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<blockquote data-quote="Rystil Arden" data-source="post: 2779219" data-attributes="member: 29014"><p>OK--let me get to all of these:</p><p></p><p></p><p></p><p>In my homebrew, things work a little differently than in my Gestalt setting (I say this for the benefit of the people from my other games who have gotten used to my rules from those games). I generally allow most things from WotC books (except Complete Divine, or as I like to call it, Completely Broken <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />). Tell me what non-core stuff you're using in a character, and I'll usually say yes. Even setting-specific stuff from other settings, except I don't have Shifters or Warforged from Eberron. I'll build in PrCs too to make them work.</p><p></p><p></p><p></p><p>I like Good alignments, and I usually play them too, but I've been known to allow Evil characters too. Notably, a LN Elf Wizard who turned to the service of evil was one of the main PCs in my Face to Face version of this game. The other part members told him not to summon an Imp to learn what the cult was doing, but he insisted that it was for the Greater Good, and he continued to fall from there <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></p><p></p><p>Sounds cool. I definitely allow Warlocks, and I have one similar to your build myself (My Eberron character Rayni is a Chaotic Good 'Evil Death Warlock' who wants to be friends with people but can't control the darkness within. Her first invocation was Beguiling Influence). I've also seen a Magician played in this world with this sort of redemptive background to good effect.</p><p></p><p></p><p></p><p>Core stuff is cool, but I would refuse to join a game even if it was being GMed by Monte Cook or some other industry notable if it was core only, so no need to worry there <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></p><p></p><p>Hey, Mustelids are definitely cool! Dire Weasel Con Drain can be dangerous, and I allow that cutest of Mustelids, the Mink, as a Wizard Familiar that gives +3 Diplomacy.</p><p></p><p></p><p></p><p>This'll work too if you can get a buddy. <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></p><p></p><p>That's a fun archetype. There is an NPC that has a similar build to this that the party in Face to Face managed to convince to join the party, but it's always good to have lots of Rogues. When they started, they had 0 Rogues, and they had <em>loads</em> of fun, including one time they were breaking in somewhere that they invented the 'Dwarven Lockpick' and 'Dwarven Trap Disarmer', both of which involve using axes <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></blockquote><p></p>
[QUOTE="Rystil Arden, post: 2779219, member: 29014"] OK--let me get to all of these: In my homebrew, things work a little differently than in my Gestalt setting (I say this for the benefit of the people from my other games who have gotten used to my rules from those games). I generally allow most things from WotC books (except Complete Divine, or as I like to call it, Completely Broken :p). Tell me what non-core stuff you're using in a character, and I'll usually say yes. Even setting-specific stuff from other settings, except I don't have Shifters or Warforged from Eberron. I'll build in PrCs too to make them work. I like Good alignments, and I usually play them too, but I've been known to allow Evil characters too. Notably, a LN Elf Wizard who turned to the service of evil was one of the main PCs in my Face to Face version of this game. The other part members told him not to summon an Imp to learn what the cult was doing, but he insisted that it was for the Greater Good, and he continued to fall from there :D Sounds cool. I definitely allow Warlocks, and I have one similar to your build myself (My Eberron character Rayni is a Chaotic Good 'Evil Death Warlock' who wants to be friends with people but can't control the darkness within. Her first invocation was Beguiling Influence). I've also seen a Magician played in this world with this sort of redemptive background to good effect. Core stuff is cool, but I would refuse to join a game even if it was being GMed by Monte Cook or some other industry notable if it was core only, so no need to worry there :D Hey, Mustelids are definitely cool! Dire Weasel Con Drain can be dangerous, and I allow that cutest of Mustelids, the Mink, as a Wizard Familiar that gives +3 Diplomacy. This'll work too if you can get a buddy. :) That's a fun archetype. There is an NPC that has a similar build to this that the party in Face to Face managed to convince to join the party, but it's always good to have lots of Rogues. When they started, they had 0 Rogues, and they had [I]loads[/I] of fun, including one time they were breaking in somewhere that they invented the 'Dwarven Lockpick' and 'Dwarven Trap Disarmer', both of which involve using axes :D [/QUOTE]
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