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(3.X D&D/d20) Recruiting: The First (Now OOC)
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<blockquote data-quote="Arkhandus" data-source="post: 4953939" data-attributes="member: 13966"><p>Sorry <strong>Voda Vosa</strong>, but Warlocks aren't among the available options for this campaign. They're from Complete Arcane, not Player's Handbook II, and were never previewed on the Wizards of the Coast website. I don't have Complete Arcane. So Warlocks are outside my available reference materials (and no, any copy found on other websites would not be legal and thus not useable in my games). I've seen the class details only once before at a face-to-face game, and that was one or two years ago, so I don't have a current reference.</p><p></p><p>Anyway, it doesn't seem to fit the basic character description you came up with; warlocks deal in fiendish powers, and if one were to exist in the new world, it would be a wicked individual created by an evil deity, not a cheery young lady without obvious malice. You'll need to come up with a different character or at least a different class for her, if you're still interested in this game.</p><p></p><p><strong>Dragonwriter</strong>, the Dragonfire Adept is fine, since I have most of the relevant reference material for it on the WotC website, and the sheet of the one dragonfire adept I made for a high-level game last year that never got off the ground, back when I was in a face-to-face group where someone had Dragon Magic. The character will have to be devoted to Bahamut, Tiamat, or another dragon deity (Chronepsis, Io, etc.), and possess a suitable alignment to start with (LG if devoted to Bahamut, for example).</p><p></p><p><strong>Wilette</strong>, if you don't want to buy the Fantastic Science PDF, and don't have the Tome of Secrets PDF for Pathfinder, then I'm not sure what else you could use. Those are the only alchemist or artificer sort of base classes I have access to, besides the cruddy little worthless Eberron artificer preview in Dragon Magazine. I don't particularly want to waste time looking for and then scrutinizing over whatever homebrewed classes are out on the net.</p><p></p><p>I'll look over Falyn and Raska in a little bit, then post the NPC I worked on. However, I dislike the vagueness of a listing like "adventurer's kit." Although I was able to find what the heck is in it in the PHB2, I'd prefer you just list the individual items and take their costs out of your starting gold allotment. No general stores around to buy prepackaged kits in, with special deals or whatnot. Also, you have no spell component pouch (problematic for a spellcaster), no artisan's tools for blacksmithing, and your spell save DC listings are given as 4 + spell level when it should be 14 + spell level. Note that Falyn has 240 GP to spend in total.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4953939, member: 13966"] Sorry [B]Voda Vosa[/B], but Warlocks aren't among the available options for this campaign. They're from Complete Arcane, not Player's Handbook II, and were never previewed on the Wizards of the Coast website. I don't have Complete Arcane. So Warlocks are outside my available reference materials (and no, any copy found on other websites would not be legal and thus not useable in my games). I've seen the class details only once before at a face-to-face game, and that was one or two years ago, so I don't have a current reference. Anyway, it doesn't seem to fit the basic character description you came up with; warlocks deal in fiendish powers, and if one were to exist in the new world, it would be a wicked individual created by an evil deity, not a cheery young lady without obvious malice. You'll need to come up with a different character or at least a different class for her, if you're still interested in this game. [B]Dragonwriter[/B], the Dragonfire Adept is fine, since I have most of the relevant reference material for it on the WotC website, and the sheet of the one dragonfire adept I made for a high-level game last year that never got off the ground, back when I was in a face-to-face group where someone had Dragon Magic. The character will have to be devoted to Bahamut, Tiamat, or another dragon deity (Chronepsis, Io, etc.), and possess a suitable alignment to start with (LG if devoted to Bahamut, for example). [B]Wilette[/B], if you don't want to buy the Fantastic Science PDF, and don't have the Tome of Secrets PDF for Pathfinder, then I'm not sure what else you could use. Those are the only alchemist or artificer sort of base classes I have access to, besides the cruddy little worthless Eberron artificer preview in Dragon Magazine. I don't particularly want to waste time looking for and then scrutinizing over whatever homebrewed classes are out on the net. I'll look over Falyn and Raska in a little bit, then post the NPC I worked on. However, I dislike the vagueness of a listing like "adventurer's kit." Although I was able to find what the heck is in it in the PHB2, I'd prefer you just list the individual items and take their costs out of your starting gold allotment. No general stores around to buy prepackaged kits in, with special deals or whatnot. Also, you have no spell component pouch (problematic for a spellcaster), no artisan's tools for blacksmithing, and your spell save DC listings are given as 4 + spell level when it should be 14 + spell level. Note that Falyn has 240 GP to spend in total. [/QUOTE]
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