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Dead
 
PostPosted: Fri, Jun 20 2014, 15:36 PM 

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Thanks! :)

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Lord-Hadeis
 
PostPosted: Sun, Jun 22 2014, 17:40 PM 

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Here is a question.
When enchanting an armour, cloth in this case. How many ability points can I add before it requires a level to wear?
I don't imagine it will be more then two... How does it all compair to levels anyway?


 
      
Murex
 
PostPosted: Sun, Jun 22 2014, 17:46 PM 

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Lord-Hadeis wrote:
Here is a question.
When enchanting an armour, cloth in this case. How many ability points can I add before it requires a level to wear?
I don't imagine it will be more then two... How does it all compair to levels anyway?


I recall someone making a list of the level requirements for pretty much everything you can put onto items, but that was a long time ago. That's all I can tell you, but I hope you can find it (if it still exists somewhere).


Edit: My question got lost in the previous page-

If the Banishment spell is supposed to send the target to their native plane, should it not be role-played as death?

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linlan
 
PostPosted: Sun, Jun 22 2014, 18:26 PM 

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Quote:
I recall someone making a list of the level requirements for pretty much everything you can put onto items


True!
viewtopic.php?f=2&t=29556&p=451319

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Lord-Hadeis
 
PostPosted: Sun, Jun 22 2014, 18:39 PM 

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Thanks!


 
      
Richard_Edmund
 
PostPosted: Sun, Jun 22 2014, 23:41 PM 

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Murex wrote:
If the Banishment spell is supposed to send the target to their native plane, should it not be role-played as death?

AFAIK, Banishment does kill outsider PCs. So it should be RP'd as death. RP-wise, I also think you can only cast a resurrection or true resurrection to bring them back, but it's not a DM enforced rule.

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Naivatkal
 
PostPosted: Sun, Jun 22 2014, 23:44 PM 

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TIL Implosion can kill your own EMD. Sad times.

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Dead
 
PostPosted: Mon, Jun 23 2014, 1:15 AM 

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Richard_Edmund wrote:
Murex wrote:
If the Banishment spell is supposed to send the target to their native plane, should it not be role-played as death?

AFAIK, Banishment does kill outsider PCs. So it should be RP'd as death. RP-wise, I also think you can only cast a resurrection or true resurrection to bring them back, but it's not a DM enforced rule.


Banishment banishes. It does not kill. In canon lore, outsiders slain on the Prime are often literally banned from the Prime (sometimes this ban can last for centuries). An outsider is truly slain only if such is done on his home plane. Also mind that if you are traveling the Abyss for instance, you are becoming an outsider, and therefore, you are a subject to banishment (not mechanically though).

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Khylaria
 
PostPosted: Mon, Jun 23 2014, 6:23 AM 

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It gets a bit wonky with Native Outsiders, though. Like, oh... tieflings, aasimars, and high-level monks. Banishment flings Outsiders out of the Prime and back to their plane of origin. Since the Prime is the plane of origin for Native Outsiders, the Banishment spell literally has nowhere else to send them.

I've always imagined, when my NA characters get hit with Banishment, that the spell is literally pulling them two ways at once - away from the Prime, and to the Prime. This, of course, wreaks havoc with them - mind, body, and spirit - and at the very least is quite the painful experience. Lore-wise on Amia, whether or not it actually kills them, or just utterly and completely disables them for a time.... I suppose that's up to the interpretation of the DM team. Mechanically, it leads to death, if I remember correctly. It's been a while, though...

(And no, that's not an invitation to Banish Cyn! :evil: )


 
      
NinjaClarinet
 
PostPosted: Mon, Jun 23 2014, 6:37 AM 



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I just always RPed it as bonking the soul clear out of the body.


 
      
Dark Immolation
 
PostPosted: Mon, Jun 23 2014, 7:38 AM 

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It's a bit tricky indeed. Page 18 of the Campaign Setting goes back and forth saying that Native Outsiders/Planetouched are immune to any "spell that drives outsiders back to their home plane." But then it goes on to name Banishment specifically as being effective against them, in that the caster doesn't specify a home plane, instead simply forcing the target away from the caster's own plane. Our interpretation of what exactly Banishment and Dismissal do has never really fleshed out that particular difference. In fact, from what I recall most of the time we say Banishment sends Outsiders back to their homeplane rather than randomly pushing them out of the Prime.

But the dirty truth of it is this: the NWN spell works by killing Outsiders. In the original campaigns, Outsider was a strictly NPC race. There was no need to actually send the banished NPC to someplace else in the module, so it simply kills the creature. On Amia, we give our Planetouched this same Outsider subtype, however.

Naturally the problem arose then, both mechanically and lorewise. Lorewise, if we deemed Banishment to affect Planetouched, they should be sent to another plane, not killed. But that would mean making areas to send these PC's to, new scripts, etc, etc. In the end, it was eventually just waved off as "Banishment kills Planetouched, because it does." What is usually handed out as an IC explanation is "the 'outsider' parts of the Planetouched get sent back to their original plane, while the 'humanoid' parts do not." This results in a spaghettification of the target Planetouched and does indeed kill them. *shrug* It's an evil we live with, but in full disclosure, it's largely contrary to our cannon of Planetouched PC's. We say most Planetouched are generations removed from their actual Outsider; if you're 1/64th Pit Fiend, then sending the "outsider" portion of your body back to it's homeplane should result in like the loss of a finger or a half-pint of blood at most.

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Murex
 
PostPosted: Tue, Jun 24 2014, 8:29 AM 

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Does the Orb of Unlocked Secrets still exist as an epic item? I never see this listed in the Auction threads, and it's only possible to find out in-game if it drops (so it could be impossible).

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Kenneth
 
PostPosted: Tue, Jun 24 2014, 9:45 AM 

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Yes, it does. It's a fairly rare drop, though.


 
      
Naivatkal
 
PostPosted: Tue, Jun 24 2014, 16:20 PM 

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Why is it that some epics almost never drop? Is there something wrong with our loot distribution? Like above, Orb is almost never seen same with the Mystra Tome and such. Why is it that we continuously see the same stuff being auctioned over and over *(or hear people getting the same crap)? You would think there would be some diversity, but there's tons of epic light flails and maces and other assorted garbage.

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PaladinOfSune
 
PostPosted: Tue, Jun 24 2014, 16:44 PM 

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All epics drop equally. You hear about flails because no one wants them, duh.

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Yossarin
 
PostPosted: Tue, Jun 24 2014, 16:48 PM 



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Yup. The ones that are universally useful like those two things are generally kept, I think.


 
      
kalcibone
 
PostPosted: Tue, Jun 24 2014, 16:53 PM 



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people usually don't go flails because it doesn't really do much past look cool. Most people go weapons with high crit or high damage, all of which flails don't have. Even the heavy flail only does a 1d10


 
      
Naivatkal
 
PostPosted: Tue, Jun 24 2014, 17:13 PM 

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I just wanted to check because whenever someone I know gets a drop, or I get a drop, it always is something crappy no one wants haha. Or something semi-good that you see a lot. So just wanted to make sure there was no chance the system was being dumb (I doubted it, to be honest) :mrgreen:

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Uberuce
 
PostPosted: Tue, Jun 24 2014, 17:19 PM 

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The Heavy Flail only trades 1 average damage from a greataxe and 1.5 from a greatsword. In return you get blunt damage, which is only worse for one enemy I know of, and often literally twice as good as Slash/Pierce for a few mobs, bosses and PCs. The crit range is 19-20x2, so it's a silver medalist there.

Light Flails are junk, no argument there.


 
      
Murex
 
PostPosted: Tue, Jun 24 2014, 18:14 PM 

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Makes sense to me. A +5 Cloak of Fortification can be used by almost any character for example, so I assume they are kept. Same with the Tome of Mystra.

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Lord-Hadeis
 
PostPosted: Wed, Jun 25 2014, 22:23 PM 

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Question:
When making something with the job system, say a painting the quality appears with it, however after scribing that disappears. Is it still visable to the DM's what the quality of the produced item is?


 
      
Richard_Edmund
 
PostPosted: Sat, Jun 28 2014, 23:54 PM 

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Is it possible to (Permanently) remodel the weapon appearance on a summon?

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Shadowfiend
 
PostPosted: Sun, Jun 29 2014, 0:09 AM 

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I know in 2nd ed. elves have the manifestation ability, do they have the same ability in 3.5 ed.? if so, can I rp it if all in the session agrees?

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Murex
 
PostPosted: Mon, Jun 30 2014, 14:18 PM 

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Is 5 Magic Damage Resist on certain epic armors good only for defense against magic missile-like spells, or does it resist 5 damage from all spells?

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Guardian
 
PostPosted: Mon, Jun 30 2014, 14:41 PM 

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Any magic damage is reduced by 5.

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Yossarin
 
PostPosted: Mon, Jun 30 2014, 15:00 PM 



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Which, functionally, applies mostly to the magic missile spells. Off the top of my head, I cannot think of any spell other than those that does magic damage, and there are very few items that should magic damage. Most spells do typed damage other than magic.


 
      
Guardian
 
PostPosted: Mon, Jun 30 2014, 15:03 PM 

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I think Sunburst and Horrid Wilting is doing magical damage. But yeah, it's mostly "missile" spells otherwise.

Naturally, reduction of five vs. above mentioned spells is practically useless, but it's great against Divine Favor, for example.

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Uberuce
 
PostPosted: Mon, Jun 30 2014, 16:51 PM 

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Divine Favour, Divine Might, Purge Infidel, the Branch of Giving on Druid/Ranger pets, Battletide and maybe the Prayer system bonuses are on-character damages.

They don't respect vulnerabilities or reductions, so the Arcane Defiances are very correctly named; they don't do diddly against any of the above. All +5 from Divine Favour goes through. The big news is that they cut Isaac's Greater Missle Storm's damage down very significantly.

This effect leads to the silly situation where a Druid pet will do Fire damage in the Spire, even though they're all 100% immune.


 
      
Uberuce
 
PostPosted: Tue, Jul 01 2014, 16:50 PM 

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Re: Glim's rule reminder on Undead forms in Tarkuul.

What happens seven turns after you use a Polymorph Self scroll to turn into a zombie? Sure, for those seven turns you're totally the Voice's bitch, but afterwards won't it fade and leave the whole thing as a trippy LSD-style mental journey, maaaan?

I forsee this being what all the rebellious teenagers do for kicks once they graduate from inhaling the ice cream machine.


 
      
Yossarin
 
PostPosted: Tue, Jul 01 2014, 16:59 PM 



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You wake up as a real undead little boy!


 
      
Silkelock
 
PostPosted: Tue, Jul 01 2014, 17:16 PM 

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Uberuce wrote:
Re: Glim's rule reminder on Undead forms in Tarkuul.

What happens seven turns after you use a Polymorph Self scroll to turn into a zombie? Sure, for those seven turns you're totally the Voice's bitch, but afterwards won't it fade and leave the whole thing as a trippy LSD-style mental journey, maaaan?

I forsee this being what all the rebellious teenagers do for kicks once they graduate from inhaling the ice cream machine.


In the tavern there is a undead barbershop quartet. I never could figure out where the dancing zombies came from.

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Krin
 
PostPosted: Tue, Jul 01 2014, 19:43 PM 



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Hudson wrote:
((Please prepare all the flyers you wish to drop ingame with the job system since your character has no acess to a printing press and then do the actual run with a DM overseeing you ingame if you want to enter any location normally barred to you.

Acts like baiting people shouldnt be done through the forum where reprisal is impossible so I am going to void this and lock the post.))


I spotted this on the forums a couple days ago. My character is planning a pretty extensive advertising campaign pretty soon, but I've never seen anyone actually make the flyers in-game and drop them where ever they're supposed to be dropped. Normally people just say the local scribes were paid to make copies.

Is using the job system for this kind of thing a requirement now?


 
      
MightNMagic
 
PostPosted: Tue, Jul 01 2014, 20:16 PM 

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I'm a little teapot!

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Last edited by MightNMagic on Tue, Jul 01 2014, 20:43 PM, edited 1 time in total.

 
      
Mr. Hackums
 
PostPosted: Tue, Jul 01 2014, 20:19 PM 

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The job system for producing letters has never been required before. If you're looking to mass produce letters, however, and have an impact in a DM plot or to influence NPC's, you might be asked to somehow represent this in-game.

There are characters who have forged mass production printing devices, for example. So this is considered quality, but I don't think that its the minimum, however. If you hitch onto these guys and print your advertisements through these methods, your efforts will be recognized as wholly legitimate by the staff.

We do ask that you be realistic with it on your own, however. Even a mage wouldn't likely be able to produce thousands of scripts in a single setting. The tireless *Tears down post* *Puts another up* emphasizes the negative aspects of this.

What Hudson was trying to get at specifically, is that you can't post letters in places you can't go without DM supervision. In this DM supervision, you'll likely be asked how you managed to produce so many papers, and this can be accomplished with the job system, or through simply having a thought-out method. Or at the very least, you can send a PM describing your methods, and receive approval over the forums.
~~~~

And let's not please go there, MightNMagic. Hudson posted for the reasons I mentioned, not the reasons you provided. Please refrain from decrying another player's efforts like that.


 
      
Krin
 
PostPosted: Tue, Jul 01 2014, 20:54 PM 



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Mr. Hackums wrote:
The job system for producing letters has never been required before. If you're looking to mass produce letters, however, and have an impact in a DM plot or to influence NPC's, you might be asked to somehow represent this in-game.

There are characters who have forged mass production printing devices, for example. So this is considered quality, but I don't think that its the minimum, however. If you hitch onto these guys and print your advertisements through these methods, your efforts will be recognized as wholly legitimate by the staff.

We do ask that you be realistic with it on your own, however. Even a mage wouldn't likely be able to produce thousands of scripts in a single setting. The tireless *Tears down post* *Puts another up* emphasizes the negative aspects of this.

What Hudson was trying to get at specifically, is that you can't post letters in places you can't go without DM supervision. In this DM supervision, you'll likely be asked how you managed to produce so many papers, and this can be accomplished with the job system, or through simply having a thought-out method. Or at the very least, you can send a PM describing your methods, and receive approval over the forums.
~~~~

And let's not please go there, MightNMagic. Hudson posted for the reasons I mentioned, not the reasons you provided. Please refrain from decrying another player's efforts like that.


Makes sense. Thanks!


 
      
MightNMagic
 
PostPosted: Tue, Jul 01 2014, 21:20 PM 

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The reasons I posted were exactly the same thing Hudson said - posting inflammatory IC actions from the safety of the forums is a big, fat nope.

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Dead
 
PostPosted: Wed, Jul 02 2014, 21:39 PM 

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Uberuce wrote:
Re: Glim's rule reminder on Undead forms in Tarkuul.

What happens seven turns after you use a Polymorph Self scroll to turn into a zombie? .


nwnwiki wrote:
In zombie form, a character is treated as undead in a few aspects. For example, harm and heal have reversed effects, and the character can be turned by clerics. However, the caster does not receive the typical undead immunities like immunity to critical hits or sneak attacks.


Zombie form is a horrible, horrible lore failure.

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Hudson
 
PostPosted: Thu, Jul 03 2014, 9:51 AM 

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I am pretty sure zombies are sneak and crit immune in the mod.

As for your question Ruce to put it blunty; you're still screwed.
You may not be mind controlled anymore as you are alive again but if you are close enough to be mind controlled as undead in the first place you're also close enough for other things that affect the living just as well and are equally unpleasant.

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Naivatkal
 
PostPosted: Thu, Jul 03 2014, 13:03 PM 

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Technically, though, doesn't that mean that any undead familiars and undead in general you summon are under control of Tarkuul as well?

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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


 
      
Richard_Edmund
 
PostPosted: Thu, Jul 03 2014, 13:21 PM 

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It leaves summoned undead alone unless it was being used in such a way that it violates the laws.

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Naivatkal
 
PostPosted: Thu, Jul 03 2014, 20:40 PM 

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General question regarding the Djinn shop:

Are we going to have other DMs run it? There are some nice items, but it always seems to be open around the same time. For people like me, and I'm sure there are others, it's inconvenient and at a time when I can typically not be online (it's usually around 4p EST and I'm normally busy around that time of day even when I'm not working. It would be nice if it could be made available during other times as well (I know Amarice is a silly Euro, so thinking perhaps one or two other DMs that are on at different times could do it as well).

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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


 
      
Uberuce
 
PostPosted: Thu, Jul 03 2014, 21:11 PM 

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Hudson wrote:
I am pretty sure zombies are sneak and crit immune in the mod.

As for your question Ruce to put it blunty; you're still screwed.
You may not be mind controlled anymore as you are alive again but if you are close enough to be mind controlled as undead in the first place you're also close enough for other things that affect the living just as well and are equally unpleasant.
You mean.....*gasp* it makes you go emo?

Nuuuuuuuuuuuu!


 
      
LetumLux
 
PostPosted: Sat, Jul 05 2014, 6:10 AM 

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You can have both a Familiar and an Animal Companion, but only one can be out at a time, right?


 
      
kalcibone
 
PostPosted: Sat, Jul 05 2014, 6:15 AM 



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no, i saw someone having that before as a wizard/druid.. since they count as differnet things (wizard's are automaticly magical beasts) you can have both out, but i reccomend testing it first to make sure it hasen't been patched


 
      
LetumLux
 
PostPosted: Mon, Jul 07 2014, 2:05 AM 

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kalcibone wrote:
no, i saw someone having that before as a wizard/druid.. since they count as differnet things (wizard's are automaticly magical beasts) you can have both out, but i reccomend testing it first to make sure it hasen't been patched

Sweeeet.

Okay, so next question: two Familiars at the same time? [y/n]


 
      
kalcibone
 
PostPosted: Mon, Jul 07 2014, 2:31 AM 



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depends, . A: you get two familures, but they will never be all that great in fights, but good roleplay

or B: one familure better then the other (such as one level druid 29 wizard)


 
      
LetumLux
 
PostPosted: Mon, Jul 07 2014, 2:47 AM 

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kalcibone wrote:
depends, . A: you get two familures, but they will never be all that great in fights, but good roleplay

or B: one familure better then the other (such as one level druid 29 wizard)

But you could totally have out a wussy Wizard Familiar and a wussy Sorcerer Familiar at the same time?


 
      
kalcibone
 
PostPosted: Mon, Jul 07 2014, 3:30 AM 



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hmm.. I THINK you can, but im unsure, try it out in a side game to test it?


 
      
Liz
 
PostPosted: Mon, Jul 07 2014, 3:40 AM 

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LetumLux wrote:
But you could totally have out a wussy Wizard Familiar and a wussy Sorcerer Familiar at the same time?


Nope.

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LetumLux
 
PostPosted: Mon, Jul 07 2014, 3:41 AM 

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Tried it out. It's one or the other. :cry:


 
      
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