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Kamina
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Posted: Mon, Sep 16 2013, 11:59 AM |
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DM
Joined: 05 Jul 2007 Location: Kent, England.
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Lord-Hadeis wrote: It doesn't show up under clubs in the toolset. Fish and bottles do They're under the "Chair" item option when making an item.
_________________  "Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met"
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bobofwestoregonusa
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Posted: Mon, Sep 16 2013, 15:51 PM |
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Player
Joined: 09 Jun 2012 Location: Eastern Washington
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That makes me sad, but I suppose that making a WM who specializes in using an adamantite chair would be silly. I'll just have to dual wield fish.
_________________ Gerald EdmundDiscord: Metal Viking Guy #5433 DC taxation is theft!
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Lord-Hadeis
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Posted: Mon, Sep 16 2013, 15:56 PM |
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Player
Joined: 02 Feb 2009 Location: Netherlands, Schoonhoven
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Make it a crazy fish wife
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666WaysToHell
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Posted: Tue, Sep 17 2013, 10:09 AM |
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Player
Joined: 22 Nov 2010 Location: Western Australia
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Can the Cordorian Citizenship Exam be moved into the Cordor subforum. Just seems kind of appropriate that it should be there, instead of the DM event story forum.
_________________ Aoth Nathandem - Wizard of house Tholaunt and chosen of Ma'at.
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Gobbledygook
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Posted: Wed, Sep 18 2013, 9:17 AM |
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Player
Joined: 18 Sep 2011
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Could someone please explain Ki Damage to me, better than the NWN Wiki does? Why is it that every time I use Ki Damage, it does less damage than when I don't use it? I can't see any difference in using/not using it in general.
Is it broken, or just useless? And if so, can it possibly be changed to something like adding +3 magical damage on use?
_________________ Just lurking about!
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666WaysToHell
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Posted: Wed, Sep 18 2013, 9:42 AM |
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Player
Joined: 22 Nov 2010 Location: Western Australia
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Ki is the energy that is transferred between one object to another upon impact, this is why it is a critical element in training both Weapon Masters and Monks. (Ki strike and Ki-abilities respectively). Both these classes learn to hone that energy to deliver even greater damage through sheer force of impact for Weapon masters, and the sheer force of willpower from monks. That's about the gist of it, I think.
_________________ Aoth Nathandem - Wizard of house Tholaunt and chosen of Ma'at.
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Gobbledygook
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Posted: Wed, Sep 18 2013, 9:44 AM |
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Player
Joined: 18 Sep 2011
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Ah sorry, I'm only talking about the mechanics of how it works in the game, not the lore behind it! 
_________________ Just lurking about!
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Remal
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Posted: Wed, Sep 18 2013, 16:08 PM |
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Player
Joined: 12 Feb 2011 Location: Elsewhen
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Gobbledygook wrote: Ah sorry, I'm only talking about the mechanics of how it works in the game, not the lore behind it!  It maximizes only base weapon damage, not other bonuses like additional elemental/physical damage from permanent enchantments or damage from flaming weapon. So you can end up dealing less damage with Ki damage because you rolled low on other damage dice sources. http://nwn.wikia.com/wiki/Ki_DamageAlso, it has issues with Overwhelming critical, and actually nerfs it in most cases: http://nwn.wikia.com/wiki/Overwhelming_criticalSo yeah, it's both broken and useless. But no one's stopping you to develop some abilities that consume it's uses and provide something actually useful. 
_________________ "A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away." - Antoine de Saint-Exupry
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Gobbledygook
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Posted: Wed, Sep 18 2013, 17:10 PM |
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Player
Joined: 18 Sep 2011
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Good idea, but why not fix it for everyone! I'll mention it in another thread. Thanks!
_________________ Just lurking about!
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Aeqvinox
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Posted: Wed, Sep 18 2013, 20:46 PM |
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Player
Joined: 30 Aug 2011 Location: Underdark
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Does the Beholder's anti magic cone dispel the Shapechange spell?
_________________ Mark it zero!
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Laiquendi Ohtar
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Posted: Wed, Sep 18 2013, 21:01 PM |
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Player
Joined: 12 Feb 2013
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Aeqvinox wrote: Does the Beholder's anti magic cone dispel the Shapechange spell? Yes.
_________________ 
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Aeqvinox
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Posted: Wed, Sep 18 2013, 21:07 PM |
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Player
Joined: 30 Aug 2011 Location: Underdark
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Thanks.
_________________ Mark it zero!
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bobofwestoregonusa
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Posted: Thu, Sep 19 2013, 15:32 PM |
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Player
Joined: 09 Jun 2012 Location: Eastern Washington
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It doesn't dispel shifter forms, does it?
_________________ Gerald EdmundDiscord: Metal Viking Guy #5433 DC taxation is theft!
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Zedrik
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Posted: Thu, Sep 19 2013, 15:52 PM |
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Player
Joined: 16 Aug 2011 Location: Silent Hill, Indiana
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bobofwestoregonusa wrote: It doesn't dispel shifter forms, does it? It does not.
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Lucid
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Posted: Thu, Sep 19 2013, 19:06 PM |
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Player
Joined: 17 Sep 2013
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To further the uselessness of WM Ki damage, I offer a Haiku:
Only the first die of your crits will maximize. Not worth a quickslot.
_________________ Player Of Shea Miller: lacks confidence, not skill Nahya Shatterwall: putting the "cute" in "Execute"
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MadrikVale
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Posted: Tue, Sep 24 2013, 16:28 PM |
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Player
Joined: 14 May 2009 Location: Evanston, Wyoming
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I didn't want to make another topic for this so here goes:
I downloaded the headpack. I extracted them all into my Override folder. Still headless! Remind me how to fix this?
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Amarice-Elaraliel
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Posted: Tue, Sep 24 2013, 17:22 PM |
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DM
Joined: 20 Jan 2006
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Did you make sure the extraction did not create a subfolder in the folder?
Also you must start the game new if you had it open while doing it.
_________________  
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MadrikVale
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Posted: Tue, Sep 24 2013, 18:21 PM |
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Player
Joined: 14 May 2009 Location: Evanston, Wyoming
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*snap* I think that was the issue. I deleted the folders and copied the files into the override. That should do it. Will find out. Thank ya!
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Ramika
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Posted: Wed, Sep 25 2013, 18:42 PM |
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Player
Joined: 30 Aug 2006 Location: Oregon, USA
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So, random question - If you make a human who is from a specific area (I.E. from the Moonshaes), do you -have- to take the subrace from that area or can you leave it as plain, generic human? And do you have to get it fixed if you didn't take the subrace and have to.
_________________ Logins: Ramika, Li'lMikachu
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PaladinOfSune
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Posted: Wed, Sep 25 2013, 18:46 PM |
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Player
Joined: 15 Dec 2004 Location: England, UK
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It's not a requirement.
_________________ "Let's unwrite these pages and replace them with our own words."
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Ramika
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Posted: Wed, Sep 25 2013, 18:49 PM |
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Player
Joined: 30 Aug 2006 Location: Oregon, USA
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Thanks, Suneh! <3
_________________ Logins: Ramika, Li'lMikachu
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Thelongjourney
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Posted: Wed, Sep 25 2013, 22:50 PM |
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Player
Joined: 06 Oct 2012
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Hello,
I am currently having a problem with toggling on the 'Backpack' option for my armour appearance. I have looked through all relevant context menus that should be associated with it when I select the craft option from my radial menu. I searched under Neck, Chest, Shoulder, and Robe to no success.
This is the information I hope is pertinent to discovering why I cannot access it:
Race Phenotype: Elf, Subrace: Aasimar Overrides being used: The only override I am using is the one for ACP (Alternate combat animations)
If there is more information required to help diagnose my problem I will gladly provide it.
Cheers.
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Liz
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Posted: Wed, Sep 25 2013, 23:12 PM |
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Player
Joined: 28 May 2010 Location: Smallville
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The backpack isn't part of any armor appearance, it's a separate piece of equipment. You get a little widget for it that sits in your inventory, and when you use it on yourself a backpack appears on your character's back. I think you can get them in game from a PC leather-crafter?
_________________ Winner of Amia's "Most Ethical Time Traveler" award 2026 Character Portraits!
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Kamina
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Posted: Wed, Sep 25 2013, 23:36 PM |
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DM
Joined: 05 Jul 2007 Location: Kent, England.
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Liz wrote: I think you can get them in game from a PC leather-crafter? Bingo.
_________________  "Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met"
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Aeqvinox
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Posted: Sat, Sep 28 2013, 13:51 PM |
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Player
Joined: 30 Aug 2011 Location: Underdark
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Bonus spell slot item powers. Do they stack?
Say i have gloves with bonus wizard 7'th, and a perfect mythal. If i add another 7'th, will it replace it, or will both give a bonus slot?
_________________ Mark it zero!
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Naivatkal
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Posted: Sat, Sep 28 2013, 14:28 PM |
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Player
Joined: 26 May 2010
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I would assume that it would replace it, just like if you have 1D8 fire on a weapon and you put 1D8 cold on it, it replaces it. But I could be wrong.
_________________ Whomst've'll'd'mn't I play: Salema Nefahri :: A penny for your thots Zrae'a'stra'fryn :: That which nightmares are made of Khasir :: From the East a storm is coming
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Aeqvinox
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Posted: Sat, Sep 28 2013, 15:23 PM |
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Player
Joined: 30 Aug 2011 Location: Underdark
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Actually that makes perfect sense... Same as a +5 skill and +5 of the same skill won't stack, or two bonuses to the same saving throw.
However, a 7'th slot, and then a 6'th should work just fine?
_________________ Mark it zero!
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Kamina
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Posted: Sat, Sep 28 2013, 16:14 PM |
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DM
Joined: 05 Jul 2007 Location: Kent, England.
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Bonus spells via Mythalling stack.
_________________  "Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met"
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Aeqvinox
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Posted: Sat, Sep 28 2013, 18:35 PM |
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Player
Joined: 30 Aug 2011 Location: Underdark
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Yaster Galer wrote: Bonus spells via Mythalling stack. In which circumstance? 1. Bonus slots of the same level on a single item? 2. Bonus slots of different levels on a single item? Cause i know bonus slots of the same level on different items stack.
_________________ Mark it zero!
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Mobile_Svensk
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Posted: Sat, Sep 28 2013, 18:49 PM |
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Player
Joined: 21 Jul 2005 Location: Awarded most Confused Git of 2014!
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Aeqvinox wrote: Yaster Galer wrote: Bonus spells via Mythalling stack. In which circumstance? 1. Bonus slots of the same level on a single item? 2. Bonus slots of different levels on a single item? Cause i know bonus slots of the same level on different items stack. Quite interested in this myself. If i put two level 7 spellslots on my amulet, would they stack then?
_________________ Amia Minecraft Server Ip: vps1602.directvps.nl NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/ NWN Build Calculator: http://nwvault.ign.com/View.php?view=Other.Detail&id=856
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Terra_777
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Posted: Sat, Sep 28 2013, 19:27 PM |
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Administrative Developer
Joined: 31 Jan 2007 Location: Sweden
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MCS will allow you to stack any itemproperty as long as they arent exactly the same. Game engine will still however only use its own stacking mechanics, for example +2 AB and +3 AB on the same item will still only give +3 AB.
There are two exceptions however:
1: Spellslots can be stacked freely, regardless of slot, level, class etc. 2: Bonus Damage cannot be stacked. Its however possible to add damage bonus to items that already have damage bonus VS X (IE: 1d6 holy vs evil).
_________________ Fear is not evil… It tells you what your weakness is. And once you know your weakness, you can become stronger as well as kinder. - Gildarts Clive, Fairy Tail, Hiro Mashima.
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Aeqvinox
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Posted: Sat, Sep 28 2013, 19:45 PM |
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Player
Joined: 30 Aug 2011 Location: Underdark
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So an exception. Yay! Thanks Terra
_________________ Mark it zero!
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Halecta
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Posted: Sat, Sep 28 2013, 21:15 PM |
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Player
Joined: 10 Jul 2008
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If you equip two items that give a bonus level 9 spell slot, you will get a total of 2 bonus level 9 spell slots (they stack)
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Kamina
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Posted: Sat, Sep 28 2013, 21:40 PM |
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DM
Joined: 05 Jul 2007 Location: Kent, England.
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Halecta wrote: If you equip two items that give a bonus level 9 spell slot, you will get a total of 2 bonus level 9 spell slots (they stack) That's not Aeqvinox's question. They asked if, via the MCS they can stack on the same item, and they can.
_________________  "Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met"
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Emerald Dawn
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Posted: Sat, Oct 05 2013, 6:40 AM |
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Player
Joined: 21 Mar 2013 Location: El Paso Texas
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On forgotten realms wiki it says Drow are anywhere from 5'4-6'0 in height averages. Would it be okay to make my char 6'2? If those are averages i'm assuming there would be rare instances that a drow could in fact be a little taller?
_________________ E'Lyn†riss Emberrose-High Merchan† of the Emerald Rose Company-Retired E'Van†le Emberrose- Cleric of Helm High Watchman of the Emberwa†ch Knights
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666WaysToHell
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Posted: Sat, Oct 05 2013, 6:43 AM |
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Player
Joined: 22 Nov 2010 Location: Western Australia
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No one bothers following the height chart anyway. Go right ahead! Incase you're one of the very few who do, we use this height chart as a reference
_________________ Aoth Nathandem - Wizard of house Tholaunt and chosen of Ma'at.
Last edited by 666WaysToHell on Sat, Oct 05 2013, 14:53 PM, edited 1 time in total.
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Remal
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Posted: Sat, Oct 05 2013, 11:48 AM |
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Player
Joined: 12 Feb 2011 Location: Elsewhen
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90% of Amia adventuring population (that ain't small races) are 6-7 feet and taller, from what I could observe by reading bios. So no problem there. 
_________________ "A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away." - Antoine de Saint-Exupry
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Rigela
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Posted: Sat, Oct 05 2013, 12:02 PM |
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Player
Joined: 16 Sep 2010 Location: Grimy Old England
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Drow are small elves, really. a six foot drow would be a giant!
_________________ Signature by Maryn! <3 I am also seen as DM Snuffles.
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slkNihilus
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Posted: Sat, Oct 05 2013, 12:18 PM |
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Player
Joined: 29 Jun 2008
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Drow are actually nowhere near the 5'4" - 6' range. More between 4'5" and 5'7" range, with males being slightly smaller than females.
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Naivatkal
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Posted: Sat, Oct 05 2013, 14:24 PM |
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Player
Joined: 26 May 2010
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Zrae is like 5'7 or 5'9. She's a tall, imposing bitch. Also, according to the FR player's guide drow are 5'4-6'
_________________ Whomst've'll'd'mn't I play: Salema Nefahri :: A penny for your thots Zrae'a'stra'fryn :: That which nightmares are made of Khasir :: From the East a storm is coming
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Mobile_Svensk
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Posted: Sat, Oct 05 2013, 14:25 PM |
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Player
Joined: 21 Jul 2005 Location: Awarded most Confused Git of 2014!
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 From left to right: a human, sun elf, wood elf, moon elf, drow, and wild elf. Only the wood elf and wild elf are “true" elves.”  Drow are small. Very small.
_________________ Amia Minecraft Server Ip: vps1602.directvps.nl NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/ NWN Build Calculator: http://nwvault.ign.com/View.php?view=Other.Detail&id=856
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666WaysToHell
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Posted: Sat, Oct 05 2013, 15:03 PM |
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Player
Joined: 22 Nov 2010 Location: Western Australia
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4'7" - 5'5" is the height range.
_________________ Aoth Nathandem - Wizard of house Tholaunt and chosen of Ma'at.
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Naivatkal
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Posted: Sat, Oct 05 2013, 15:06 PM |
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Player
Joined: 26 May 2010
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666WaysToHell wrote: 4'7" - 5'5" is the height range. 
_________________ Whomst've'll'd'mn't I play: Salema Nefahri :: A penny for your thots Zrae'a'stra'fryn :: That which nightmares are made of Khasir :: From the East a storm is coming
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666WaysToHell
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Posted: Sat, Oct 05 2013, 15:11 PM |
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Player
Joined: 22 Nov 2010 Location: Western Australia
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The source is the link I posted exactly 6 posts ago, silly. 
_________________ Aoth Nathandem - Wizard of house Tholaunt and chosen of Ma'at.
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Rigela
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Posted: Sat, Oct 05 2013, 15:11 PM |
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Player
Joined: 16 Sep 2010 Location: Grimy Old England
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He already posted it Naivy. From our own information on it though... Quote: Drow, Male. 4'5" +2d6 85lb x(1d6)lb Drow, Female. 4'5" +2d6 80lb x(1d6)lb
_________________ Signature by Maryn! <3 I am also seen as DM Snuffles.
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Naivatkal
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Posted: Sat, Oct 05 2013, 15:18 PM |
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Player
Joined: 26 May 2010
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But ... 4'7" - 5'5" is not valid according to the height chart linked. It starts at 4'5 for drow and you roll 2d6 which should be a max of a foot, making it 4'7 - 5'7.
That doesn't change the fact that according to the player's guide drow are 5'4 - 6' though :p
Where did our chart even come from?
_________________ Whomst've'll'd'mn't I play: Salema Nefahri :: A penny for your thots Zrae'a'stra'fryn :: That which nightmares are made of Khasir :: From the East a storm is coming
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666WaysToHell
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Posted: Sat, Oct 05 2013, 15:23 PM |
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Player
Joined: 22 Nov 2010 Location: Western Australia
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Naivatkal wrote: But ... 4'7" - 5'5" is not valid according to the height chart linked. It starts at 4'5 for drow and you roll 2d6 which should be a max of a foot, making it 4'7 - 5'7.
That doesn't change the fact that according to the player's guide drow are 5'4 - 6' though :p
Where did our chart even come from? The base is 4'5" Adding the lowest roll (2) making it 4'7" Adding the highest roll (12) making it 5'5" 4'5" 4'6" 4'7" <2! 4'8" 4'9" 4'10" 4'11" 5'0" 5'1" 5'2" 5'3" 5'4" 5'5" <12!
_________________ Aoth Nathandem - Wizard of house Tholaunt and chosen of Ma'at.
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slkNihilus
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Posted: Sat, Oct 05 2013, 15:29 PM |
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Player
Joined: 29 Jun 2008
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Player's Handbook is where it came from. It's the height for elves. Drow are a subrace of elves and, if anything, technically should be shorter than regular elves.
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Rigela
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Posted: Sat, Oct 05 2013, 15:31 PM |
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Player
Joined: 16 Sep 2010 Location: Grimy Old England
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Naivy, that's 4ed! Our chart comes from the 3.5 ed player handbook. (which lists drow as being shorter, too) Go look it up correctly and stop being wrong 
_________________ Signature by Maryn! <3 I am also seen as DM Snuffles.
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666WaysToHell
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Posted: Sat, Oct 05 2013, 15:35 PM |
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Player
Joined: 22 Nov 2010 Location: Western Australia
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Yeah, Naivy! Stop being wrong, Naivy!
_________________ Aoth Nathandem - Wizard of house Tholaunt and chosen of Ma'at.
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