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Naivatkal
 
PostPosted: Sun, May 11 2014, 3:06 AM 

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Fuck I thought I read white in there haha. And there's a red light gem? I don't remember seeing it.

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serbiris
 
PostPosted: Sun, May 11 2014, 3:30 AM 

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I keep meaning to ask and I'm not sure if someone already has but I forgot - how are new PCs arriving in Cordor, with the Amnish blockade up?

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Jes
 
PostPosted: Sun, May 11 2014, 3:32 AM 

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Naivatkal wrote:
Fuck I thought I read white in there haha. And there's a red light gem? I don't remember seeing it.

Yup! It looks like a ruby!

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CounterPhobia
 
PostPosted: Sun, May 11 2014, 6:26 AM 

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Just out of curiosity, because I have characters with them, how exactly does one go about getting tattoo's ICly?

Like what's a reasonable scale on quality, permanency and creation? I imagine some are done magically, some maybe with natural coloring along with something to make it more binding, et cetera.

I wanted to RP a fresh tattoo for one of my characters, but I have none myself IRL, I have no interest in them on a personal level and just a general curiosity. I could of course just say "fresh tattoo here" but that's laaaaaaaame .

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kalcibone
 
PostPosted: Sun, May 11 2014, 6:31 AM 



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CounterPhobia wrote:
Just out of curiosity, because I have characters with them, how exactly does one go about getting tattoo's ICly?

Like what's a reasonable scale on quality, permanency and creation? I imagine some are done magically, some maybe with natural coloring along with something to make it more binding, et cetera.

I wanted to RP a fresh tattoo for one of my characters, but I have none myself IRL, I have no interest in them on a personal level and just a general curiosity. I could of course just say "fresh tattoo here" but that's laaaaaaaame .


Non magical tattoos come with two issues: 1- its a rash like would that frequently bleeds unless slathered in a creme, the body part will be very sore and WILL hurt if it is irritated. So cont expect to just start swinging in battle instantly or you'll start bleeding and ruin the tattoo.
2- it is scensitive and has a lot of chances to be ruined, exposure to a lot of sunlight, heat, ice, or even cloth without being creemed or covered will almost garentee a ruined tattoo.

Magic tattoo's have the first issue, but healing salves tend to help that along easily, magic tattoos also have a chance, if done wrong, attacking or exploding on the limb.


 
      
CounterPhobia
 
PostPosted: Sun, May 11 2014, 6:37 AM 

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kalcibone wrote:
Non magical tattoos come with two issues: 1- its a rash like would that frequently bleeds unless slathered in a creme, the body part will be very sore and WILL hurt if it is irritated. So cont expect to just start swinging in battle instantly or you'll start bleeding and ruin the tattoo.
2- it is scensitive and has a lot of chances to be ruined, exposure to a lot of sunlight, heat, ice, or even cloth without being creemed or covered will almost garentee a ruined tattoo.

Magic tattoo's have the first issue, but healing salves tend to help that along easily, magic tattoos also have a chance, if done wrong, attacking or exploding on the limb.


Very interesting and exactly the kind of information I was interested in. I may seek out a respectable wizard tattoo artist, or my character may spend a little while with a Salandran!

Thanks for the info

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Richard_Edmund
 
PostPosted: Sun, May 11 2014, 9:53 AM 

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serbiris wrote:
I keep meaning to ask and I'm not sure if someone already has but I forgot - how are new PCs arriving in Cordor, with the Amnish blockade up?

You no longer spawn on a boat in South Cordor, so it can be left up to the imagination of the player themselves how they got to that little alley instead.

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Very_Svensk
 
PostPosted: Sun, May 11 2014, 10:04 AM 

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Would make more sense to start in The Nomad. You are tired and want to uncork a bottle of beer after the long journey or eat something, maybe even you came downstairs after a long sleep in the room you rented. You were going to meet with that merchant you came across the sea to meet which didnt turn up or you heard of brash adventurers on Amia used to tell their stories in this very tavern.



... But on amia you end up in an alley.

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Casvenx
 
PostPosted: Sun, May 11 2014, 10:19 AM 

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CounterPhobia wrote:
Very interesting and exactly the kind of information I was interested in. I may seek out a respectable wizard tattoo artist, or my character may spend a little while with a Salandran!

Thanks for the info


Dunno if this is what you're looking for, but there is an IC tattoo artist NPC in Kampo's that can physically add one of the tattoo models to a character body part that doesn't have one currently (or remove them).

In the realm of Heal spells and Greater Restorations, I think whatever level of discomfort you want to play would be acceptable. The assumptions of exactly what those heal spells do ICly are rather broad, though I think most assume magical healing precludes any scarring (which would likely mean it would remove the tattoo ink as well, meaning magical healing should be avoided to let the tattoo heal own it's own to actually take). Healing kits may or may not be included in that... since the game makes no difference. This is all the realm of fluff though, so whatever is fun.

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Emerald Dawn
 
PostPosted: Sun, May 11 2014, 10:22 AM 

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ANIMAL COMPANION RESKINS

Is there a list somewhere of different options for your AC? And does a reskin cost 5 DC's?

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666WaysToHell
 
PostPosted: Sun, May 11 2014, 10:28 AM 

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Very_Svensk wrote:
Would make more sense to start in The Nomad. You are tired and want to uncork a bottle of beer after the long journey or eat something, maybe even you came downstairs after a long sleep in the room you rented. You were going to meet with that merchant you came across the sea to meet which didnt turn up or you heard of brash adventurers on Amia used to tell their stories in this very tavern.



... But on amia you end up in an alley.

That didn't actually answer his question, but rather stated your own opinion. Even if your character was tired and decided to go to the Nomad straight up, it doesn't explain how he got past the Amnish blockage in the first place.


 
      
Very_Svensk
 
PostPosted: Sun, May 11 2014, 10:35 AM 

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Yep!

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Jes
 
PostPosted: Sun, May 11 2014, 11:32 AM 

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Emerald Dawn wrote:
ANIMAL COMPANION RESKINS

Is there a list somewhere of different options for your AC? And does a reskin cost 5 DC's?



Rules & Lore is probably not the best place for this list, I'll admit. It probably belongs better in the Requests forum.

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Yossarin
 
PostPosted: Sun, May 11 2014, 13:01 PM 



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666WaysToHell wrote:
Very_Svensk wrote:
Would make more sense to start in The Nomad. You are tired and want to uncork a bottle of beer after the long journey or eat something, maybe even you came downstairs after a long sleep in the room you rented. You were going to meet with that merchant you came across the sea to meet which didnt turn up or you heard of brash adventurers on Amia used to tell their stories in this very tavern.



... But on amia you end up in an alley.

That didn't actually answer his question, but rather stated your own opinion. Even if your character was tired and decided to go to the Nomad straight up, it doesn't explain how he got past the Amnish blockage in the first place.


Funny thing about this: the very same thought occurred to me yesterday when I started a roleplay with a new player on Captain Guston's boat. I made reference to the blockade and then, for the first time, asked myself, "I wonder how it is that Guston gets through the blockade?"

I know that normally it would be a handwavey thing, but it actually made me want to know IC. Does Guston have some kind of deal with the Amnish? Is his vessel small enough that he manages to skirt them without trouble since they are primarily blocking major trade vessels? Not demanding an answer by any means, but I hope that by putting this here a DM might read it and think, "Oh, perhaps that could be addressed in some way..." (Because I might be requesting to inquire, IC.)


 
      
serbiris
 
PostPosted: Sun, May 11 2014, 13:13 PM 

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Richard_Edmund wrote:
serbiris wrote:
I keep meaning to ask and I'm not sure if someone already has but I forgot - how are new PCs arriving in Cordor, with the Amnish blockade up?

You no longer spawn on a boat in South Cordor, so it can be left up to the imagination of the player themselves how they got to that little alley instead.


Presumably we're arriving on Amia somehow, if the PC is coming from the mainland as most do. And Cordor was the largest and busiest port, so it would imply that PCs coming from the mainland are arriving in Uhm or Wharftown. Except those towns are on the far side of Amia from the mainland, which would actually be difficult to reach. I think the only port on the eastern side of the island is Kohlingen? While you could certainly handwave most PCs randomly deciding to travel to Cordor from Kohlingen (which I suppose is the same as what PCs who choose alternate starting locations do), I'd like to know for certain what the typical process would be. So at the very least I can comment on how they travelled to Cordor overland.

Come to think of it, would Kampo's be a viable port? It's a bit small so I don't know if it could really handle that much traffic.

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Blue Moon
 
PostPosted: Sun, May 11 2014, 19:16 PM 



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For a Barbarian's ferocity attack and unyielding rage, it says they're available at a certain level, but you also need to obtain widgets IC to get them. So is this a feat you take in conjunction with a widget? Or just a widget?

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666WaysToHell
 
PostPosted: Sun, May 11 2014, 19:21 PM 

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Just a widget you get from an NPC ingame.


 
      
Murex
 
PostPosted: Sun, May 11 2014, 21:20 PM 

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Is Improved initiative worth having? Does it actually work mechanically, and if so, is it any good?

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MightNMagic
 
PostPosted: Sun, May 11 2014, 21:30 PM 

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I've been neurotically combing the module lately, exploring this and that and Rashad has come across things I've forgotten about since I last did it. I'm rather interested in getting a few questions answered without spoilers. Just simple Yes/Nos.

1. On top of the Skulll Crags at the Summit is an abandoned Temple. There's a Hole in it that leads into a cavern-y area that dead ends at a locked, unpickable door. Is this currently openable and does it lead somewhere?

2. In Glorag Mur there's references to the "Failed Experiments Room" made. Is it hidden or otherwise unobvious or simply not in the game anymore? I remember it from before, although I'm thinking that's from Arelith maybe.

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Casvenx
 
PostPosted: Sun, May 11 2014, 22:01 PM 

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Murex wrote:
Is Improved initiative worth having? Does it actually work mechanically, and if so, is it any good?


Most think not. With how NWN handles combat and the nature of it being a realtime game, initiative is often pointless, it's significance get lost to the surprise round. But if you are a melee character (vs another melee), it does decide in what order attack flurries happen past the first round, and I've found it useful on sneak based characters too. Serves no purpose at all for mages.

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Very_Svensk
 
PostPosted: Sun, May 11 2014, 22:16 PM 

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MightNMagic wrote:
I've been neurotically combing the module lately, exploring this and that and Rashad has come across things I've forgotten about since I last did it. I'm rather interested in getting a few questions answered without spoilers. Just simple Yes/Nos.

1. On top of the Skulll Crags at the Summit is an abandoned Temple. There's a Hole in it that leads into a cavern-y area that dead ends at a locked, unpickable door. Is this currently openable and does it lead somewhere?

2. In Glorag Mur there's references to the "Failed Experiments Room" made. Is it hidden or otherwise unobvious or simply not in the game anymore? I remember it from before, although I'm thinking that's from Arelith maybe.


1 - get a milkshake blender. I think that opens it
2 - dunno

Please don't post spoilers,
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serbiris
 
PostPosted: Sun, May 11 2014, 22:18 PM 

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I thought there wasn't supposed to be IG spoilers in this thread.

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kalcibone
 
PostPosted: Sun, May 11 2014, 22:25 PM 



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serbiris wrote:
I thought there wasn't supposed to be IG spoilers in this thread.

No one goes there anymore. Only reason he is actin is for a hobby.


 
      
serbiris
 
PostPosted: Sun, May 11 2014, 22:29 PM 

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True, and anyone who actually sets up shop there is gonna wanna change the damn locks anyway (although factions have been won and lost over slow module updates concerning their door locks...)

Still... Some things should just stay secret.

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NinjaClarinet
 
PostPosted: Sun, May 11 2014, 22:37 PM 



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Ruby or not, the IG area is long gone. Nothing behind the door.


 
      
serbiris
 
PostPosted: Sun, May 11 2014, 22:39 PM 

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Oh, what! It must've gotten cleared in the great reduction. Sad, sad times.

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Shroud
 
PostPosted: Sun, May 11 2014, 22:41 PM 

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serbiris wrote:
Some things should just stay secret.

Yes. I for one don't appreciate any kind of careless, potentially toxic attitudes that result in IC knowledge getting spilled through OOC channels.

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ChrisP
 
PostPosted: Mon, May 12 2014, 2:10 AM 

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The_Blue_Wizard17 wrote:
Nice. Ta very much very the info, you lovely folks.

One final question... Is there a .. I wanna say Ruby Golem? Yeah, is there a skin for one of them in the Amia hak based toolbase thingy?

Thinking of making a Svirfneblin shifter with the ultimate goal of a Ruby Golem shape resin from the Construct shape feat. Or whichever is the major gem for them/Garl Glittergold


I can't answer about the feasibility of ruby golem, but the ruby isthe gem associated with svifneblin and the patron deity, Calladuran Smoothhands. Garl is the god of all gnomes true, but the reclusive svirfneblin almost exclusively worship Calladuran.

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MightNMagic
 
PostPosted: Mon, May 12 2014, 5:11 AM 

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Shroud wrote:
serbiris wrote:
Some things should just stay secret.

Yes. I for one don't appreciate any kind of careless, potentially toxic attitudes that result in IC knowledge getting spilled through OOC channels.



Asking if I'm wasting my time messing with a door because it is probably unopenable isn't a spoiler. Asking how to open the door, is.

I'm trying to figure out if this is just one of gods know how many dead transitions are about so I can crack it open or stop wasting my time. :lol:

NinjaClarinet wrote:
Ruby or not, the IG area is long gone. Nothing behind the door.


Thanks.

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CounterPhobia
 
PostPosted: Mon, May 12 2014, 5:26 AM 

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Casvenx wrote:
CounterPhobia wrote:
Very interesting and exactly the kind of information I was interested in. I may seek out a respectable wizard tattoo artist, or my character may spend a little while with a Salandran!

Thanks for the info


Dunno if this is what you're looking for, but there is an IC tattoo artist NPC in Kampo's that can physically add one of the tattoo models to a character body part that doesn't have one currently (or remove them).

In the realm of Heal spells and Greater Restorations, I think whatever level of discomfort you want to play would be acceptable. The assumptions of exactly what those heal spells do ICly are rather broad, though I think most assume magical healing precludes any scarring (which would likely mean it would remove the tattoo ink as well, meaning magical healing should be avoided to let the tattoo heal own it's own to actually take). Healing kits may or may not be included in that... since the game makes no difference. This is all the realm of fluff though, so whatever is fun.



Yep! I knew the tattoo artist in Kampos was there, I was just curious as to the IC effects of it!

Thanks for the information on the healing spells and such :D I appreciate any and all insight always!

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Murex
 
PostPosted: Mon, May 12 2014, 6:01 AM 

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Do all familiar/EMD/EDK reskins have to take place only when your character is L30?

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Hudson
 
PostPosted: Mon, May 12 2014, 7:07 AM 

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I dont think so. Neither EMD/EDK changes as you level so far as I know one reskin covers you untill lv 30.

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IronAngel
 
PostPosted: Mon, May 12 2014, 7:14 AM 

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Only spells that become several creatures over the levels need to be reskinned after the final transformation. Familiars and animal companions work, but things like the undead summons don't. Not sure about Gate.

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Murex
 
PostPosted: Mon, May 12 2014, 7:17 AM 

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Thanks.

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Dead
 
PostPosted: Wed, May 14 2014, 11:39 AM 

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How do I skip player authorization thing? There's a line that can be changed to skip it.

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linlan
 
PostPosted: Wed, May 14 2014, 21:28 PM 

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Dead,
You can follow these steps,

or download nwncx for even more goodies !

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Dead
 
PostPosted: Thu, May 15 2014, 1:10 AM 

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Done! Thanks!

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Vito Corvus
 
PostPosted: Thu, May 15 2014, 9:18 AM 

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I have been reading about 'Visualizers' and also the Glowing Eye Widgets. Are these the same thing? Or are the Glowing Eye Widgets a separate thing from the widget which puts visual effects on a character?


 
      
Terra_777
 
PostPosted: Thu, May 15 2014, 11:10 AM 

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Glowy eye widget is separate. It selects which eyes to use based on color selection, race and gender.

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Eurgiga
 
PostPosted: Thu, May 15 2014, 19:05 PM 

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Rules wrote:
Note that metamagic feats do not work on Shifter spells, and Expertise/Improved Expertise cannot be used on Shifter abilities nor spells.


Does this apply to druid shapeshifting?

I.E., can I use Improved Expertise in, say, elemental form?

Please state from experience, not your interpretation of the rules. :D

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Naivatkal
 
PostPosted: Fri, May 16 2014, 2:21 AM 

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Are the Repose/Death domain summons supposed to be equivalent to EMD, in epic levels?

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Strawberry Stallion
 
PostPosted: Fri, May 16 2014, 2:56 AM 

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Yes.

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666WaysToHell
 
PostPosted: Fri, May 16 2014, 7:45 AM 

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Strawberry Stallion wrote:
Yes.

No.

1 domain feat which doesn't even take a feat slot shouldnt compare to 15 Spellcraft, 21 caster levels and an epic feat.


Last edited by 666WaysToHell on Fri, May 16 2014, 7:50 AM, edited 1 time in total.

 
      
Hudson
 
PostPosted: Fri, May 16 2014, 7:48 AM 

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Now I am puzzled.

You have to take a feat for them? Or do you consider domains feats?

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666WaysToHell
 
PostPosted: Fri, May 16 2014, 7:52 AM 

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Rephrased my post, and they're not actually feats, but are listed under feats in the character sheet.


 
      
Very_Svensk
 
PostPosted: Fri, May 16 2014, 10:57 AM 

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666 is wrong. It's a very high investment to take a domina AND level to 27. Then, and only then, do you get the goodies.

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Last edited by Very_Svensk on Fri, May 16 2014, 11:04 AM, edited 1 time in total.

 
      
Naivatkal
 
PostPosted: Fri, May 16 2014, 11:03 AM 

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What? You said 666 is correct but when contradicted him XD.

Need some solid answers on that, because I'm pretty sure I've seen it said that the purpose of the Death/Repose domain summons are that you don't need to take EMD later on. It's the goodie flair of those two domains.

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Very_Svensk
 
PostPosted: Fri, May 16 2014, 11:04 AM 

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Phone + auto correct. Ment to say he was wrong

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kalcibone
 
PostPosted: Fri, May 16 2014, 11:46 AM 



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A Minor question involving devils/demons & palidons.

Palidons are LG because they are bound to follow their god right their laws, ideals, and fight for them, etc etc..

What is say.. a palidon of something that doesn't really care too ways about say... a devil or demon, are they forced to do their gods will or the generic 'DEVILS MUST DIE' attitude?


 
      
IronAngel
 
PostPosted: Fri, May 16 2014, 11:55 AM 

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Joined: 29 Sep 2005
Location: Helsinki, Finland

It would be too easy to simply say that their god's dogma comes first, but that is interpretation Amia and its official lore leans towards. However, the question the paladin must solve is not so much "do I do the lawful good thing or do I follow my god's command?" but rather "how do I reconcile these two conflicting duties?".

Paladins are by no means categorically required to hunt down any and all evil, regardless of their mission. But they are categorically required to oppose evil on some level, whether it be diplomatic, martial or some other kind of opposition.

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