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Gobbledygook
 
PostPosted: Mon, Aug 19 2013, 8:05 AM 

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Is it possible to overcome the immobilized state? How is it done?

Should freedom prevent the above from even happening in the first place?

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Laiquendi Ohtar
 
PostPosted: Wed, Aug 21 2013, 8:51 AM 

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Gobbledygook wrote:
Is it possible to overcome the immobilized state? How is it done?

Should freedom prevent the above from even happening in the first place?

According to normal NWN rules - it cannot be resisted. Not sure if it still applies here.

How much UMD I need for those consumable books from Triumvir?

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Gobbledygook
 
PostPosted: Wed, Aug 21 2013, 8:54 AM 

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Seems like Bigby's spells will check for mindblank or freedom, and override them to apply a different state if they are present. If they're not, the person can just use one to get rid of the state. If they are, you're stuck. Is it supposed to be this backward?

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Kamina
 
PostPosted: Fri, Aug 23 2013, 13:23 PM 

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Do VFX Beam effects need an interactive object to appear (e.g. on a monster) or can they appear against any non-interactive areas (such as the floor)?

http://www.nwnlexicon.com/index.php?title=Vfx_beam

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Gobbledygook
 
PostPosted: Fri, Aug 23 2013, 15:02 PM 

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Can work against the floor. But I think it's tricky to do?

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666WaysToHell
 
PostPosted: Fri, Aug 23 2013, 15:05 PM 

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It doesn't actually work against the floor, I believe. When you see a vfx like that, there's an invisible placeable it's aimed at, I think.

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Dark Immolation
 
PostPosted: Fri, Aug 23 2013, 16:24 PM 

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Yeah. So if you're looking to get a VFX to hit the floor through a script, it's possible. The script will need to create an invisible placable first and then the vfx will travel between it and the PC, or target, or what have you.

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Kamina
 
PostPosted: Fri, Aug 23 2013, 16:33 PM 

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Dark Immolation wrote:
Yeah. So if you're looking to get a VFX to hit the floor through a script, it's possible. The script will need to create an invisible placable first and then the vfx will travel between it and the PC, or target, or what have you.

Seems way too complex for what I had in mind.

But thanks for the help you lot!

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666WaysToHell
 
PostPosted: Sat, Aug 24 2013, 13:11 PM 

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Amia Wiki wrote:
Ilmatari wear a solid gray tunic, tabard, and trousers, or gray robes. They wear skullcaps in gray (most clergy members) or red (senior clerics). Novices who have not yet been adorned wear no skullcaps. The symbol of Ilmater is worn as a pin over the heart or on a chain around the neck and serves as a holy symbol. Some of the older members of the faith have a gray teardrop tattooed to one side of their right or left eye.


Kellinanah of Ilmater in Kohlingen's Temple of the Triad doesn't (Entirely) follow the clergy dress codes of the Ilmateri church. Is this intentional or a small oversight?

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Dark Immolation
 
PostPosted: Sat, Aug 24 2013, 15:47 PM 

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Probably a bit of both. Remember, there can be minute differences between clergy practices all over Faerun. I'm assuming a lot of what we have in Amiawiki on clergy practices comes from nj-pbem, which while helpful for background, has a lot of frivolous information about what clergy ranks wear what colors and what they have for breakfast on Tuesdays and if they're allowed to clip their toenails before the Fall harvest.

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666WaysToHell
 
PostPosted: Sat, Aug 24 2013, 16:08 PM 

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It was mostly just her clothing colours I became aware of, there are other Ilmateri NPCs in Kohlingen Keep I saw who wore simple brown robes, as opposed to grey. So I guess Kohlingen is an exception to the mainlands traditions..

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Kamina
 
PostPosted: Sun, Aug 25 2013, 14:44 PM 

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Having +4 Enhancement and -4 Attack bonus on a weapon means it'll bypass +4 Soak and give no AB, right?

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Hudson
 
PostPosted: Sun, Aug 25 2013, 18:03 PM 

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Yes and adds 4 to damage as well.

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Casvenx
 
PostPosted: Thu, Aug 29 2013, 21:12 PM 

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Is there an Amia-specific shifter FAQ somewhere, and I am just blindly missing it? I just started one, my first in ever in NWN, and I imagine the questions I have have been answered somewhere on the forums already... But I am not seeing one place for that, just things scattered throughout.

I'm mostly figuring out the answers to questions as they come up through testing things IG, which is fine, but some things are harder to figure out (like: Does an AC bonus on an item, after being turned into deflection typed AC, stack with the deflection AC shifters get from their Amia modified shifter AC progression, or overlap?). I am also seeing some clashing information to what is posted (like: the class modifications list says all forms shift all items... but gargoyle is definitely not. Bug, or intended behavior?).

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Liz
 
PostPosted: Thu, Aug 29 2013, 21:25 PM 

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Is this what you mean?

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Casvenx
 
PostPosted: Thu, Aug 29 2013, 23:08 PM 

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Liz wrote:
Is this what you mean?


No, that was what I was referencing when I said the 'class modifications list'. I mean a FAQ (frequently asked questions) for the questions that seem to pop up everytime someone starts a shifter, and more specific questions that don't seem to be covered by the general information provided.

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Zedrik
 
PostPosted: Fri, Aug 30 2013, 0:14 AM 

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Do you mean mechanical questions or lore questions?

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Garnith
 
PostPosted: Fri, Aug 30 2013, 2:32 AM 

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This is old, but might help.
http://www.amiaworld.net/phpbb3/viewtopic.php?f=2&t=44671

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O'Raghailligh
 
PostPosted: Fri, Aug 30 2013, 6:17 AM 

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There used to be a monk in the West Cordor Gardens who gave the first two monk skills. Does he still exist somewhere?


 
      
GreatPigeon
 
PostPosted: Fri, Aug 30 2013, 11:11 AM 

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Yeah he got tired of all those plants and things. So he took a stroll around the corner.

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MightNMagic
 
PostPosted: Fri, Aug 30 2013, 16:54 PM 

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Yeah, they ker-nuked the garden as an area for some reason. So he's outside it.

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Naivatkal
 
PostPosted: Fri, Aug 30 2013, 20:03 PM 

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MightNMagic wrote:
Yeah, they ker-nuked the garden as an area for some reason. So he's outside it.

Freeing up area space on the module.

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Basin
 
PostPosted: Fri, Aug 30 2013, 21:26 PM 

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What DM should I PM regarding Salandran based stuff?

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Naivatkal
 
PostPosted: Fri, Aug 30 2013, 21:33 PM 

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Any should be fine, there's a list but the Salandran Temple isn't on ie.

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Basin
 
PostPosted: Sat, Aug 31 2013, 8:49 AM 

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Is there a shrine to Isis on Amia? I see it's on the Deity list...

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Zedrik
 
PostPosted: Sat, Aug 31 2013, 12:03 PM 

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Basin wrote:
Is there a shrine to Isis on Amia? I see it's on the Deity list...

I know there's one on B.

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Sajber Kurajber
 
PostPosted: Sun, Sep 01 2013, 17:01 PM 



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I have a question of my own,

I see that Epic spells have been tweaked by Amia devs.
And am wondering if the requirements that are written on the nwnwiki still hold true
That is, that one has to be an "Epic character" either a lvl20 wizard or whatnot,
And if it still holds true, would a 10/11 Wizard/Palemaster be able to cast lets say...
Mummy dust?

Cheers in advance :-)


 
      
vidar999
 
PostPosted: Sun, Sep 01 2013, 17:21 PM 

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A lvl 11 palemaster is an "epic character". Prcs are epic after 10 lvls. As to MD, I think you will be able to take it as long as you have at least 20 INT. (I am rather new here tho so I'm not positive about all the details.)


 
      
Cerpin Taxt
 
PostPosted: Sun, Sep 01 2013, 23:14 PM 

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Sajber Kurajber wrote:
I have a question of my own,

I see that Epic spells have been tweaked by Amia devs.
And am wondering if the requirements that are written on the nwnwiki still hold true
That is, that one has to be an "Epic character" either a lvl20 wizard or whatnot,
And if it still holds true, would a 10/11 Wizard/Palemaster be able to cast lets say...
Mummy dust?

Cheers in advance :-)


"The actual prerequisite is not the ability to cast level 9 spells, but being an epic cleric, druid, sorcerer, or wizard, or having at least 15 pale master levels. Furthermore, this feat can only be chosen when gaining a level in the qualifying class."

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Naivatkal
 
PostPosted: Mon, Sep 02 2013, 0:04 AM 

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^

You can actually get epic spells as a Bard with 15 PM and 20 CHA. I think that's how it works.

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Gobbledygook
 
PostPosted: Mon, Sep 02 2013, 1:14 AM 

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Can a PC Skinchanger also apply a VFX to the skinchange, or would this cost more/be more difficult?

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vidar999
 
PostPosted: Tue, Sep 03 2013, 3:15 AM 

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I have a question about the Mythal crafting system.

I currently use the warhammer "hatred of wickedness" which is +3, 1d4 electric dmg, and onhit stun. Can I use mythals to raise the enhancement to +4 and the elly dmg to 1d6 (both greater) and a perfect to add keen? (with the onhit that would be 4 "powers" correct?) Or does keen only work on edged weapons? Would I be better off doing this or simply getting a mundane warhammer and adding the same 3 powers and then have room for one more? Also, can two different types of elly dmg be added to the same weapon (fire and electric, for instance)? Or, finally, is all of this a waste of the mythals and should I just look for a better hammer for sale? (hint hint if you have a better hammer you would part with I'm interested!)

Thank You


 
      
Suhjet
 
PostPosted: Tue, Sep 03 2013, 4:51 AM 

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vidar999 wrote:
I have a question about the Mythal crafting system.

I currently use the warhammer "hatred of wickedness" which is +3, 1d4 electric dmg, and onhit stun. Can I use mythals to raise the enhancement to +4 and the elly dmg to 1d6 (both greater) and a perfect to add keen? (with the onhit that would be 4 "powers" correct?) Or does keen only work on edged weapons? Would I be better off doing this or simply getting a mundane warhammer and adding the same 3 powers and then have room for one more? Also, can two different types of elly dmg be added to the same weapon (fire and electric, for instance)? Or, finally, is all of this a waste of the mythals and should I just look for a better hammer for sale? (hint hint if you have a better hammer you would part with I'm interested!)

Yes, you can use mythals to make your warhammer +4, 1d6 Electric damage, on-hit, and keen (with a perfect mythal). You can use a perfect mythal to keen any melee weapon I believe, edged or blunt.

You cannot mythal more than 1 type of elemental damage onto a weapon.

There exists warhammers with +4, 1d6 elemental, and keen in a particular shop already, but they lack any on-hit effects. There are also epic variants that are 1d10 damage, but that's just being optimistic. It's up to you to decide what you want your weapon to have.

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Laiquendi Ohtar
 
PostPosted: Tue, Sep 03 2013, 10:11 AM 

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If I want to change my wizard from specialist into generalist (Universal school), do I need to request 30lvl rebuild, or can this be done in a simplier way?

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Cerpin Taxt
 
PostPosted: Tue, Sep 03 2013, 10:30 AM 

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Laiquendi Ohtar wrote:
If I want to change my wizard from specialist into generalist (Universal school), do I need to request 30lvl rebuild, or can this be done in a simplier way?


If wizard was your level 1 class, you will have to make a new character.

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Jes
 
PostPosted: Tue, Sep 03 2013, 10:33 AM 

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So yes, a full DC or self-rebuild is required. The Team doesn't LETO such things, even if it is possible.

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Lord-Hadeis
 
PostPosted: Tue, Sep 03 2013, 10:50 AM 

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Is there still a none job system bolt of cloth in the game for the fisherman's friend quest?
I used to get them by destroying a tent but that trick doesn't seem to work anymore and I can't find any in all the logical places I've been able to think off.


 
      
Dergaii
 
PostPosted: Tue, Sep 03 2013, 10:57 AM 

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Yes, you can still find them. I did it two days ago, look near the other components.

Cyric bless.


 
      
Lord-Hadeis
 
PostPosted: Tue, Sep 03 2013, 12:34 PM 

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Yeah found it... After mistaken woolen cloth for it in some completely different part of the server.


 
      
Sajber Kurajber
 
PostPosted: Tue, Sep 03 2013, 14:14 PM 



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Howdy folks,
I have another question concerning the pale master prestige class.
This website says the following:
Caster Level is calculated as the sum of your spellcaster class level and Palemaster class levels. It is used to determine both the power of your undead summon and its duration. Note that Bard levels are not counted for Palemaster summons.

Animate Dead [Duration: 24 hours]

• CL 1 – 8 : Mohrg
• CL 9 - 14 : Wraith
• CL 15+ : Dread Wraith

• The Palemaster gains a bonus +1 to CL when using this ability.

Right, so i am lvl9 Wizard and lvl2 Pale master...could anyone explain to me why exactly i am getting a Mohrg instead of Wraith, since my Wizard+PaleMaster level is 11, which is clearly a Wraith.

Any help would be much appreciated.


 
      
Basin
 
PostPosted: Tue, Sep 03 2013, 15:49 PM 

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Two questions;

Are there such things as syringes in the familiar realms setting?

Secondly; what are peoples experiences from taking up a job in the job system? Its never really interested me to be honest but It it could lend my character (and myself) some knowledge of the job, It might be really fun. So is there a lot of information and lore on bits when doing the job is it all quite 'gather ingredients, bung into a pot, stir, ta-da' kind of thing?

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Cerpin Taxt
 
PostPosted: Tue, Sep 03 2013, 19:02 PM 

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Sajber Kurajber wrote:
Howdy folks,
I have another question concerning the pale master prestige class.
This website says the following:
Caster Level is calculated as the sum of your spellcaster class level and Palemaster class levels. It is used to determine both the power of your undead summon and its duration. Note that Bard levels are not counted for Palemaster summons.

Animate Dead [Duration: 24 hours]

• CL 1 – 8 : Mohrg
• CL 9 - 14 : Wraith
• CL 15+ : Dread Wraith

• The Palemaster gains a bonus +1 to CL when using this ability.

Right, so i am lvl9 Wizard and lvl2 Pale master...could anyone explain to me why exactly i am getting a Mohrg instead of Wraith, since my Wizard+PaleMaster level is 11, which is clearly a Wraith.

Any help would be much appreciated.


Are you using the spell or the feat?

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Sajber Kurajber
 
PostPosted: Tue, Sep 03 2013, 19:13 PM 



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Cerpin Taxt wrote:
Sajber Kurajber wrote:
Howdy folks,
I have another question concerning the pale master prestige class.
This website says the following:
Caster Level is calculated as the sum of your spellcaster class level and Palemaster class levels. It is used to determine both the power of your undead summon and its duration. Note that Bard levels are not counted for Palemaster summons.

Animate Dead [Duration: 24 hours]

• CL 1 – 8 : Mohrg
• CL 9 - 14 : Wraith
• CL 15+ : Dread Wraith

• The Palemaster gains a bonus +1 to CL when using this ability.

Right, so i am lvl9 Wizard and lvl2 Pale master...could anyone explain to me why exactly i am getting a Mohrg instead of Wraith, since my Wizard+PaleMaster level is 11, which is clearly a Wraith.

Any help would be much appreciated.


Are you using the spell or the feat?


I am using the feat and i get a Mohrg.
but when i use my Wizard spell i get a Wraith.


 
      
Glyph
 
PostPosted: Tue, Sep 03 2013, 20:26 PM 

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you should be getting 9+2+1 for a 12 clearly with the feat, this has to be a bug or some kind of oversight, I don't remember my cleric wizard pm guy doing that.

its not casting it as pm 2 + 1, no wizard is it?? (other than 'its a bug' this is my best logical conclusion)


 
      
Gobbledygook
 
PostPosted: Tue, Sep 03 2013, 20:31 PM 

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It's broken, I put a post about this in bugs a while back. From memory it's only broken on the Animate Dead, so by the time you get Greater, etc, you won't have the issue.

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Liz
 
PostPosted: Tue, Sep 03 2013, 20:58 PM 

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Basin wrote:
So is there a lot of information and lore on bits when doing the job is it all quite 'gather ingredients, bung into a pot, stir, ta-da' kind of thing?

The latter, unfortunately. People seem to enjoy making up their own bits of lore and fluff about their technique and wares and such, but the system itself doesn't give you much to go on.

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Naivatkal
 
PostPosted: Tue, Sep 03 2013, 21:04 PM 

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Liz wrote:
Basin wrote:
So is there a lot of information and lore on bits when doing the job is it all quite 'gather ingredients, bung into a pot, stir, ta-da' kind of thing?

The latter, unfortunately. People seem to enjoy making up their own bits of lore and fluff about their technique and wares and such, but the system itself doesn't give you much to go on.

Yep, it's essentially as immersive as you want it to be at present. I'm sure the DMs love when you get more indepth, though :3 I actually need to hook a DM for some Job System stuff on a character, myself.

Eventually the Job System will be overhauled, just more important things first to do.

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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


 
      
Glyph
 
PostPosted: Wed, Sep 04 2013, 0:36 AM 

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I have a question about monks. (in amia also, which is the part which is confusing me, its different in pnp and nwn default, while i'm sure i knew the answer at a time its been a while..)

is 'perfect self' treated as, prime native outsider, planetouched in a way, or something else?

shadowdancing covers an affinity to the shadowplane, but then what would the monks enlightenment provide, a higher affinity? it deffinatly feels like there is some synergy to work with even if the answer to actual outsider traits is none. (except the eyes obviously)


 
      
Basin
 
PostPosted: Wed, Sep 04 2013, 14:39 PM 

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Naivatkal wrote:
Liz wrote:
Basin wrote:
So is there a lot of information and lore on bits when doing the job is it all quite 'gather ingredients, bung into a pot, stir, ta-da' kind of thing?

The latter, unfortunately. People seem to enjoy making up their own bits of lore and fluff about their technique and wares and such, but the system itself doesn't give you much to go on.

Yep, it's essentially as immersive as you want it to be at present. I'm sure the DMs love when you get more indepth, though :3 I actually need to hook a DM for some Job System stuff on a character, myself.

Eventually the Job System will be overhauled, just more important things first to do.


Is there a run down of the benefits of taking a job? I like a list or something...

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Rigela
 
PostPosted: Wed, Sep 04 2013, 14:40 PM 

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Information on our job stuff

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