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Lore of the Zahl-Ganib
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<blockquote data-quote="Clay_More" data-source="post: 2859680" data-attributes="member: 9813"><p>Yeah, I agree with Steeldraco as well that giving virtual caster levels is a better choice. I will fix it once I am on my working computer later tonight and edit the document.</p><p></p><p></p><p></p><p>Spellcraft is a class skill of the Zahl-Ganib, but I see the problem with 13 ranks, I actually think I made this error in the majority of the skills to be honest (it is pretty typical that once you got in your head that 13 is the max ranks your creature can have, you often keep using it instead of actually checking the HD to see it can't be). </p><p></p><p></p><p>Glad for the nitpicky response from you two, I always try to make some good fluff, and then come up with some spells, creatures etc. that fit that fluff. I try to make the material innovative, to push the boundaries a little for what you can do with spells, instead of simply making them "x type of x damage in x area" replicants, and it makes it a bit easier to make an error or two when you make spells that are not directly based on existing spells. So I really appreciate some nitpicky response so I can fix the issues I have overlooked (and to be honest, once I have written something I can often sit for days without seeing a glaring mistake unless someone tells me that it is there).</p></blockquote><p></p>
[QUOTE="Clay_More, post: 2859680, member: 9813"] Yeah, I agree with Steeldraco as well that giving virtual caster levels is a better choice. I will fix it once I am on my working computer later tonight and edit the document. Spellcraft is a class skill of the Zahl-Ganib, but I see the problem with 13 ranks, I actually think I made this error in the majority of the skills to be honest (it is pretty typical that once you got in your head that 13 is the max ranks your creature can have, you often keep using it instead of actually checking the HD to see it can't be). Glad for the nitpicky response from you two, I always try to make some good fluff, and then come up with some spells, creatures etc. that fit that fluff. I try to make the material innovative, to push the boundaries a little for what you can do with spells, instead of simply making them "x type of x damage in x area" replicants, and it makes it a bit easier to make an error or two when you make spells that are not directly based on existing spells. So I really appreciate some nitpicky response so I can fix the issues I have overlooked (and to be honest, once I have written something I can often sit for days without seeing a glaring mistake unless someone tells me that it is there). [/QUOTE]
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