Everything posted by Grim_
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The Back Room
Pie all you really need to read are the player handbooks in D&D (there is a [cabbage] tonne of extras but that's all you really need). If you want I can upload the 3.5e player handbooks though. The program works along the lines of that you connect to a server (supplied in this case by the DM (ross)) and manipulate a map whilst making rolls on various things.
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Dungeons & Dragons
Retech there are boosting items for stats.
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Dungeons & Dragons
Ross are we still doing the merc company setting?
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Dungeons & Dragons
Here is the rule book from which it came http://s000.tinyupload.com/?file_id=03047369741824216173 (page 53)
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Dungeons & Dragons
Could have sworn that you could just be devoted to a god and follow their code of conduct <.< Eh well To the Google Machine!
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Dungeons & Dragons
Retech there are much more useful cleric spells than the healing ones. (especially once you get persistant spell) @icu I'm not sure how it works but I am guessing that since your spell list is divine (at least I think it is) then some of your power should be coming from a god (also there is such a thing as an evil paladin).
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Dungeons & Dragons
What god are you devoted to? EDIT: Also how would your character react if I for instance.... enslaved angels to do my bidding. EDIT: I would hope everyone get's some UMD so that they can use some healing scrolls/wands themselves.
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Dungeons & Dragons
I don't think you need to have a gnome character to wield it in your off hand slot earth (Apparently it doubles as a shield). @Icu you will be the tank until I can get some decent combat summons (How does your character feel about me using devils to do my dirty work?) EDIT: Archi care to join us?
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Dungeons & Dragons
Okay this is how I am using my cash; Battle Cloak, Gnome: 5gp +1AC Crossobw Light, 35 gp Crossobw bolt x50= 50 gp Padded Thistledown armor: 400 gp +1 AC Remaining gold: 10 gp Current un altered AC 14
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Dungeons & Dragons
Summon monster I [hide] Celestial monkey [hide] Celestial Monkey Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: 1d8 (4 hp) Initiative: +2 Speed: 30 ft. (6 squares), climb 30 ft. Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/-12 Attack: Bite +4 melee (1d3-4) Bite +4 melee (1d3-4) Full Attack: Bite +4 melee (1d3-4) Space/Reach:2½ ft./0 ft. Special Attacks: Smite Evil Special Qualities:Low-light vision, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves:Fort +2, Ref +4, Will +1 Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 5 Skills: Balance +12, Climb +10, Escape Artist +4, Hide +10, Listen +3, Spot +3 Balance +12, Climb +10, Escape Artist +4, Feats: Agile, Weapon FinesseB Environment: Any good-aligned plane Organization: Troop (10-40) Challenge Rating: 1/6 Alignment: Always chaotic good Advancement: 2-3 HD (Small) [/hide] [/hide] Summon monster II [hide] Celestial riding dog [hide] Size/Type: Medium Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite Evil Special Qualities: Low-light vision, scent, resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +5, Ref +5, Will +1 Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1* Feats: Alertness, TrackB Environment: Temperate plains Organization: Solitary or pack (5-12) Challenge Rating: 1 Advancement: Level Adjustment: [/hide] Fiendish monstrous scorpion, Large [hide] Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 3d8 (13 hp) Initiative: +2 Speed: 40 ft. (8 squares), climb 40 ft. Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +2/+7 Attack: Bite +3 melee (1d8+1 plus poison) Full Attack: Bite +3 melee (1d8+1 plus poison) Space/Reach:10 ft./5 ft. Special Attacks: Poison, smite good Special Qualities: Darkvision 60 ft., resistance to cold 5, and fire 5, spell resistance 8, vermin traits Saves: Fort +3, Ref +3, Will +1 Abilities: Str 13, Dex 15, Con 10, Int 3, Wis 10, Cha 2 Skills: Climb +10, Hide +6, Spot +4 Feats: Weapon FinesseB [/hide] Fiedish monstrous Spider,Medium [hide] Monstrous Spider, Medium Size/Type:Medium Vermin Hit Dice: 2d8+2 (11 hp) Initiative: +3 Speed: 30 ft. (6 squares), climb 20 ft. Armor Class:14 (+3 Dex, +1 natural), touch 13, flat-footed 11 Base Attack/Grapple: +1/+1 Attack:Bite +4 melee (1d6 plus poison) Full Attack: Bite +4 melee (1d6 plus poison) Space/Reach:5 ft./5 ft. Special Attacks:Poison, web,Smite Good Special Qualities:Darkvision 60 ft., tremorsense 60 ft., vermin traits resistance to cold 5, and fire 5, spell resistance 8 Saves:Fort +4, Ref +3, Will +0 Abilities: Str 11, Dex 17, Con 12, Int Ø, Wis 10, Cha 2 Skills: Climb +11, Hide +7*, Jump +0*, Spot +4* Feats: Weapon FinesseB [/hide] [/hide] Summon Monster III [hide] Celestial Black Bear [hide] Size/Type: Medium Animal Hit Dice: 3d8+6 (19 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +2/+6 Attack: Claw +6 melee (1d4+4) Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks:Smite Evil Special Qualities: Low-light vision, scent,resistance to cold 5, and fire 5, spell resistance 8 Saves: Fort +5, Ref +4, Will +2 Abilities: Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Skills: Climb +4, Listen +4, Spot +4, Swim +8 Feats: Endurance, Run [/hide] Celestial Bison [hide] Size/Type: Large Animal Hit Dice: 5d8+15 (37 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13 Base Attack/Grapple: +3/+13 Attack: Gore +8 melee (1d8+9) Full Attack: Gore +8 melee (1d8+9), Space/Reach: 10 ft./5 ft. Special Attacks: Stampede,Smite evil Special Qualities: Low-light vision, scent, +10 SR,resistance to cold 5, and fire 5, spell resistance 8 Saves: Fort +7, Ref +4, Will +1 Abilities: Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4 Skills: Listen +7, Spot +5 Feats: Alertness, Endurance [/hide] Fiendish Snake,Constrictor [hide] Constrictor Snake Constrictor Snake Size/Type: Medium Animal Hit Dice: 3d8+6 (19 hp) Initiative: +7 +3 Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft. Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 Base Attack/Grapple: +2/+5 Attack: Bite +5 melee (1d3+4) Full Attack: Bite +5 melee (1d3+4) Space/Reach: 5 ft./5 ft. Special Attacks: Constrict 1d3+4, improved grab,Smite good Special Qualities: Scent,resistance to cold 5, and fire 5, Saves: Fort +4, Ref +6, Will +2 Abilities: Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2 Skills: Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Feats: Alertness, Improved Initiative, Toughness Environment: Warm forest Organization: Solitary Challenge Rating: 2 Advancement: 4-5 HD (Medium) [/hide] Fiendish Crocodile [hide] Size/Type: Medium Animal Hit Dice: 3d8+9 (22 hp) Initiative: +1 Speed: 20 ft. (4 squares), swim 30 ft. Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Base Attack/Grapple: +2/+6 Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6) Full Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab,Smite Good Special Qualities: Hold breath, low-light vision,resistance to cold 5, fire 5, acid5 Saves: Fort +6, Ref +4, Will +2 Abilities: Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2 Skills: Hide +7*, Listen +4, Spot +4, Swim +12 Feats: Alertness, Skill Focus (Hide) Environment: Warm marshes [/hide] Dretch [hide] Dretch Size/Type: Small Outsider (Chaotic, Extraplanar, Evil) Hit Dice: 2d8+4 (13 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16 Base Attack/Grapple: +2/-1 Attack: Claw +4 melee (1d6+1) Full Attack: 2 claws +4 melee (1d6+1) and bite +2 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities, summon demon Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft. Saves: Fort +5, Ref +3, Will +3 Abilities: Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11 Skills: Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks) Feats: Multiattack Environment: A chaotic evil-aligned plane Organization: Solitary, pair, gang (3-5), crowd (6-15), or mob (10-40) Challenge Rating: 2 Treasure: None Alignment: Always chaotic evil Advancement: 3-6 HD (Small) Level Adjustment: +2 [/hide] Celestial Hippogriff [hide] Size/Type: Large Magical Beast Hit Dice: 3d10+9 (25 hp) Initiative: +2 Speed: 50 ft. (10 squares), fly 100 ft. (average) Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 Base Attack/Grapple: +3/+11 Attack: Claw +6 melee (1d4+4) Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., low-light vision, scent,+5 resistance to cold,fire and acid Saves: Fort +6, Ref +5, Will +2 Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8 Skills: Listen +4, Spot +8 Feats: Dodge, Wingover Environment: Temperate hills Organization: Solitary, pair, or flight (7-12) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 4-6 HD (Large); 7-9 HD (Huge) Level Adjustment: [/hide] Fiendish ape [hide] Size/Type: Large Animal Hit Dice: 4d8+11 (29 hp) Initiative: +2 Speed: 30 ft. (6 squares), climb 30 ft. Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +3/+12 Attack: Claws +7 melee (1d6+5) Full Attack: 2 claws +7 melee (1d6+5) and bite +2 melee (1d6+2) Space/Reach: 10 ft./10 ft. Special Attacks: Smite good Special Qualities: Low-light vision, scent,+9 SR, +5 resistance to Acid, cold and fire Saves: Fort +6, Ref +6, Will +2 Abilities: Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7 Skills: Climb +14, Listen +6, Spot +6 Feats: Alertness, Toughness [/hide] [/hide]
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Dungeons & Dragons
Earth I am a wizard specialized in conjuring with 10 hp and an AC of twelve currently. I qualify as squishy (Of course I'm a dedicated conjurer so I can also summon mounds of hitpoints). I would recommend getting a ranger personally. On a note about clerics; are you disallowing Divine Metamagic?
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Dungeons & Dragons
I should have the list (with stats) up either late today or tomorrow. On a slightly different note; Exactly how much are we allowed to abuse polymorph? (Like for instance summoning a great grappling monster and then polymorphing it so it can fly and has something like twelve mouthes [then you have it grapple---> fly---->drop whilst biting the enemy])
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Dungeons & Dragons
Shall I just prep a list of creatures that I will summon per level (note that conjuration is not just about summoning [i will be using some other things as well]) EDIT: I also gave up the role (well mostly) of primary boomstick In that I gave up evocation (well most of it)
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Dungeons & Dragons
Here is a newly improved version of my character! [hide] Alain Emrich Male Human Conjuror 3 w/ rapid summoning True Neutral Representing Grim Strength 8 (-1) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 18 (+4) Wisdom 10 (+0) Charisma 8 (-1) Size: Medium Height: 6' 5" Weight: 175 lb Eyes: Light Brown Hair: Dark Brown Skin: Pale Specialty: Conjuration Gave up: Evocation Necromancy Total Hit Points: 12 Speed: 30 feet Armor Class: 12 = 10 + 2 [dexterity] Touch AC: 12 Flat-footed: 10 Initiative modifier: + 2 = + 2 [dexterity] Fortitude save: + 3 = 1 [base] + 2 [constitution] Reflex save: + 3 = 1 [base] + 2 [dexterity] Will save: + 3 = 3 [base] Attack (handheld): + 0 = 1 [base] -1 [strength] Attack (missile): + 3 = 1 [base] + 2 [dexterity] Grapple check: + 0 = 1 [base] -1 [strength] Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 26 lb. or less 27-53 lb. 54-80 lb. 80 lb. 160 lb. 400 lb. Languages: Common (? 7 more) No familiar yet Feats: Spell Focus (Conjuration) Greater Spell Focus (Conjuration) Scribe Scroll [free to wizard] Quicken Spell Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 4 = +4 Balance Dex* 2 = +2 Bluff Cha -1 = -1 Climb Str* -1 = -1 Concentration Con 8 = +2 + 6 Craft_1 Int 4 = +4 Craft_2 Int 4 = +4 Craft_3 Int 4 = +4 Diplomacy Cha 2 = -1 + 3 Disguise Cha -1 = -1 Escape Artist Dex* 2 = +2 Forgery Int 4 = +4 Gather Information Cha -1 = -1 Heal Wis 0 = +0 Hide Dex* 2 = +2 Intimidate Cha -1 = -1 Jump Str* -1 = -1 Knowledge (arcana) Int 10 = +4 + 6 Knowledge (planes) Int 10 = +4 + 6 Listen Wis 0 = +0 Move Silently Dex* 2 = +2 Perform_1 Cha -1 = -1 Perform_2 Cha -1 = -1 Perform_3 Cha -1 = -1 Perform_4 Cha -1 = -1 Perform_5 Cha -1 = -1 Ride Dex 2 = +2 Search Int 4 = +4 Sense Motive Wis 0 = +0 Spellcraft Int 12 = +4 + 6 + 2 [Knowledge, arcane] Spot Wis 0 = +0 Survival Wis 0 = +0 Swim Str** -1 = -1 Use Magic Device Cha 2 = -1 + 3 Use Rope Dex 2 = +2 * = check penalty for wearing armor This character also has 3 ranks in Speak Languages. Know Planes >=5 ranks gives + 2 on survival checks on other planes. Spellcraft >=5 ranks gives + 2 on use magic device checks on scrolls. Zero-level Conjuror spells: 5 (4 + 1) per day First-level Conjuror spells: 4 (2 + 1 + 1) per day Second-level Conjuror spells: 3 (1 + 1 + 1) per day Human 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) Wizard (Conjuror) Bonus Feats (already included) High intelligence gains bonus spells daily Specialist gets 1 extra conjuration spell/level/day Class HP rolled Level 1: Conjuror 4 Level 2: Conjuror 3 Level 3: Conjuror 3 Alain Emrich's Equipment: 0 lb 3 lb _____ 3 lb Weapons / Armor / Shield (from above) Spellbook x1 Total More about Alain Emrich: Alain was brought up in a small farming community, when he was seven years old he was separated from his family due to his apparent magical talent and sent to a school of magic. This school was brutal to say the least and in the end taught Alain that in certain cases the ends do in fact justify the means. It also in an unrelated incident gave him a deathly fear of ferrets. [/hide]
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Dungeons & Dragons
Darn I was hoping to be able to scream one time in this campaign "BALOR; SIC BALLS!" ah well now it looks like I will have to content myself with 1d3 winged gargantuan fiendish spiders (wings thanks to polymorph).
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Dungeons & Dragons
[hide]Alain Emrich Male Human Conjuror 3 Chaotic Good Representing Grim Strength 8 (-1) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 10 (+0) Charisma 10 (+0) Size: Medium Height: 6' 6" Weight: 175 lb Eyes: Light Brown Hair: Dark Brown Skin: Pale Specialty: Conjuration Gave up: Evocation Necromancy Total Hit Points: 16 Speed: 30 feet Armor Class: 12 = 10 + 2 [dexterity] Touch AC: 12 Flat-footed: 10 Initiative modifier: + 2 = + 2 [dexterity] Fortitude save: + 3 = 1 [base] + 2 [constitution] Reflex save: + 3 = 1 [base] + 2 [dexterity] Will save: + 3 = 3 [base] Attack (handheld): + 0 = 1 [base] -1 [strength] Attack (missile): + 3 = 1 [base] + 2 [dexterity] Grapple check: + 0 = 1 [base] -1 [strength] Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 26 lb. or less 27-53 lb. 54-80 lb. 80 lb. 160 lb. 400 lb. Languages: Common (? 3 more) Raven familiar Feats: Augment Summoning Spell Focus (Conjuration) Greater Spell Focus (Conjuration) Scribe Scroll [free to wizard] Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 5 = +3 + 2 [raven] Balance Dex* 2 = +2 Bluff Cha 3 = +0 + 3 Climb Str* -1 = -1 Concentration Con 8 = +2 + 6 Craft_1 Int 3 = +3 Craft_2 Int 3 = +3 Craft_3 Int 3 = +3 Diplomacy Cha 3 = +0 + 3 Disguise Cha 0 = +0 Escape Artist Dex* 2 = +2 Forgery Int 3 = +3 Gather Information Cha 0 = +0 Heal Wis 0 = +0 Hide Dex* 2 = +2 Intimidate Cha 0 = +0 Jump Str* -1 = -1 Knowledge (arcana) Int 9 = +3 + 6 Knowledge (planes) Int 9 = +3 + 6 Listen Wis 0 = +0 Move Silently Dex* 2 = +2 Perform_1 Cha 0 = +0 Perform_2 Cha 0 = +0 Perform_3 Cha 0 = +0 Perform_4 Cha 0 = +0 Perform_5 Cha 0 = +0 Ride Dex 2 = +2 Search Int 3 = +3 Sense Motive Wis 0 = +0 Spellcraft Int 11 = +3 + 6 + 2 [Knowledge, arcane] Spot Wis 0 = +0 Survival Wis 0 = +0 Swim Str** -1 = -1 Use Rope Dex 2 = +2 * = check penalty for wearing armor Know Planes >=5 ranks gives + 2 on survival checks on other planes. If the familiar is within reach, + 2 on spot and listen ("alertness"). Zero-level Conjuror spells: 5 (4 + 1) per day First-level Conjuror spells: 4 (2 + 1 + 1) per day Second-level Conjuror spells: 3 (1 + 1 + 1) per day Human 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) Wizard (Conjuror) Familiar / Alertness, etc. Bonus Feats (already included) High intelligence gains bonus spells daily Specialist gets 1 extra conjuration spell/level/day Class HP rolled Level 1: Conjuror 4 Level 2: Conjuror 3 Level 3: Conjuror 3 Alain Emrich's Equipment: 0 lb 3 lb _____ 3 lb Weapons / Armor / Shield (from above) Spellbook x1 Total More about Alain Emrich: Alain was brought up in a small farming community, when he was seven years old he was separated from his family due to his apparent magical talent and sent to a school of magic. This school was brutal to say the least and in the end taught Alain that in certain cases the ends do in fact justify the means. It also in an unrelated incident gave him a deathly fear of ferrets. [/hide] Here is my character (jesus he is squishy)
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Dungeons & Dragons
Erm ross could I get an explanation as to why the prestige class of malconvoker is prohibited (rule zero is as always an option as well :P) (God damm character generator is slightly irritating <.<)
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Dungeons & Dragons
Exactly what is so overpowered about it ross? The ability to bind a balor at the tenth level or the infernal legion? Eh well time to make another overpowered class a druid (because with a bit of insanity [and a [cabbage] tonne of necklaces of fireball [and an artifact that allows you to keep equipment in beast form]] you can essentially provide a nuclear strike upon the enemy)
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Dungeons & Dragons
It changes how many points you have for point buy off I think (a LA+2 class would have 18 instead of 32 points or something like that [which would rip you to shreds if you are a cleric that uses more than one stat]) EDIT: So is the malconvoker to overpowered as a prestige class (keep in mind that you lose a caster level at the first level of it)
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Dungeons & Dragons
In any rate here be the .pdf for the prestige class that I am thinking of! http://s000.tinyupload.com/?file_id=03000431161388426082
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Dungeons & Dragons
Exactly how does level adjustment work anyways?
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Dungeons & Dragons
This is a completely different rules system (well not really but I digress) than 4e earth. (Will edit in link for pdf soon)
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Dungeons & Dragons
Looks like crystal keep does not have "The complete Scoundrel.pdf " <.< I'm uploading it to tiny upload as we speak.
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Dungeons & Dragons
Retech with 10 levels of it it's possible to enslave a balor. (retech there should be one on crystal keep)
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Dungeons & Dragons
If we do in fact do 3.5e I would kind of like ross's okay on something that would be relatively powerful (a wizard build/prestige class); The Malconvoker.