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  • cbwjm's Avatar
    Today, 08:35 PM
    I think it might be because they were using the forgotten realms as a basis for lore. 4e forgotten realms the tieflings were all claimed by Asmodeus from memory and turned into the 4e tiefling.
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  • cbwjm's Avatar
    Today, 07:09 AM
    I'm interested to try it but not sure I'll be able to find people to try it out. Been a while since I've looked at the play test content so it may have change but it had some innovations I really liked such as the multiclassing feats. It would be so easy to make a fighter mage or mystic theurge for instance.
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  • cbwjm's Avatar
    Today, 06:58 AM
    Could you have a quick run down on the identity you've given gnomes? I like to play up the Feywild angle (can't remember if they are from the Feywild in 5e or if I'm thinking of pathfinder) but I like to have them from there. In the game I will be running a secretive gnome village is nearby built around a fairy ring allowing movement between Feywild and the prime. These gnomes are secretive and...
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  • cbwjm's Avatar
    Today, 06:52 AM
    Sometimes I do wonder (after reading this thread) just what tiefling players do prefer. Clearly a large part of it is likely based of when they started DnD. Players of 4e or 5e might not know any different because they haven't thought to look. However, I also wouldn't be surprised if even players that didn't come across earlier edition tieflings create characters using artwork found online. Like,...
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    Yesterday, 04:18 AM
    What about: If you have an implement in your off hand, when you use the attack action, you can use an action to make a melee spell attack dealing 1d6 + mod. elemental damage? Spellcasting ability is Intelligence
    106 replies | 2178 view(s)
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  • cbwjm's Avatar
    Thursday, 11th July, 2019, 12:46 AM
    I feel like every class should gain an archetype at level 1. The rogue scout or valour bard are some of the archetypes that annoy me the most. I feel like rogue could have had 1st level archetypes that tied things like thieves tools and thieves cant to the archetype so that I can play a scout without either of those but instead have an additional language and maybe herbalism kit of survival as an...
    106 replies | 2178 view(s)
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    Wednesday, 10th July, 2019, 04:00 AM
    After seeing how it works in DnD Beyond (I'm forever getting mixed up as to whether DnD has round up or round down as the general rule), I think adding in half proficiency wouldn't be a bad idea. It gives some (slow) progression on non-proficient saving throws without granting too much power. The players would only gain a bonus to their non-proficient saves at 1st (+1), 9th (+2), and 17th level...
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  • cbwjm's Avatar
    Tuesday, 9th July, 2019, 11:09 PM
    I'd be worried that people might find it a bit too easy if they save more often than not. It's like playing in God mode in a video game, fun rom start but gets old quick. Admittedly this change might not make too huge a difference at later levels since they might go from needing a roll 19 to save to a 16 to save. A greater chance but still not stacked in their favour.
    71 replies | 1930 view(s)
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    Tuesday, 9th July, 2019, 11:03 PM
    More of a PCs are special kind of thing as the heroes of the story. Monsters will retain their current saving throws.
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    Tuesday, 9th July, 2019, 11:00 PM
    After playing it for a while I decided that farmville wasn't a game, it was a second job. Damn that that required a lot of work to keep going.
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  • cbwjm's Avatar
    Tuesday, 9th July, 2019, 04:53 AM
    I'm thinking of granting all players half-proficiency to their non-proficient saving throws so that there is still at least some scaling of all saves for all classes as they level beyond the occasional ASI put into a stat (The cool thing is that you can adjust this in DnDBeyond and have it automated). Has anyone tried this? I'm not sure if this would be "Yay, I save more often, I AM UNSTOPPABLE!"...
    71 replies | 1930 view(s)
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  • cbwjm's Avatar
    Wednesday, 3rd July, 2019, 06:37 AM
    But bonus actions don't map to 4e's minor actions very well either. 4e you could do multiple minor actions by giving up move or standard actions, can't do that with bonus actions. I honestly can't remember if you could do extra swift actions by giving up other actions. To me it seems that the 5e bonus action has its roots in the addition of the swift action in 3e becoming the minor action if...
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  • cbwjm's Avatar
    Tuesday, 2nd July, 2019, 10:57 PM
    Don't you mean 3.5s swift action being rebranded as "bonus actions"?
    1012 replies | 71096 view(s)
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  • cbwjm's Avatar
    Tuesday, 2nd July, 2019, 10:44 PM
    Watched the first season, bad dubbing and all, and loved it. I've got the second season on my list to start at some point.
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  • cbwjm's Avatar
    Tuesday, 2nd July, 2019, 12:29 PM
    This is why I like to customise my cleric domains for specific gods. Sometimes it's as simple as swapping out divine strike and martial weapons/heavy armour for potent cantrip and a free cantrip, other times it's adjusting domain spells to fit the deity. I'm also playing around with giving clerics small bonuses which are more like boons since they make no specific adjustments to domains. Things...
    25 replies | 1030 view(s)
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  • cbwjm's Avatar
    Wednesday, 26th June, 2019, 07:02 AM
    I think if there was some kind of mechanical restriction like that then there would be far less people questioning the current restriction on druid armour.
    641 replies | 17570 view(s)
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  • cbwjm's Avatar
    Tuesday, 25th June, 2019, 10:09 PM
    I think the main problem with this "rule" is that it is a roleplaying one, not a mechanical one. A lot of people nowadays want the mechanics of the class laid out for them and want the roleplaying aspects left in their hands. That's why this "rule" should have been left in a sidebar as flavour for druids, that or this should have been left off completely and druids should have simply been given...
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  • cbwjm's Avatar
    Tuesday, 25th June, 2019, 11:39 AM
    Okay. Seems weird though.
    49 replies | 1821 view(s)
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  • cbwjm's Avatar
    Tuesday, 25th June, 2019, 05:20 AM
    Monks couldn't use flaming oil in 1e? That seems a weird restriction. Why weren't they allowed to?
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  • cbwjm's Avatar
    Tuesday, 25th June, 2019, 05:11 AM
    I also think a lot of people can't believe that there are DMs that would kick out a player who wants their druid to use metal armour.
    641 replies | 17570 view(s)
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  • cbwjm's Avatar
    Monday, 24th June, 2019, 11:49 PM
    We're nerds. We love to argue about this stuff. I think some of us love to argue about this stuff more than we love to play DnD.
    641 replies | 17570 view(s)
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  • cbwjm's Avatar
    Saturday, 22nd June, 2019, 08:42 AM
    After 20 years I finally went to a dentist, thought I had some tooth decay (2 holes in the same place on opposite teeth), turns out I've just slowly ground down those two teeth. Had them fixed up and also had an amalgam filling replaced, fairly expensive but not too bad, won't be back to see them til next year.
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  • cbwjm's Avatar
    Friday, 21st June, 2019, 05:22 AM
    It is definitely an interesting concept. The Mystara setting also worked like that with clerics that could be devoted to a sphere or alignment.
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  • cbwjm's Avatar
    Friday, 21st June, 2019, 04:48 AM
    A champion can't shapeshift into a bear, a druid can wear metal armour, apparently they won't wear it but they could easily have a change of heart later on and think "Gee, I wish I could wear armour that offers more protection, wait, I can!" and nothing bad will happen to them.
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  • cbwjm's Avatar
    Friday, 21st June, 2019, 04:43 AM
    Do you mean the strength limitations for women, because 2e didn't have that.
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  • cbwjm's Avatar
    Friday, 21st June, 2019, 01:57 AM
    I guess for me the question is, what happens if they do wear metal armour? The answer is: absolutely nothing. 5e isn't like past editions where a druid character loses access to spellcasting and supernatural abilities if they go and start wearing metal armour. If there had been some kind of rule that metal armour had some sort of penalty if worn, like if they wear metal armour they can't...
    641 replies | 17570 view(s)
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  • cbwjm's Avatar
    Friday, 21st June, 2019, 01:35 AM
    I don't see much wiggle room with a paladin oath that says "don't lie or cheat" and yet people seem to think that them using the deception skill is fine.
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  • cbwjm's Avatar
    Friday, 21st June, 2019, 01:04 AM
    It seems to be more of a suggestion than an actual rule.
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  • cbwjm's Avatar
    Thursday, 20th June, 2019, 04:40 AM
    This is what I would have done if I had written the druid for 5e, if I thought that the restriction from previous editions should stick around. As is, there is no penalty associated with it, it is a flavour restriction, and I think it would have been better off in one of those little side bars that the PHB has as a "some orders of druids do this..."
    641 replies | 17570 view(s)
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  • cbwjm's Avatar
    Thursday, 20th June, 2019, 04:24 AM
    Since 5e doesn't limit them by level, it kind of works when you require more dice for a maneuver. With Come and Get It costing 3 dice, that means that a battlemaster at level 7 would be able to perform this manoeuvre and 2 more single die cost manoeuvres between short rests.
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  • cbwjm's Avatar
    Thursday, 20th June, 2019, 02:41 AM
    I think if I was going to make Come and Get it into a battlemaster manoeuvre that I would use the idea of spending more than a single superiority die mentioned earlier in this thread since the effects of the power is considerably more powerful than the manoeuvres in the book, it's essentially a multi-target version combining the effects of goading attack, pushing attack (or in this case, pull),...
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  • cbwjm's Avatar
    Wednesday, 19th June, 2019, 02:22 AM
    I would probably have a look at the fighter and warlord in 4e for ideas, paragon paths might have certain manoeuvres that highlight the theme of the path which might provide inspiration. 3e prestige classes might also be good for inspiration. A manoeuvre that might be quite good is: Battle Ready. Expend a superiority die when rolling initiative and add it to your total. I'm not sure...
    76 replies | 3263 view(s)
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  • cbwjm's Avatar
    Wednesday, 19th June, 2019, 01:57 AM
    I would probably look at earlier editions for ideas. I'd make fire spells completely ineffective when cast underwater (I'm aware of the fire resistance rule mentioned above), spells that form clouds wouldn't work, ongoing acid damage is neutralised when surrounded by water. Lightning effects in earlier editions instead created a radius when forming which would be quite dangerous for the wizard...
    32 replies | 1299 view(s)
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  • cbwjm's Avatar
    Tuesday, 18th June, 2019, 09:00 AM
    Love the novels, have shelves of them somewhere. The setting has a long history and novels written across all time periods. Plenty of good ones there. I also think it is a great setting to play in with great ideas in magic and knightly orders.
    41 replies | 2144 view(s)
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  • cbwjm's Avatar
    Tuesday, 18th June, 2019, 07:26 AM
    I just had a look at the feat, it does scale with level since it heals 1d6+4+the targets max number of hit dice which for players is their character level which means it's a healthy amount of healing for a single charge of a healer kit. I've been thinking all this time that it just healed 1d6+4 hit points.
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  • cbwjm's Avatar
    Monday, 17th June, 2019, 06:54 AM
    I think your first idea is the better one but that's mainly because the one with hit dice could be rendered useless after a couple of particularly grueling battles when hit dice are used up. You could make +1/+2/+3 healer kits with each + adding an additional d6. Edit: actually, rather than +s, it might be better to use the same terminology as healing potions.
    11 replies | 607 view(s)
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  • cbwjm's Avatar
    Saturday, 15th June, 2019, 09:10 AM
    Now that I've thought about it, what I loved about 2e was the settings, they all felt evocative and interesting and, in many cases, different. Dark sun vs Alqadim, vs planescape, Birthright focusing on domains, it was all very cool. Even the updated settings of forgotten realms and dragonlance, I came across them first in 2e and loved them. I also loved all of the complete race and class...
    68 replies | 2337 view(s)
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  • cbwjm's Avatar
    Saturday, 15th June, 2019, 04:33 AM
    I thought the artwork for 3e started out well but by the end of it, with all of the books being pumped out, the artwork turned rubbish. I also think 1e had some pretty bad artwork in its various monster manuals. 4e had a mix of good and bad. 5e has some great artwork but there is some that I feel someone went "well, it's too late to change now." Actually thinking about each edition, I guess all...
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Thursday, 20th June, 2019


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Monday, 13th May, 2019

  • 05:16 AM - Kobold Stew quoted cbwjm in post How do you handle the "economy killing spells" in your game?
    Comprehend Languages (1st). Professional translation services. For spoken communication, either someone on both sides of the conversation would need to cast this spell or the 3rd level Tongues spell. This would be great for diplomatic communications. Zone of Truth (2nd). This could be commonly employed during court cases or interrogations. I also see it being used during business transactions. Speak with Dead (3rd) would also be employed in certain cases. Even though the responses might be cryptic, it would still help narrow down the suspects. Absolutely. Magic Mouth (2nd). A niche use I could see in a museum or zoo. Only a brief description though due to the 25 word limit. This spell lasts until dispelled so could be activated by adventurers who have stumbled on the crumbling ruins of a once great civilisation.That's nice -- I like it! Streets would likely be lit up by continual flame (2nd), you can even employ these spells underwater to light up canals. Lamplighters would be employed ...

Thursday, 9th May, 2019

  • 07:15 AM - Paul Farquhar quoted cbwjm in post Bethesda Pulls Promotional Elder Scrolls D&D Module Following Plagiarism Accusations
    Well yeah, but it's not like they hired them thinking they'd just rip off an adventure. Whoever they hired they would have thought would create an original adventure, not a direct ripoff. My guess was Bethesda hired an ad agency, and an ad agency employee was told by their line manager: "you play D&D, I want an Elder Scrolls themed adventure on my desk by noon."
  • 12:53 AM - Dausuul quoted cbwjm in post Bethesda Pulls Promotional Elder Scrolls D&D Module Following Plagiarism Accusations
    I disagree completely, it doesn't matter how they came to hire the writer, it was still the writer that blind-sided them with a plagiarised adventure. You keep talking about how they got "blindsided." But it is the job of a hiring manager to avoid getting blindsided by stuff like this--and the way you do that is to hire people with a good track record and demonstrated skills. You don't hire randos off the street to watch the money.
  • 12:04 AM - Dausuul quoted cbwjm in post Bethesda Pulls Promotional Elder Scrolls D&D Module Following Plagiarism Accusations
    Well yeah, but it's not like they hired them thinking they'd just rip off an adventure. Whoever they hired they would have thought would create an original adventure, not a direct ripoff. Obviously they thought that. And, also obviously, they were wrong. The question is, how much blame do they bear for that mistake? We don't know the answer, since we don't know who they hired. If they made even a token effort at looking for a serious writer, then I'd say they don't bear any. But if some executive's brother who runs a D&D game said "Hey, why don't I write you a module?" and got hired on that basis... that's on them.

Wednesday, 8th May, 2019

  • 10:28 PM - Dausuul quoted cbwjm in post Bethesda Pulls Promotional Elder Scrolls D&D Module Following Plagiarism Accusations
    It would be easy to do, though whoever wrote the ESO version is likely going to be in trouble, but otherwise, the powers at Bethesda who okayed its release probably had no idea that the Black Road adventure exists and that the ESO adventure was a more or less direct copy. But it was their decision to hire that person in the first place. A writer with some publications under their belt and a reputation to uphold is unlikely to pull a stunt like this (though it isn't entirely unheard-of).

Saturday, 20th April, 2019

  • 08:25 PM - Forgember quoted cbwjm in post Familiars!
    I actually quite liked how the 4e familiar worked with their passive and active states. Perhaps make them a little more active and I think they'd work well for 5e. 4e familiars where the best!, truly the light in the darkness for that year I spent playing 4e.
  • 05:48 AM - Dannyalcatraz quoted cbwjm in post The Orville Season Two - Thoughts?
    So was it a different timeline or the same one? Will next episode be about what happens if Ed and Kelly never get together? And if itís an alternative reality, who will have goatees and/or facial scars?!?!
  • 02:41 AM - Jester David quoted cbwjm in post The Orville Season Two - Thoughts?
    So was it a different timeline or the same one? Will next episode be about what happens if Ed and Kelly never get together? We donít know.... It is telling that the ship faded to white without seeing what happened when she went back. So the next episode could be status quo everything normal. Or it could be an alternate timeline where Ed and Kelly never married.

Friday, 19th April, 2019

  • 12:27 PM - dnd4vr quoted cbwjm in post Familiars!
    What are you talking about? Lol if you expect people to know the context of something like your original statement, soemthing like ďwe also boost the efficacy of the familiarĒ might help. What am I talking about? Seriously? I am talking about exactly what I wrote in my first post of the revised spell description. If you had bothered to actually pay attention when you skimmed my post, you would know the "context or something" you seem to be looking for. He did list all of that in the new spell description. Precisely, everything was in the new spell description in my post on page one.

Thursday, 11th April, 2019

  • 01:32 PM - 5ekyu quoted cbwjm in post Magical adept level 1 spell.
    I like choosing my spells for magic initiate along a theme. For someone initiated into the mysteries of the children of flame I might pick control flames, fire bolt, and burning hands. Burning hands won't scale at all but it fits the theme. Another use might be a sage who picks up light, mage hand, and comprehend languages to aid them with their studies. However, if you just want any old spell then I would suggest absorb elements or shield for defensive options. Unseen servant I think would provide some use throughout your career, so would detect magic. Many people tout find familiar as the spell everyone should have. A 1/day cure wounds or healing word would be useful to bring someone back up from unconscious. longstrider for a speed boost or speak with animals for intelligence gathering. I think disguise self would also be a good pick.them. Would be very careful about choosing a ritual other than FF using MI. Mainly because many of the characters wont have ritual casting, so its once per...
  • 09:42 AM - Leatherhead quoted cbwjm in post True Strike: Yes, lets beat the dead horse
    I'd probably go all the way and make it follow the scag cantrips and have an attack as part of the spell, remove the bonus damage equal to your spellcasting modifier and just grant advantage on your attack (this is a big enough bonus I think that it doesn't need that extra damage) and then add the force damage at the usual cantrip levels as you've already noted. I would do similar. Except I would keep the casting stat bonus to your damage roll and replace advantage with "You also add your spellcasting modifier to your attack roll." I would then go on to use D6s instead of d8s. That way casters would have a serviceable weapon attack, if they wanted.

Wednesday, 3rd April, 2019

  • 05:08 AM - LordEntrails quoted cbwjm in post Fantasy Grounds Unity KS Announced
    Finally. I've been waiting for this for years. The current version of fantasy grounds I found to be rather clunky when I trialed it. Hoping this will be a smoother more user friendly version. I don't want to discourage you, but if you are expecting a different interface, don't. Their might be some minor changes, but the expectation is the look and feel will be the same. FGU will just have more performance and new functionality.

Tuesday, 2nd April, 2019

  • 04:16 AM - dnd4vr quoted cbwjm in post Two-Weapon Fighting alteration
    Has anyone tweaked two-weapon fighting? I've seen some on the forum talk about adding the extra attack to the attack action but I'm also looking at increasing the number of attacks to scale with extra attack slightly. I'm not 100% on which I like better at the moment, but I'm leaning towards altering the feat (Dual Wielder?) rather than the fighting style to have an additional bullet point: If you have the extra attack option, you can make two attacks with your off-hand weapon instead of one. Has anyone else done this and do you think this is balanced or too powerful? "Too powerful" depends a lot on your game style. We house-ruled Two-Weapon Fighting grants one attack with a weapon in your second hand, but does not cost your bonus action. Of course, you also still gain the benefit of ability modifier with the attack as normal. This way if a character has another bonus action option that grants another attack, they can use it in conjunction with Two-Weapon Fighting Style.

Thursday, 28th March, 2019

  • 09:29 AM - Pauln6 quoted cbwjm in post Stat the Dragonlance heroes
    If I were to stat the heroes of the lance at the start series, I would first normalise the levels. Using the 2e box set character cards, most of them are 4th level so I would make all of the heroes level 4. I would stick with the classes they were given back in the day, most of the fighters would I would probably make champions, I might make Sturm a cavalier though. I would also upgrade some of the equipment, Flint would instead have chainmail instead of studded leather, for instance. Raistlin, having just joined the red robes I would limit his subclass choice to conjuration, transmutation, illusion, or evocation (I'm thinking back to the available schools in 2e and the specialisations available for wizard of high sorcery in 3e). I would be tempted to make him an invoker but I could see conjuration or transmutation easily fitting him. Tika is probably the only one that I'm a little on the fence on how I would divide up her classes. Either a rogue/fighter or single classed in either and jus...

Friday, 22nd March, 2019

  • 02:49 AM - Jay Verkuilen quoted cbwjm in post Who Killed the Megaverse?
    What I like most about these articles is that I often get ideas of books to read. I loved continuing the adventures of Conan via de Camp's novels and now I'm going to have a read of his science fiction. The Appendix N list has some very good stuff in it.

Wednesday, 20th March, 2019


Monday, 18th March, 2019


Tuesday, 12th March, 2019

  • 07:57 AM - doctorbadwolf quoted cbwjm in post Artificer UA has been released!
    From memory what I had down in my notes was that spell-shots weren't just for casters, these were enchanted ammo that anyone with a firearm could use. For the spell-sniper subclass, they were able to cast spells using their weapon and their weapon range. It would deal normal weapon damage in addition to the spell damage and were able to use the weapons range. Thing is, I think in many cases, the spell could easily have a better range than the firearm. Seems hard to balance without spending spell slots, or a hard x/day limit, but conceptually Iím into it. Artificers already can! "After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus." So all you need is the enhanced weapon infusion and you can use any weapon you want as your focus. What I mean is, they shouldnít be stuck using wands in order to benefit from their subclass traits. Basically, a retrofitted Arcane Archer as an artificer, mixed with ...

Monday, 11th March, 2019

  • 10:48 PM - doctorbadwolf quoted cbwjm in post Artificer UA has been released!
    I had, half-heartedly, started on rules for firearm ammunition which included alchemy shots and spell shots. Alchemy shots could be made by anyone proficient with alchemist supplies and included things such as dealing additional fire or acid damage or creating a cone of fire like a shotgun. Spell shots were enchanted ammo that would do things like bind your target with the web spell, or blast the target and everyone in range with a fireball. I think I was creating a wizard subclass which used firearms and I wanted some special ammo to go with it. I'd love to see something like that, though a lot of it is just...a different way to describe casting a spell, with maybe a different "does it land" mechanic and/or a change of range. I think the way to go might be a feature that lets you use the ranges of your weapons when using your weapon as a spellcasting focus, and then focus new ammunition on things that are genuinely new?

Sunday, 10th March, 2019

  • 11:44 AM - 5ekyu quoted cbwjm in post Artificer UA has been released!
    For all we know they will. Still early days yet and if they out in options for firearms specialists in the artificer then they will likely include them.My bet would be we see another sub-class that is optional that gets the better use of guns as part of its features. I kinda figure some of the pieces we see now will be spread among 3-4 subs - some non-pets.


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