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[OOC] Academy of Drell, Part II
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<blockquote data-quote="Zhure" data-source="post: 1022313" data-attributes="member: 308"><p>Sorry for the delay in replying. This is my game-intensive IRL "weekend." I didn't get to bed until 5 AM after a rousing D&D session involving a Bard 8/Blackguard 2 and his Monk 2/Rogue 3/Fighter 4 (shuriken specialists) minions. Gotta love that bardic ability that grants +1 damage to the allies. Too bad the PCs managed to stifle the fight into a chokepoint. Did I mention I hate bags of tricks?</p><p></p><p>1- Powers from Mind's Eye are ok if approved in advance. I skimmed the ones you mentioned (specifically <em>Hellish Mist</em>) and they seemed fine as choices.</p><p></p><p>2- Any of the versions mentioned are fine. There are advantages to each, even though the Monte version is probably the best (the original gives a lot of lower level power access, which saves on PP expenditure... I was in a near-epid campaign with the Monte versions allowed and my PsiHB PsyWar/Soulknife never came close to running out of powers and was as effective as if he'd been built with the Monte version). There are trade-offs involved with gaining slightly delayed higher access to powers as opposed to getting lots of lower level goodness. </p><p></p><p>3- Welllllllllll, psionic combat feats are generally useless, even in campaigns where psionic combat occurs frequently. I try to run NPCs as having a smidgin of worldliness, so they also know psionic combat is pretty worthless too most of the time. You can swap those two feats out if you'd like, as long as the feats are ones you would've qualified for at the time they were available.</p><p></p><p>You'll regret it when the mindflayers show up. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>4- Sorry I didn't notice the HP error earlier. Change it to the correct value. m just glad Charlotte didn't get killed over it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>5- Yes, unused skills may be reallocated to cover the Alchemy, as long as you spend the skill points as if you were a Psion if you got them while in a Psion class, or as an Aristocrat while in the Aristocrat class (i.e., be mindful of cross-class expenditures). I don't mind when players want to remake aspects of their characters that never show up in play, as long as it's done logically and doesn't change the in-game backstory. We see it in literature, comics and movies all the time. </p><p></p><p>("I didn't know you spoke Japanese."</p><p>"You never asked, bub.")</p><p></p><p>Greg</p></blockquote><p></p>
[QUOTE="Zhure, post: 1022313, member: 308"] Sorry for the delay in replying. This is my game-intensive IRL "weekend." I didn't get to bed until 5 AM after a rousing D&D session involving a Bard 8/Blackguard 2 and his Monk 2/Rogue 3/Fighter 4 (shuriken specialists) minions. Gotta love that bardic ability that grants +1 damage to the allies. Too bad the PCs managed to stifle the fight into a chokepoint. Did I mention I hate bags of tricks? 1- Powers from Mind's Eye are ok if approved in advance. I skimmed the ones you mentioned (specifically [i]Hellish Mist[/i]) and they seemed fine as choices. 2- Any of the versions mentioned are fine. There are advantages to each, even though the Monte version is probably the best (the original gives a lot of lower level power access, which saves on PP expenditure... I was in a near-epid campaign with the Monte versions allowed and my PsiHB PsyWar/Soulknife never came close to running out of powers and was as effective as if he'd been built with the Monte version). There are trade-offs involved with gaining slightly delayed higher access to powers as opposed to getting lots of lower level goodness. 3- Welllllllllll, psionic combat feats are generally useless, even in campaigns where psionic combat occurs frequently. I try to run NPCs as having a smidgin of worldliness, so they also know psionic combat is pretty worthless too most of the time. You can swap those two feats out if you'd like, as long as the feats are ones you would've qualified for at the time they were available. You'll regret it when the mindflayers show up. :D 4- Sorry I didn't notice the HP error earlier. Change it to the correct value. m just glad Charlotte didn't get killed over it. :) 5- Yes, unused skills may be reallocated to cover the Alchemy, as long as you spend the skill points as if you were a Psion if you got them while in a Psion class, or as an Aristocrat while in the Aristocrat class (i.e., be mindful of cross-class expenditures). I don't mind when players want to remake aspects of their characters that never show up in play, as long as it's done logically and doesn't change the in-game backstory. We see it in literature, comics and movies all the time. ("I didn't know you spoke Japanese." "You never asked, bub.") Greg [/QUOTE]
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