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Silver Marshes Campaign (Game Closed)
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<blockquote data-quote="Crimson Tide" data-source="post: 2376137" data-attributes="member: 33798"><p>While skills can be swapped around pretty easily, it was more along the lines of the powers granted that I didn't consider too broken, but good catch on the skills.</p><p> </p><p></p><p> </p><p>While I was not going to try to influence you, I am glad you choose the Repair route vice cure. While on paper, it might make it a little more difficult on the party, I think story wise, it makes alot more sense for him to be better at repairing objects over people.</p><p> </p><p></p><p> </p><p>Hope you don't think I went through everything with the magic red DM pen...<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> </p><p>As long as you are willing to pay the price for the items, and are willing to accept that adamantine does not grow on trees, I am fine with it. Depending on how long the game runs, a quest could be to find more of it for your crafting wants.</p><p> </p><p></p><p> </p><p>Double checked the math on the construction and it was good to go. However, like I said in the char sheet section, since the Metal Feat is an either/or of the two feats, I would take Martial (Maul) as there is no Exotic (Maul). However, I do find the image of him using a huge smithy hammer as his weapon and creation tool very fitting.</p><p> </p><p></p><p> </p><p>Where would it be on your body? Are you sure you want to give up a slot on yourself where you could potentially have a magic item for a perm non-magical one? I agree storywise, it is great, but don't want to cheat you out of anything either.</p><p> </p><p></p><p> </p><p>While initally I was hesitant as I didn't want to have gunpowder in the game, again given his nature, the image does seem fitting. However, he will be even more penalized in his using it since he has no feats in as in my opinion that definately counts as an Exotic Weapon.</p><p> </p><p></p><p> </p><p>Looking forward to seeing it all Harvey and I hope I didn't offend you by adding all my ***edit marks.</p></blockquote><p></p>
[QUOTE="Crimson Tide, post: 2376137, member: 33798"] While skills can be swapped around pretty easily, it was more along the lines of the powers granted that I didn't consider too broken, but good catch on the skills. While I was not going to try to influence you, I am glad you choose the Repair route vice cure. While on paper, it might make it a little more difficult on the party, I think story wise, it makes alot more sense for him to be better at repairing objects over people. Hope you don't think I went through everything with the magic red DM pen...:) As long as you are willing to pay the price for the items, and are willing to accept that adamantine does not grow on trees, I am fine with it. Depending on how long the game runs, a quest could be to find more of it for your crafting wants. Double checked the math on the construction and it was good to go. However, like I said in the char sheet section, since the Metal Feat is an either/or of the two feats, I would take Martial (Maul) as there is no Exotic (Maul). However, I do find the image of him using a huge smithy hammer as his weapon and creation tool very fitting. Where would it be on your body? Are you sure you want to give up a slot on yourself where you could potentially have a magic item for a perm non-magical one? I agree storywise, it is great, but don't want to cheat you out of anything either. While initally I was hesitant as I didn't want to have gunpowder in the game, again given his nature, the image does seem fitting. However, he will be even more penalized in his using it since he has no feats in as in my opinion that definately counts as an Exotic Weapon. Looking forward to seeing it all Harvey and I hope I didn't offend you by adding all my ***edit marks. [/QUOTE]
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