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  #51  
Unread 1st of October, 2003, 05:25
PullOfTheSpirit
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As fun as the feat is, it is a surefire way to civil war between PCs. Still, it is tempting.

Edit:

As the name of the sourcebook implies, the feat is meant for Evil characters as well. I originally meant my post as a joke, but I have to admit the Dark Side calls to me. The feat is just so unique. Heh.

Last edited by PullOfTheSpirit; 1st of October, 2003 at 05:29.
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  #52  
Unread 1st of October, 2003, 05:30
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Equipment is up.
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  #53  
Unread 1st of October, 2003, 05:31
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I'd actually take it one step further.

Name: Selfish Deflection
Prerequisites: Dodge, Dex 13+
Benefit: Whenever an opponent that you have assigned your dodge bonus to attack you and misses, you may force him to immediately make another attack roll against one of your adjacent allies. The attack is made with the same bonuses as the initial attack.
Normal: You have to take it, you prick.
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  #54  
Unread 1st of October, 2003, 05:36
PullOfTheSpirit
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Originally posted by Cadrius

Normal: You have to take it, you prick.
ROFL!
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  #55  
Unread 1st of October, 2003, 05:45
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Just as an FYI, I'm getting close to completing my character sheet. I need to finalize equipment and spell selection (and also pick a feat), but it's getting there.

Cadrius, my background is just about done. I'll send it over to you as soon as it is complete.
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  #56  
Unread 1st of October, 2003, 05:48
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Eyes Of Fury or Improved Initiative for a feat choice would be my recommendations, if you are taking them.
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  #57  
Unread 1st of October, 2003, 05:51
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I'm considering Improved Initiative, along with Inconspicous and Silent Spell.

What is Eyes of Fury?
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Unread 1st of October, 2003, 05:56
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Eyes Of Fury:

Source: Kingdoms Of Kalamar.

Prerequisites: Charisma 13+

As a free action against one opponent each round, you may make an extraordinary gaze attack. They make a Will save DC 10+ your CHA bonus or become shaken for one round.


Nice feat. It may seem overpowered, but it actually has limited use. At higher levels it does not do much. I found a huge PDF listing a great deal of feats recently, and it is really helpful. Free tip, ignore all feats from Swashbuckling Adventures. Anyway, here is the link: http://www.crystalkeep.com/d20/rules/d20feats.pdf
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  #59  
Unread 1st of October, 2003, 05:59
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That is pretty cool. What does "shaken" entail?

Also, anybody have any thoughts on how useful "Natural Healer" is? I'm thinking it will help out considerably but this will be my first Midnight game so . . . would something like "Silent Spell" be better?
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  #60  
Unread 1st of October, 2003, 06:05
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Shaken: A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Natural Healer is very nice. Still, Silent Spell is also great. Both have distinct advantages, and it depends on whether or not you think it is more important to be able to avoid long downtimes, or avoid detection when using your spells.
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  #61  
Unread 1st of October, 2003, 06:12
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Hrrrm. I think I go with both, and save Eyes of Fire for a later date.
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  #62  
Unread 1st of October, 2003, 06:14
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Oh great. Now we can't rust the charismatic chenneler OR the dwarf.
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  #63  
Unread 1st of October, 2003, 06:15
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Actually, there isn't anything terribly secretive about my background. I just prefer that the other characters learn it in game.
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  #64  
Unread 1st of October, 2003, 06:17
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Moreover, I'd like want to tweak the feat slightly if I were to let it in the campaign. It's an interesting one but doesn't quite feel right.

Natural Healer is really quite useful if the party has been mauled. Recovering at three times the rate could prove useful, plus you can get those that have slipped into the negatives back and on their feat (albeit a bit woozy).
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  #65  
Unread 1st of October, 2003, 06:21
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Just one more character to go and its clobberin time. Hurrah!
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  #66  
Unread 1st of October, 2003, 06:26
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plus you can get those that have slipped into the negatives back and on their feat
Exactly. I'm thinking there will be many a situation where we'll need to get the hell out of dodge, and carrying our near dead companions will make things difficult.

Another question, and one that figures heavily into my equipment.

Herbalism. Okay, here is the list of stuff I think I need to make the various herbal remedies:
  • Olive or Fish oil [no idea about cost]
  • Opaque container to steep them in (PHB clay jugs should suffice)
  • Containers to carry completed infused oils (PHB ceramic flasks, most likely)
  • Honey and/or sugar (not sure about cost of these)
  • Scale (merchant scale per phb)
  • Measuring cups (not sure on cost or weight)
  • Cinammon sticks (cinammon from PHB)
  • Bee's Wax (answered)
  • Various alcohols (wine?)
  • Heat source. I'm thinking some sort of oil lamp, like they would use to heat sealing wax. (no idea on cost or weight).

On top of that, Infused Oils mention eight ounce doses. Is that the amount you need to consume per day? That seems like quite a bit.
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  #67  
Unread 1st of October, 2003, 06:30
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Am I right in thinking that it costs 2 skp to achieve normal fluency in a language? I know it takes 1 rank to learn it, but as it cross class for all classes save bard...

By my count,

1 skp = pidgen
2 skp = fluency
4 skp = literate
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  #68  
Unread 1st of October, 2003, 06:32
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Gah, that seems harsh. The Midnight CS says 1 point for fluency, but doesn't mention the class skill / cross class skill thing.
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  #69  
Unread 1st of October, 2003, 06:34
PullOfTheSpirit
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I do not think so. I think you achieve full fluency with only one skill rank. The Midnight campaign book specifically mentions that Pidgins of a language are special cases, and in paragraphs describing languages, most specify it only costs one skill rank to learn.
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  #70  
Unread 1st of October, 2003, 06:37
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It seemed to me that the only time you really learn a pidgin is with your bonus languages - that is, you can learn two pidgins for the cost of one bonus language. Once you start spending skill points, it pretty much would cost you 1 rank to learn a pidgin - but fluency is also only one rank, so learning a pidgin doesn't make sense.

Unless you use Dirigible's method.
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  #71  
Unread 1st of October, 2003, 06:43
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Heaven forbid!

So, the correct costs are

Pidgen = 1/2 skp
Fluent = 1 skp
Literate = 2 skp

?
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  #72  
Unread 1st of October, 2003, 06:44
PullOfTheSpirit
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It makes sense to me to remove the cross class penalty for the Speak Language skill in a world that both lacks Bards and a language akin to Common.
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  #73  
Unread 1st of October, 2003, 06:46
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No, that is the strange thing. You can speak two Pidgins for every bonus point of Intelligence, but you must spend a full skill point to attain a Pidgin. Which almost no one will ever do, since it costs the same to buy full fluency in most languages.
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  #74  
Unread 1st of October, 2003, 06:51
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So pidgins are meant as starting languages only. Makes sense to me. Pidgins aren't really languages, more a blending of others to make communication between diffrent cultures possible. There generally created/adapted by children who grow up in a mixed culture enviroment.

Or at least that's how I've always understood them.
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  #75  
Unread 1st of October, 2003, 10:06
PullOfTheSpirit
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By the way, Cadrius, I was wondering how you handle alignment. Given the nature of the setting, it will obviously play an important factor, particularly when encountering Legates or other such servants of Izrador.

How exactly do you define the varying alignments along the axis, and should I be aware of any actions that might shift my alignment to Evil? As an example, the Midnight campaign book mentions Dwarves practicing torture, and gladiatoral combats against prisoners of war. Would you consider that Evil?
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