrease the DCs for hearing checks except increase the DCs for pinpointing where a sound is coming from. It could definitely make a cool vibe of the party being followed by invisible hidden creatures. The auditorium would of course include a raised stage for performers, and a series of alcoves on an upper level with large mirrors used to light the area. The floor would be filled with broken tables and chairs for guests, the stage littered with old instruments (drums, horns, etc). Depending on how you approach it, a goal could be to light one or more of mirrored alcoves to clear the hall. Especially, if it is filled with light sensitive underdwellers like morlocks who would be a good slave population for vampires.
A freight elevator could also be a cool encounter space. Basically, as a mine gets older and the dwarves go deeper they make one moderately sloped shaft and just keep extending tunnels off that shaft. The shafts floow is smoother and has a channel for an old chain powered a a winch system at the top of the shaft. Somewhere in the shaft a large platform is chained to the winch on a series of wheels to ride up and down the shaft. This would be used to haul material in and out of the mine. The tunnel could now be a great roosting ground for all manner of bats which the vampires keep to benefit their supernatural powers. If the platform winch is automated it could be an interesting trip up or down. As an additional hazard, the platform could break at some point, causing the PCs to have to abandon it and go deeper down the shaft. However, the chain could snap (by accident or design) and the unmoored platform could just start roll with gravity chasing them down into the tunnels.
2) Dragon style provides the extra strength bonus to damage it does not improve the power attack progression to that of a two handed weapon. You would still get the regular power attack damage to these attacks however.
3) Gauss is right, you only get your str bonus (not 1.5x) to the bite since you have more than one natural attack.
4) The first claw attack actually gets 2x the str bonus from the stacking of dragon style and dragon ferocity which I think someone else stated above.
Actually, fatespinner it seems like you have most of your ducks in a row except for the bite damage.