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666WaysToHell
 
PostPosted: Sun, Apr 28 2013, 10:35 AM 

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Maybe. But I know people will try one of these scenarios if they've got the power. Thousand faces feat allows you to shift into a child. Freedom is one of the more easily accessible spells in the game.. So it's not entirely out of the question in possibility.

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Grymia
 
PostPosted: Sun, Apr 28 2013, 16:20 PM 

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Sadly, he's right.

However.. if people realize why grappling and the like isn't working there is an alternative in the above specific example.


 
      
Poorsod
 
PostPosted: Sun, Apr 28 2013, 20:34 PM 



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Since Feytouched is a subrace limited only to elves (for whatever reason), would playing a non-elf one require a proper special character request?


 
      
Rigela
 
PostPosted: Sun, Apr 28 2013, 20:36 PM 

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Yar, but you can request em (we've had one in the past, at least)

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Poorsod
 
PostPosted: Sun, Apr 28 2013, 20:56 PM 



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Ok, cheers. (This has been probably discussed already but) I've always wondered why they're not an universal subrace. Fiend Folio (page 71) seems to imply that they are.


 
      
treant13
 
PostPosted: Sun, Apr 28 2013, 21:58 PM 

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I always assumed it was because fey touched would look more like elves then any other race.

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serbiris
 
PostPosted: Sun, Apr 28 2013, 22:13 PM 

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Archaic dodgy subrace system, probably too late to fix (though opening up feytouched to universal wouldn't necessitate too many rebuilds especially if the stats stayed the same... balance reasons, possibly?)

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Rigela
 
PostPosted: Sun, Apr 28 2013, 22:27 PM 

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Not sure, myself. And only know of one feytouched that wasn't elf myself so rebuild issues would be none existent I'm fairly sure of! Likely just how it's been, for a long time really. (could be wrong, however!)

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Tyris
 
PostPosted: Mon, Apr 29 2013, 3:48 AM 

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Is there much difference in Brew Potions, Craft Wand, & Scribe Scroll or are they exactly the same except for cost? What's the highest level of spell you can craft?


 
      
O'Raghailligh
 
PostPosted: Mon, Apr 29 2013, 6:04 AM 

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NWN Wiki: Brew Potion, Craft Wand, and Scribe Scroll

Basically, Brew Potion works for spells level 3 and below, Craft Wand works for spells level 4 and below, and Scribe Scroll works on any level spell (not including epic spells).

For the final products, brewed potions can be used by any class, crafted wands can be used by those with sufficient UMD skill or the appropriate caster class (depends on the class that crafted the wand), and I'm not sure, but I think scribed scrolls have the same use limitations as wands.


 
      
exquisitelyme
 
PostPosted: Mon, Apr 29 2013, 7:42 AM 

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Not only Scribed Scrolls follow the same rules as wands (proper caster class or UMD) but they also have some Bioware surprises in them, like Druids being able to scribe Stoneskin, but not cast it from scrolls (at least in Vanilla NWN).

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666WaysToHell
 
PostPosted: Mon, Apr 29 2013, 13:44 PM 

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How would execution work on Amia? Is it a non-combat instant kill or is it subject to dice rolls, DR, AC, etc?

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LetumLux
 
PostPosted: Mon, Apr 29 2013, 14:04 PM 

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I imagine that depends on the other person involved is willing to roll with, if there are no DMs involved.

There are rules for coup de grace and modifiers for being helpless/tied down/etc, but they're all things that would need to be applied manually. If you haven't stripped down and thoroughly subdued the person to be executed, maybe even knocked them out so they're unconscious and as helpless as can be, I don't think it's unreasonable that they could demand that their AC/DR/etc be taken into account for their own agony of having to be chopped at numerous times instead of one clean shot. But, it's also a viable tactic if they're waiting for lurking friends to get into position to strike, if you can't manage to chop off their head (or however you're trying to do it) fast enough to kill them.

It could also be entertaining if you were trying to 'firing squad' someone to death, but the archer in question kept failing to shoot them in a critical spot to kill them because they couldn't beat the captive's AC. "Oh! So the heart is in the shoulder now, is it? Have you been drinking?"


 
      
Tyris
 
PostPosted: Mon, Apr 29 2013, 14:39 PM 

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With regards to the Bard Class several of the special Bard Songs are listed as DM Reward. Is that something that needs to be requested, DC Coins or simply based on the observation of a DM during ingame play?


 
      
Rigela
 
PostPosted: Mon, Apr 29 2013, 14:48 PM 

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Roleplay towards it, really! Same goes for the shifter/druid stuff. So, usually easiest to screenshot your efforts to it, then make a request as may not be able to snag a DM to watch you, all the time.

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DolphinRacer
 
PostPosted: Mon, Apr 29 2013, 15:46 PM 

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666WaysToHell wrote:
How would execution work on Amia? Is it a non-combat instant kill or is it subject to dice rolls, DR, AC, etc?


Strip them down, break their arms and legs, tie them to a big rock, fire the rock out of a catapult of trebuchet into the ocean...>.>


Generally if the person is a subdued prisoner execution, at least when DMs have been supervising it, is instantaneous and not something they can defeat or evade, granted I've only seen this a few times.

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Tyris
 
PostPosted: Mon, Apr 29 2013, 19:49 PM 

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With regards to weapon crafting if you add damage type to a blade does it overwrite the pre-existing effect. Say I have a blade that glows green, if I add negative would it glow red? And if I wanted it green I'd have to use another mythral and copy over the red merely to get the effect?


 
      
Aeqvinox
 
PostPosted: Mon, Apr 29 2013, 22:21 PM 

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Tyris wrote:
With regards to weapon crafting if you add damage type to a blade does it overwrite the pre-existing effect. Say I have a blade that glows green, if I add negative would it glow red? And if I wanted it green I'd have to use another mythral and copy over the red merely to get the effect?


Here's what i know. I bought a weapon in a store, it was the rare yellow variety. It had 1d4 negative energy, but also, it had the visual effect: evil. When i stripped it of the 1d4 negative, the glow stayed even after i applied a different damage bonus.

So my guess is, check if the weapon has that vfx property, you can see it through the MCS, it'll display on the list when you choose Remove Item Property.

My guess is that the MCS doesn't apply the vfx property, which seems to take precedence over MCS damage bonus.

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slkNihilus
 
PostPosted: Mon, Apr 29 2013, 22:27 PM 

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As far as I remember, certain vfx override other vfx. So... if I'm right, and chances that I'm not are fairly high, it all depends on what vfx the weapon already has and what vfx you want to add.


 
      
Gobbledygook
 
PostPosted: Mon, Apr 29 2013, 22:42 PM 

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Some override, some don't. I think it actually comes down to an alphabetical listing of the damage/VFX types. For example, if you have a MCS sword with Sonic Damage, it won't go flamey when you use a FW scroll. But if you have acid, it will. S v F on the first, A v F on the second.

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Naivatkal
 
PostPosted: Mon, Apr 29 2013, 22:51 PM 

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Gobbledygook wrote:
Some override, some don't. I think it actually comes down to an alphabetical listing of the damage/VFX types. For example, if you have a MCS sword with Sonic Damage, it won't go flamey when you use a FW scroll. But if you have acid, it will. S v F on the first, A v F on the second.

I've heard the same thing before, so I think this is what happens.

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Aeqvinox
 
PostPosted: Tue, Apr 30 2013, 0:30 AM 

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I applied sonic on negative/evil and it didn't replace it.

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DerkDerkistan
 
PostPosted: Tue, Apr 30 2013, 0:42 AM 

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I believe what happens is there are two different kinds of visual effects. There are the damage bonus visual effects (1d6 and above makes the weapon glow. Flame Weapon/Darkfire are exceptions and Negative damage does not make a weapon glow.) and there are the visual-only effects. The latter are the ones you use mythals on to make glowy without adding damage.

If I use a mythal to add 1d6 Fire damage on my sword but then cast a Cold damage Flame Weapon, the weapon will turn to frosty. If I use a mythal to add the fire vfx and then another mythal to add Cold damage, the weapon will remain fiery.

For example, that weapon with 1d4 Negative you mentioned. It glows red because it is set to have the red glowy visual effect. Nothing will change that (except possibly Divine Might for its duration)

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Gobbledygook
 
PostPosted: Tue, Apr 30 2013, 1:06 AM 

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Negative/evil is called 'Unholy' in the toolset, so U vs F in that case.

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Strawberry Stallion
 
PostPosted: Wed, May 01 2013, 19:09 PM 

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How much income do NPCs make for instance in Cordor? How do they afford housing/living expenses? Why is the rent too damn high?

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Grymia
 
PostPosted: Wed, May 01 2013, 19:32 PM 

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Not sure on Income, but a recent initiative that was part of the South Cordor Reconstruction Project was to include cost-effective housing for Cordor's Citizenry. The reason rent is so high , I imagine is to reflect (at least in the Case of Cordor) the inevitable gouging and bureaucratic difficulty made by Cordor's government to make it more difficult for non-citizens to reside there.

This is just the opnion of a player who played a Clerk in Cordor's past , DMs currently fielding Cordor or more informed, please feel free to correct and whap me on the nose.


 
      
FastKev
 
PostPosted: Wed, May 01 2013, 20:06 PM 

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Aside from not being able to cut/trim their hair, is there anything that mentions Thayan slaves being marked/branded in any way?

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PuttheLime
 
PostPosted: Sat, May 04 2013, 22:48 PM 



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So what's required of a druid/shifter to be permitted to call the druid levels shaman instead?


 
      
treant13
 
PostPosted: Sat, May 04 2013, 23:00 PM 

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You telling people ic. At least that is what i understand.

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PaladinOfSune
 
PostPosted: Sat, May 04 2013, 23:15 PM 

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Don't use any druid abilities that a spirit shaman wouldn't have access to. That includes the animal companion. To be honest, it seems to be becoming a trend where people are doing this to get the druid bonuses without having to worry about undead restrictions and the like. That's not the idea behind us allowing people to roleplay a class as another.

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PuttheLime
 
PostPosted: Sun, May 05 2013, 0:25 AM 



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PaladinOfSune wrote:
Don't use any druid abilities that a spirit shaman wouldn't have access to. That includes the animal companion. To be honest, it seems to be becoming a trend where people are doing this to get the druid bonuses without having to worry about undead restrictions and the like. That's not the idea behind us allowing people to roleplay a class as another.


Thanks, and understood! Not to argue it, but the biggest problem I see is that most of the shifter's forms are opposed to a generic druid. Makes it difficult on the player when most of what's useful is also sinful. I'm sure this isn't a surprise to anybody by this point.


 
      
Sphinx
 
PostPosted: Sun, May 05 2013, 1:10 AM 

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The spirit shaman class entails much more than "no animal companion, and no druid-only abilities." I feel it shouldn't be so easily allowed, without providing ample proof that one knows how to roleplay it correctly.

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PaladinOfSune
 
PostPosted: Sun, May 05 2013, 1:18 AM 

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I'm aware, and to an extent, I agree. It would require us to revisit our rules on PnP class roleplaying, though.

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PuttheLime
 
PostPosted: Sun, May 05 2013, 1:38 AM 



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Again.. Not to argue it, as I do feel it should be a carefully monitored character concept, but without it, it renders nearly all of the shifters forms unusable in a RP perspective, and we don't really have a long list of alternatives.


 
      
Rigela
 
PostPosted: Sun, May 05 2013, 2:10 AM 

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If you only go 5 druid, you're allowed to 'ignore' them, as long as you forgo the meagre spells/animal companion and not call yourself a druid at all.

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Kepaaalix
 
PostPosted: Sun, May 05 2013, 13:13 PM 

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If I was to make a character that was blind, technically the spells Ultravision, See Invisibility and True Seeing would have no effect, correct?


 
      
Liz
 
PostPosted: Sun, May 05 2013, 15:10 PM 

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Not necessarily. Divinations have no effect on your actual eyes or physical senses, they work by imbuing knowledge (or foreknowledge) directly into your brain, without having had to actually perceive it. A blind character might still be able to glean some information from those spells, especially one who used to have functioning sight and whose brain would have some vestigial instinct for interpreting visual data. You might even go so far as to say that a True Seeing spell could function as a very temporary substitute for actual physical eyes, allowing a blind person to "see" without relying on eyes and light.

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Nivo
 
PostPosted: Sun, May 05 2013, 16:59 PM 

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It can be argued the other way. True Seeing requires a particular component. An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat. Thus it can be argued that the spell itself affects the visual organs, and relies upon them. I would argue the same is true for See Invisibility. Scrying requires a visual focus of some sort, be it a mirror or pool of water. Thus sight of these is also arguably required.

Now, there are other divinations that work in a cone-shaped emanation from the caster (such as Detect Object/Creature.) These would impart a sort of extrasensory knowledge to the caster's mind. A 'ping' that what is sought is in a certain direction, regardless of visual acuity, if you will. Premonition imparts foreknowledge, mentally. But the spells in question seem reliant upon visual organs. When Ulrik was struck blind in a DM event years ago, True Sight did not help.

Here is a bit of lingo lore: Blindness is often referred as the Diviner's Curse. For a reason.

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Liz
 
PostPosted: Sun, May 05 2013, 17:12 PM 

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Wouldn't a spell that worked by giving additional abilities to your eyes be an Enchantment? Or, if it just made your existing eyesight sharper, a Transmutation?

EDIT: in contrast to the Diviner's Curse, I'd cite the common myth/fantasy trope of a seer giving up normal vision in exchange for enhanced mystical sight. Stories are jammed with blind oracles and people plucking out their eyes to boost their second sight.

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exquisitelyme
 
PostPosted: Sun, May 05 2013, 19:23 PM 

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Were the elemental shapes changed in any way? I can go into detail if needed but one shape seems to be missing an Increased Immunity they used to have...

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serbiris
 
PostPosted: Sun, May 05 2013, 20:22 PM 

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...I can picture it now: Blind person casts See Invisibility... Still blind, but they can see all the invisible people!

Kinda with Nivo. Those spells enhance and rely on existing eyesight. Blind seers in myth do indeed tend to have stronger "second sight" but that usually goes with a lack of regular sight and occasionally some sort of short-range omniscience in spite of lacking vision. I don't think that appears much in D&D though... scrying and such involves reflective surfaces and all, which are presumably peered into.

Mechanically True Seeing does not negate blindness, it's blindness which subsumes and negates TS (I can only assume this is the case in NWN). Remove Blindness does though!

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Strawberry Stallion
 
PostPosted: Mon, May 06 2013, 15:37 PM 

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Would make targeting spells on people rather difficult if you're blind, unless in near touching distance, right?

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Tyris
 
PostPosted: Mon, May 06 2013, 15:55 PM 

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Are there instrument models that are actually equipable in game? On one server I recall they had horns and lutes I believe. I am guessing that it is hak related, I have not seen anybody, just was wondering if they are available in amia. Thanks


 
      
Liz
 
PostPosted: Mon, May 06 2013, 16:21 PM 

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There's a hand harp and a guitar/lute, yes. There's a horn, too, but it's just a long straight bugle deal with a pennon hanging from it, like for blowing fanfares and such.

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Naivatkal
 
PostPosted: Tue, May 07 2013, 11:50 AM 

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Couple shifter related questions:

1) What are some good druid/shifter languages to take? Like, ones they might normally dabble in. Figure shifter could be anything, but not sure about druids.

2) Can a shifter speak in their shifted forms? How does that work?

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Manarethan
 
PostPosted: Tue, May 07 2013, 11:55 AM 

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1) Sylvan seems to be a pretty common language for druids to learn. For shifters, I'd suggest racial languages if your character likes trying to fit in as other races or such things.

2) Does the shifted form have vocal chords / can it physically talk in some other way? If so, yes. If not, no. Remember that you learn no languages from shifting so you can only speak a language you already could if your form is able to speak.


 
      
Naivatkal
 
PostPosted: Tue, May 07 2013, 12:00 PM 

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Manarethan wrote:
1) Sylvan seems to be a pretty common language for druids to learn. For shifters, I'd suggest racial languages if your character likes trying to fit in as other races or such things.

Coolness, Sylvan was a thought but I wasn't sure if there were any more 'norms' for druids (ie mages typically know draconic and others for research reasons) other than Druidic.

Manarethan wrote:
2) Does the shifted form have vocal chords / can it physically talk in some other way? If so, yes. If not, no. Remember that you learn no languages from shifting so you can only speak a language you already could if your form is able to speak.

Alright that's what I wasn't sure about. I think most of the shapes can talk (barring likely any of the golems and the animals). It's kind of a moot point since my shifter hardly ever (she hasn't said a word since creation so far! :3) speaks.

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Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Zedrik
 
PostPosted: Tue, May 07 2013, 12:07 PM 

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Manarethan wrote:
1) Sylvan seems to be a pretty common language for druids to learn. For shifters, I'd suggest racial languages if your character likes trying to fit in as other races or such things.

2) Does the shifted form have vocal chords / can it physically talk in some other way? If so, yes. If not, no. Remember that you learn no languages from shifting so you can only speak a language you already could if your form is able to speak.


1) The elemental tongues are also common among druids, as are any languages spoken in the druids' home turf. Is there a tribe of goblins nearby? Druids of the area probably learn goblin. This is one of the main reasons sylvan is popular, since fey are pretty much everywhere (and are a part of nature).

2) So basically, animal forms don't talk. So the dire tiger, wolf, etc. Humanoid forms can talk. So drow, lizardfolk, etc. Elementals can talk, dragons (and wyrmlings) can talk, outsiders can talk, undead can talk, constructs can talk (the ones available anyways, I think). Magical beasts it's hard to tell since some of them can talk and others can't.

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Naivatkal
 
PostPosted: Tue, May 07 2013, 12:11 PM 

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Thanks, that's good to know. Wasn't sure on the constructs for one hah.

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Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
treant13
 
PostPosted: Tue, May 07 2013, 19:58 PM 

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How customizable are traps. Maybe the better question is how scriptable are they. I have a few ideas for DC request traps for my Master Trapsmith/Trapper and I want to make sure they would even be feasible.

So for example can be scripted to say cast a spell on trigger, or can it only be the standard damage or effects I read in the wiki?

Also have Amia traps or their mechanics been changed at all or is everything, including DC's and such, from the wiki completely how it is?

:)

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