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Richard_Edmund
 
PostPosted: Wed, Sep 24 2014, 2:50 AM 

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Though if you scribe a spell from your domain and that spell happens to be Sorc/Wiz-Only, you can't use it despite just having scribed it unless you do have UMD or a Mage level.

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MisterLich
 
PostPosted: Thu, Sep 25 2014, 4:55 AM 

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What DM is in charge of Frozenfar/Chillywick/Similar areas?

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666WaysToHell
 
PostPosted: Thu, Sep 25 2014, 5:27 AM 

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Amarice


 
      
MisterLich
 
PostPosted: Mon, Sep 29 2014, 22:51 PM 

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Do you need access to 9th level spells to cast epic spells on Amia, even if you have 15 Pale Master levels? In Vanilla NwN, 15 PM levels and a high enough base stat means you can take, and cast, epic spells, when you level up as a PM further. Is this not the case?

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Ice
 
PostPosted: Mon, Sep 29 2014, 23:26 PM 

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Nope. It's like vanilla - you have to be epic caster (or 15 PM) to cast epic spells.
-AFAIR.

Ninja edit: Wait, in vanilla you only needed the stat? Memory... you have failed to me for the last time...

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Last edited by Ice on Tue, Sep 30 2014, 19:25 PM, edited 1 time in total.

 
      
Hodie Mihi
 
PostPosted: Tue, Sep 30 2014, 10:56 AM 

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It's not vanilla. You also need 20 in your casting ability, which is Amia-specific.

Other than that,
wiki wrote:
Epic spells are obtained by taking the associated feats after obtaining either epic status in a primary spellcasting class or level 15 in the pale master class. These spells require a certain number of spellcraft ranks in order to be learned.

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Dead
 
PostPosted: Tue, Sep 30 2014, 12:29 PM 

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I'm pretty positive Tormak or someone once wrote to me that unless you can cast lvl 9 arcane spells, you cannot cast epic spells. Which kind of makes sense lorewise.

Posted: Sat, Apr 16 2011, 16:16 PM
Dead wrote:
Several question concerning palemasters, wizards and some epic feats.

1. Are Epic Spells not avalible or not allowed (or both) for characters who mechanically could take them, but don't have ability to cast lvl 9 arcane spells? Say if one has 15 wizard levels + PM level?

DerkDerkistan wrote:
1) You won't be able to cast the epic spells without access to level 9 spells.

Dead wrote:
This is enforced mechnically or by the rules?

PaladinOfSune wrote:
I don't see how this difference affects you since either way you're not going to be doing it, but it's enforced mechanically.


Edit: It was Pally, not Tormak. :D

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O'Raghailligh
 
PostPosted: Thu, Oct 02 2014, 1:37 AM 

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In Cordor, why can't you walk on the new bridge from the starting ship area, also why are there transitions around the teleport lamp?

It seems sort of buggy and odd.


 
      
Kudark
 
PostPosted: Thu, Oct 02 2014, 5:26 AM 

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Dead wrote:
PaladinOfSune wrote:
I don't see how this difference affects you since either way you're not going to be doing it, but it's enforced mechanically.


Edit: It was Pally, not Tormak. :D


It's such a Tormak sounding comment though!

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LetumLux
 
PostPosted: Thu, Oct 02 2014, 7:07 AM 

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O'Raghailligh wrote:
In Cordor, why can't you walk on the new bridge from the starting ship area, also why are there transitions around the teleport lamp?
The bridge is because it's not actually a walkable part of the tileset. The bridge is a PLC, so the transition are used to cross it.

The transitions around the lamp are to designate that it's still in its own demiplane, I guess? Not really sure on that, but that's my assumption. It's kind of a pain functionally, though, because it's so cramped.


 
      
Dead
 
PostPosted: Thu, Oct 02 2014, 12:03 PM 

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Kudark wrote:
Dead wrote:
PaladinOfSune wrote:
I don't see how this difference affects you since either way you're not going to be doing it, but it's enforced mechanically.


Edit: It was Pally, not Tormak. :D


It's such a Tormak sounding comment though!


I kind of miss it. :D :D

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MightNMagic
 
PostPosted: Thu, Oct 02 2014, 20:57 PM 

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What's the status of epic traps on the server atm? Considering making a trapper and wanting to know if I should bother. Are they sold somewhere? Recoverable from the enivronment? Can we craft them?

The only thing I can find on them is from a post dated last May:

Quote:
Epic traps remain un-recoverable for the time being


http://www.amiaworld.net/phpBB3/viewtopic.php?p=1271836#p1271836

I have no idea if that refers only to Epic Traps randomly spawned by the random trap generator or if it applies to ones pre-set in the areas by default. Seems a needless change either way (what's the point of maxing out a skill if you are stuck using crappy traps you can set with a 1 point?)

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Uberuce
 
PostPosted: Thu, Oct 02 2014, 21:17 PM 

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Last I looked the ones in the temple with the ghostly merchant and the cheap Bags of Holding were recoverable; the ones in the coffin room of everyone's favourite angry undead gnome were not.


 
      
Murex
 
PostPosted: Mon, Oct 13 2014, 10:15 AM 

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Is it possible to take cross-class ranks in Spellcraft while taking a level in either Fighter, Weapon Master, or Assassin?

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Dead
 
PostPosted: Mon, Oct 13 2014, 10:32 AM 

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http://nwn.wikia.com/wiki/Spellcraft
Yes. As long as the skill is Cross-class: yes, you can use it.

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Ice
 
PostPosted: Mon, Oct 13 2014, 16:18 PM 

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Basically the only skills that you can't crossclass are Perform and Animal Empathy. Oh, and of course, you can't crossclass beyond 20/23 ranks.
AND UMD. Memory, thou hast failed me.

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Last edited by Ice on Tue, Oct 14 2014, 3:53 AM, edited 1 time in total.

 
      
Dead
 
PostPosted: Tue, Oct 14 2014, 0:10 AM 

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Ice wrote:
Basically the only skills that you can't crossclass are Perform and Animal Empathy. Oh, and of course, you can't crossclass beyond 20/23 ranks.


You can't crossclass UMD either.

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CouncilofAutumn
 
PostPosted: Fri, Oct 17 2014, 13:27 PM 

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viewtopic.php?p=1305988#p1305988

Is MW/GMW overpowered or somethin'? Help me understand this.

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Ice
 
PostPosted: Fri, Oct 17 2014, 13:31 PM 

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Ha, ha. Silly monk. You don't need to understand magic to hate it.

(Or you could word the question better!)

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CouncilofAutumn
 
PostPosted: Fri, Oct 17 2014, 14:15 PM 

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Why is it 1 turn a level instead of 1 hour a level?

(And I don't hate magic!)

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666WaysToHell
 
PostPosted: Fri, Oct 17 2014, 14:21 PM 

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Because it's MAGIC!!!


 
      
Jes
 
PostPosted: Fri, Oct 17 2014, 14:24 PM 

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The changes they've made have been for balance reasons, I'd imagine. So...maybe hours/level is overpowered (or was considered OP back when it was changed years ago).

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CouncilofAutumn
 
PostPosted: Fri, Oct 17 2014, 14:35 PM 

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Yeah, I figured it was for balance reasons, I'm just curious what they are and if they're still relevant.

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Ice
 
PostPosted: Fri, Oct 17 2014, 15:02 PM 

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You dislike magic heavily, which is close enough.

In my most humble opinion, I hardly see how Magical Weapon could be considered overpowered. I just can't. It grants a fixed +1 enchantment to a weapon, and it is only used at low level. A buff that hopefully will last two to five minutes, before you can actually have Greater Magical Weapon and enjoy the infinitely superior +2 instead.

You could argue that you can ignore DR when you are low level with MW/GMW, but that argument just falls to pieces from enough aspects to list.

And high level GMW is pretty useful but still not overpowered. Because, again, everything has +6 DR anyway.

Just don't ask me why, who or when they changed MW to Turns instead Hours. My sense of balance just frowns at this, but I may be ignoring a chapter in the play.

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Industrofunk
 
PostPosted: Fri, Oct 17 2014, 21:28 PM 



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Where do you go to meet/find people? Even when there are over 20 people online on A, Cordor, Dale and Kampo's are frequently empty. So I'm wondering.. am I missing someplace? Or are people caught up on their own and precisely prefer not to be found?

Generally speaking, of course.


 
      
Blue Moon
 
PostPosted: Mon, Oct 20 2014, 1:06 AM 



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What does Amia consider to be mastery of a class (regardless of mechanics)? I understand it as epic (lvl 20+) but since Amia only goes to 30, is 30 the new 40, so half of 30, 15 is like a 20? Could it be something else like 9th level spells, or is it up to roleplay and emphasis, i.e is a level 18 or 19 wizard/6 rogue/5 fighter still not a 'master' even though they wizard all day long?

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Falling Spider
 
PostPosted: Mon, Oct 20 2014, 1:15 AM 

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I'd argue once you hit your classes 'capstone' so to speak, or at least are known as a professional of whatever class-type you're doing.

What you consider the capstone, however, is beyond me. For mages it's easier: level nine spells, epic spells, whatever. Everyone else would be more arguable, probably.

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CouncilofAutumn
 
PostPosted: Mon, Oct 20 2014, 1:31 AM 

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Mathus is a straight level 30 monk and the regular mooks around the Crouching Lemur still call him 'child'. Who even knows. haha

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666WaysToHell
 
PostPosted: Mon, Oct 20 2014, 3:55 AM 

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I would say to let your RP dictate your mastery, rather than mechanics. Jacia only has 20 levels of Paladin, but some people regard her quite highly.


 
      
MisterLich
 
PostPosted: Mon, Oct 20 2014, 9:13 AM 

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Yeah, role play with others what you think your "awesome" level is - and if people disagree then you won't be known as having that level of "awesome". If you say you're an archmage and can out-cast every wizard on the server, and play with lots of RP tools and dedicate lots of time towards being an Archmage kinda guy, some people will likely agree that you are an archmage of some kind. If you're a level 17 wizard and say you're an archmage because you can cast 9th level spells, you'll probably get very mocked, because that title and level of mastery does not come through sheer power. You have to make people perceive that you're worthy of the title. That means going beyond mechanics and making people realize you are as awesome as you say you are. You can be an archmage and be only level 10, if everybody agrees you're an archmage.


Of course, if we're talking about the prestige class, then you're gonna have to request it ;D but you know what I mean. Titles and degrees of proficiency are, beyond mechanics, dependent upon the perception of those whom you interact with. Take the time to make the perception what you want, and you have good role play and a character you enjoy.

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Ice
 
PostPosted: Wed, Oct 22 2014, 19:06 PM 

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Simple one: What's the druid's BAB progression? 1/2 or 3/4?

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corypx
 
PostPosted: Wed, Oct 22 2014, 19:10 PM 

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3/4 or so says the http://nwn.wikia.com/wiki/Druid

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Jes
 
PostPosted: Wed, Oct 22 2014, 19:11 PM 

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The wiki is a lot better for simple stuff like that, Ice. Stop bloating, man! :P

As Ninja-Cory said.

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fairdady
 
PostPosted: Wed, Oct 22 2014, 19:15 PM 

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MisterLich wrote:
Yeah, role play with others what you think your "awesome" level is - and if people disagree then you won't be known as having that level of "awesome". If you say you're an archmage and can out-cast every wizard on the server, and play with lots of RP tools and dedicate lots of time towards being an Archmage kinda guy, some people will likely agree that you are an archmage of some kind. If you're a level 17 wizard and say you're an archmage because you can cast 9th level spells, you'll probably get very mocked, because that title and level of mastery does not come through sheer power. You have to make people perceive that you're worthy of the title. That means going beyond mechanics and making people realize you are as awesome as you say you are. You can be an archmage and be only level 10, if everybody agrees you're an archmage.


Of course, if we're talking about the prestige class, then you're gonna have to request it ;D but you know what I mean. Titles and degrees of proficiency are, beyond mechanics, dependent upon the perception of those whom you interact with. Take the time to make the perception what you want, and you have good role play and a character you enjoy.


Reddok is actually a 12 lvl commoner with an insanely high bluff. :lol:

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Ice
 
PostPosted: Wed, Oct 22 2014, 19:21 PM 

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I don't know how to math. I read the wiki but I was messing up my calculations with Kamina's build module :P

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Jes
 
PostPosted: Wed, Oct 22 2014, 19:24 PM 

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You don't need math to read, silly! Plus I like picking on you.

;) From my link:

Combat classes (+1/level):
    arcane archer, barbarian, blackguard, champion of Torm, dwarven defender, fighter, paladin, purple dragon knight, ranger, and weapon master

Middle classes (+3/4 levels):
    assassin, bard, cleric, red dragon disciple, druid, Harper scout, monk, rogue, shadowdancer, and shifter

Non-combat classes (+1/2 levels):
    pale master, sorcerer, and wizard


There's even a table underneath that does the math for you!

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Ice
 
PostPosted: Wed, Oct 22 2014, 19:55 PM 

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Shush you, you don't understand the pain of the mathless (?)
I get the formulas; it was just a little mathematical mess when I was building something :P

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MisterLich
 
PostPosted: Wed, Oct 22 2014, 21:02 PM 

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fairdady wrote:
Reddok is actually a 12 lvl commoner with an insanely high bluff. :lol:


Every dwarf should take 1 level of Rogue, dump into bluff, and try to convince everyone that they're actually tall. Or that elves aren't stupid.

;)

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TheCortroy
 
PostPosted: Sun, Oct 26 2014, 11:39 AM 

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Is their any established lore about Shifters? I've tried weeding through the search function but every topic turned into a shitstorm or was highly in debate.


 
      
Suhjet
 
PostPosted: Sun, Oct 26 2014, 21:42 PM 

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TheCortroy wrote:
Is their any established lore about Shifters? I've tried weeding through the search function but every topic turned into a shitstorm or was highly in debate.

NWN's Shifter class seems to be loosely based around the Shifter/Master of Many Forms prestige class found in Masters of the Wild (p. 68) and Complete Adventurer (p. 58), respectively. It really isn't much, and I can't find much else besides that without going into homebrew.

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Murex
 
PostPosted: Tue, Oct 28 2014, 6:02 AM 

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So I'm playing my Pale Master again, but I'm not sure if any decisions/rulings were made as far as covering up the bone arm. I hate to say it, but my character wants to be able to blend into normal society at times (although I wouldn't mind having a character that completely owns it and gives a bony finger to Paladins).

Also, as much as I want my Pale Master to be more Pale-Mastery, I'm unsure of what to do as far as physical changes. My character wants to retain a pleasant exterior, but also wants to reach deeper into the deathless arts for becoming more 'preserved'. Basically, she wants to continue with an acceptable appearance until she ages more, so grafts and such things are not really an option at this time. Any thoughts as to what may come next in terms of diving deeper would be helpful, because I'm not coming up with much beyond organ replacement, blood switching, and of course lots of perfume to cover up foul odors.

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Hudson
 
PostPosted: Tue, Oct 28 2014, 13:08 PM 

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Personal opinion alert! This is not the DM teams opinion.

A palemaster doen't look normal and doesn't blend in easily except in the very early levels.

It's not only the graft you need to conceal but also most of your skin (That armor class bonus comes from somewhere and it's not because you have perfect peachy skin.)

I imagine you seriously start to change the moment you get the armor class bonus (lv 3 I think) but you can possibly bluff your way out of there ('Yeah, we always had this perpetual rash in the family, it doesn't look pretty but it isn't contagious.')

Next comes some graftwork, I think at that point blending becomes seriously problematic as your skin/ looks already draws scrutiny which makes hiding the bonework all the harder.

After you progress in your quest for power and your armor class rises again then your looks seriously change and no rash is going to explain your looks. Maybe you can shuffle around fully covered in clothes undetected when it's dark and no one gets too close. Maybe passing yourself off as a leper works to keep people at bay (Atleast untill you run into that helpfull Salandrian.)

After the third armor class upgrade at lv 10 (along with the crit immunity) I think a mummy could be favourably compared to you in the looks department. I don't think you're going to fool anyone anymore with working eyes about being 'normal'.

I personally expect an advanced palemaster's bio at the least hints at this instead of being blank or relating how pleasant the character looks.

To answer your question: I don't think there is much of a way to both remain normal looking (apart from doing so through and illusion/ alter self etc) and have the full power of the palemaster. It's in my mind much the same as for the dragon disciple.

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Murex
 
PostPosted: Tue, Oct 28 2014, 14:30 PM 

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The bone skin thing is strange to me in the sense that there is no way to really add anything visually to the character besides skin color- so would all palemasters have bone-colored skin? Can Bone Skin be anything other than bone grafts? I'd imagine the maxed out look this can give would be that of plate mail armor made of bone or something, while the low end being calcified skin.

Anyways, my character isn't completely about hiding the fact she is a palemaster- she is just different than most because she initially wanted to slow the aging process by just giving the illusion of doing so [not the only reason for becoming a PM, but one]. I don't want to totally fuck up her appearance, but also I want her to evolve in some way too.

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Hudson
 
PostPosted: Tue, Oct 28 2014, 14:56 PM 

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Personal opinion alert

I think there is plenty leeway with the bone skin. It could be hardened and bone-like, it could be leathery, dry and incredibly tight around the bones. It could be chitin like. It can be a lot more as long as there is a good explanation for it but I don't see it being unblemished.

You can't really show it on the model save setting the skin colour a notch or two paler or add a yellowish tone to the skin. But you have the characters bio to make up for that.

I do feel that if your character became a palemaster to preserve her beauty she picked the wrong path or someone pulled a marcabre prank on her. I think ageless beauty can very much be pursued as a necromancer (infusions with virgin or vampire blood and whatnot) but not so much as a palemaster with the latters experiments/ modifications on their own body to strentghen it and bring it closer to being undead.

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Murex
 
PostPosted: Tue, Oct 28 2014, 16:07 PM 

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I totally understand that in the end- she will look completely different. There is her struggle. Eventually she will have to submit to full augmentation and say goodbye to her former visage. I don't want to rush that, because she hasn't got there yet (but there is a conflict here in regards to becoming max level and the appearance changing over time I suppose). A lighter hue for the skin would do for now I think. Thanks for the help.

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Dead
 
PostPosted: Tue, Oct 28 2014, 20:59 PM 

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Everything Hudson said. And if you took our route, your toon's eye would be removed and replaced with a black onyx, her skin would definitely look very strange, she might even reek like a corpse, etc etc. That's pretty hard to conceal.

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Murex
 
PostPosted: Tue, Oct 28 2014, 23:49 PM 

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If a palemaster were to get glowing eyes, would the color have to be red?

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666WaysToHell
 
PostPosted: Wed, Oct 29 2014, 0:07 AM 

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That depends what the glowing eyes are for. If it's to represent palpable negative energy emanating from your PC, red would be the most fitting of all the colours available.


 
      
Murex
 
PostPosted: Wed, Oct 29 2014, 0:29 AM 

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Red makes sense for displaying negative energy, but I'm unsure of what the other colors would/could represent (Not just for my character, but in general).

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GreatPigeon
 
PostPosted: Wed, Oct 29 2014, 4:07 AM 

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Could depend from what creature you did an eye graft with.

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