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  1. - Top - End - #781
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by Qwertystop View Post
    Check out the Ozodrin. Possibly the longest-running homebrew on these forums - 's been going more than three years. It's a base class, but it's got basically the same fluff - horrible twisted shapeshifting abberation. The average BAB really doesn't matter for it.
    Already done that, thanks anyway

  2. - Top - End - #782
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    Default Re: Request a Homebrew: Thread 2!

    Are there any 4e homebrew threads here?
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  3. - Top - End - #783
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    Default Re: Request a Homebrew: Thread 2!

    C934.1
    Quote Originally Posted by dspeyer View Post
    H934.1
    Sanity Whip: A deception psychomental attacks with pure confusion, dealing 1d4 wisdom damage. A dc 17 will save negates (cha based)
    Melee range? If not, what is the range?
    Does it require a (ranged) touch attack? (Probably not).
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by Arkhosia View Post
    Are there any 4e homebrew threads here?
    There can be. I don't know if there actually are since fewer seem to play 4e than play 3.5 or Pathfinder. You would have to look through the entire thread to see what has been done.

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    Default Re: Request a Homebrew: Thread 2!

    R937
    I'm looking for a 3.5 translation of this. I'm using the Vitality And Wound Points and armour as DR variants. It's for a party of 2 second level characters and I would like it in the next few days.

    Thanks in advance.
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  6. - Top - End - #786
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    Default Re: Request a Homebrew: Thread 2!

    H937
    Spoiler
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    Asylum Demon

    Medium Outsider (Chaotic, Extraplanar, Evil)
    Hit Dice: 4d8 (18 hp)
    Speed: 30 ft. (6 squares)
    Initiative: +5
    Armor Class: 14; touch 11; flat-footed 13
    (10 base + 1 dexterity + 3 natural armor)
    Base Attack/Grapple: +4/+7
    Attack: Demon hammer slam +7 melee (1d4+3, x2 crit.)
    Full-Attack: 2 demon hammer slams +7 melee (1d4+3, x2 crit.)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: n/a
    Special Qualities: Damage reduction 5/magic, darkvision 30 ft., telepathy 100 ft., vulnerability to fire
    Saves: Fort +3 Ref +4 Will +3
    Abilities: Str 16, Dex 12, Con 10, Int 9, Wis 10, Cha 10
    Skills: Climb +6, Hide +6, Intimidate +5, Move Silently +5, Search +6, Spot +4, Survival +7, Use Rope +7
    Feats: Improved Initiative, Power Attack
    Environment: Undead Asylum
    Organization: Solitary or press gang (2-5)
    Challenge Rating: 2
    Treasure: 1 light hammer, big pilgrim key
    Alignment: Always chaotic evil
    Advancement: 4-6 HD (Medium); 7-12 HD (Large)
    Level Adjustment: n/a


    H937
    Spoiler
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    Asylum Demon

    Huge Outsider (Chaotic, Extraplanar, Evil)
    Hit Dice: 4d8+16 (34 hp) | 40 wound points
    Speed: 20 ft. (4 squares); fly 30 ft. (clumsy maneuverability)
    Initiative: +5
    Armor Class: 15; touch 9; flat-footed 14
    (10 base + 1 dexterity + 7 natural armor -2 size)
    Base Attack/Grapple: +4/+15
    Attack: Demon hammer slam +5 melee (3d8+5, x2 crit.)
    Full-Attack: 2 demon hammer slams +5 melee (3d8+5, x2 crit.)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: n/a
    Special Qualities: Damage reduction 5/magic, darkvision 30 ft., telepathy 100 ft., vulnerability to fire
    Saves: Fort +3 Ref +4 Will +3
    Abilities: Str 21, Dex 12, Con 20, Int 9, Wis 10, Cha 10
    Skills: Climb +2, Hide +6, Intimidate +5, Jump, +4 Move Silently +5, Search +6, Spot +4, Survival +7, Use Rope +7
    Feats: Improved Initiative, Power Attack, Snatch
    Environment: Undead Asylum
    Organization: Solitary or press gang (2-5)
    Challenge Rating: 2
    Treasure: 1 Huge greatclub, big pilgrim key
    Alignment: Always chaotic evil
    Advancement: 4-6 HD (Huge); 7-12 HD (Gargantuan)
    Level Adjustment: n/a


    Gargantuan Outsider (Chaotic, Extraplanar, Evil)
    Hit Dice: 12d8+60 (114 hp) | 40 wound points
    Speed: 20 ft. (4 squares); fly 30 ft. (clumsy maneuverability)
    Initiative: +5
    Armor Class: 16; touch 6; flat-footed 16
    (10 base +10 natural armor -4 size)
    Base Attack/Grapple: +12/+24
    Attack: Gargantuan greatclub +18 melee (4d8+15, x2 crit.)
    Full-Attack: 2 Gargantuan greatclubs +18 melee (4d8+15, x2 crit.) or crush*
    Space/Reach: 20 ft./20 ft.
    Special Attacks: n/a
    Special Qualities: Damage reduction 5/magic, darkvision 30 ft., telepathy 100 ft., vulnerability to fire
    Saves: Fort +3 Ref +4 Will +3
    Abilities: Str 30, Dex 10, Con 20, Int 9, Wis 10, Cha 10
    Skills: Climb +2, Hide +6, Intimidate +5, Jump, +4 Move Silently +5, Search +6, Spot +4, Survival +7, Use Rope +7
    Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Power Attack, Snatch
    Environment: Undead Asylum
    Organization: Solitary
    Challenge Rating: 2
    Treasure: 1 Gargantuan greatclub, big pilgrim key
    Alignment: Always chaotic evil
    Advancement: 4-6 HD (Huge); 7-12 HD (Gargantuan)
    Level Adjustment: n/a

    I'm having trouble figuring out which of the attacks in the video is its crush attack. I'm guessing it's either when he jumps up and crashes into the ground or the part where he brings his hammer up and then brings it straight down at the ground. It's probably supposed to be one of its worse attacks so I'm thinking of making it a full attack option that can be used in place of its great club attack.
    Last edited by Steward; 2013-08-05 at 01:54 PM.

  7. - Top - End - #787
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by Steward View Post
    H937

    Asylum Demon

    Medium Outsider (Chaotic, Extraplanar, Evil)
    Hit Dice: 4d8 (18 hp)
    Speed: 30 ft. (6 squares)
    Initiative: +5
    Armor Class: 14; touch 11; flat-footed 13
    (10 base + 1 dexterity + 3 natural armor)
    Base Attack/Grapple: +4/+7
    Attack: Demon hammer slam +7 melee (1d4+3, x2 crit.)
    Full-Attack: 2 demon hammer slams +7 melee (1d4+3, x2 crit.)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: n/a
    Special Qualities: Damage reduction 5/magic, darkvision 30 ft., telepathy 100 ft., vulnerability to fire
    Saves: Fort +3 Ref +4 Will +3
    Abilities: Str 16, Dex 12, Con 10, Int 9, Wis 10, Cha 10
    Skills: Climb +6, Hide +6, Intimidate +5, Move Silently +5, Search +6, Spot +4, Survival +7, Use Rope +7
    Feats: Improved Initiative, Power Attack
    Environment: Undead Asylum
    Organization: Solitary or press gang (2-5)
    Challenge Rating: 2
    Treasure: 1 light hammer, big pilgrim key
    Alignment: Always chaotic evil
    Advancement: 4-6 HD (Medium); 7-12 HD (Large)
    Level Adjustment: n/a

    I'm not familiar with that mechanic but I think this monster should have 10 wound points. I decided not to make this demon a tanar'ri because I saw in the provided link that it is vulnerable to both magic and fire, while most tanar'ri have at least resistance to fire 10. The picture isn't very clear as to what the demon looks like so I couldn't say if it wears armor or not.

    Hopefully Debi stops by pretty soon to check for errors. :D
    C937

    Thanks this is a grate help.
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  8. - Top - End - #788
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    Default Re: Request a Homebrew: Thread 2!

    C937

    Pictured: Asylum Demon vs Human

    Actually, the Asylum Demon is Gargantuan. He also has limited flight (though I'd say either poor or clumsy maneuverability) and a Crush attack.

    You'll also want to give him a bit more natural armor.

    Plus, that hammer is anything but light. More like a Greatclub. (it's really just called a hammer)
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  9. - Top - End - #789
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    Default Re: Request a Homebrew: Thread 2!

    C 937

    Holy crap.

    You're sending two level 2 characters against that monster???

    Um, give me a little bit, I have to make some amendments and do some recalculations.

    (God, the picture in that first website was awful. It looks like someone spat on a camera lens.)
    Last edited by Steward; 2013-08-01 at 12:26 PM.

  10. - Top - End - #790
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    Default Re: Request a Homebrew: Thread 2!

    C. 937.

    I'll take a look once it's revised. The rules on wounds and vitality are in the online SRD here: http://www.d20srd.org/srd/variant/ad...oundPoints.htm

    That may help you in redesigning the critter.

    Debby
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    Default Re: Request a Homebrew: Thread 2!

    C937

    Quote Originally Posted by Steward View Post
    C 937

    Holy crap.

    You're sending two level 2 characters against that monster???

    Um, give me a little bit, I have to make some amendments and do some recalculations.

    (God, the picture in that first website was awful. It looks like someone spat on a camera lens.)
    It's a game based of the dark souls game and the asylum demons is the first boss in that game, so it's the first boss in my game.

    (Sorry about the bad picture).
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  12. - Top - End - #792
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    Default Re: Request a Homebrew: Thread 2!

    R 938

    Perhaps not quite the normal for this thread, but, I have a piece of homebrew, and I need some input on it. Thanks!

    http://www.giantitp.com/forums/showthread.php?t=295441
    "I Burn!"

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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by Metahuman1 View Post
    R 938

    Perhaps not quite the normal for this thread, but, I have a piece of homebrew, and I need some input on it. Thanks!

    http://www.giantitp.com/forums/showthread.php?t=295441
    C 938

    This is really for requesting a homebrew not for getting feedback. You should post and ask for PEACH (please edit and critique honestly) in your title and that may help. I don't normally critique classes since I have no expertise in class balance but yours seems to be grossly overpowered. Shouldn't have all good saves for example. Pick 2.

    I also recommend that you remove the spoiler tags. Pictures belong in spoilers not charts.

    Debby
    Last edited by Debihuman; 2013-08-01 at 10:02 PM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
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  14. - Top - End - #794
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    Default Re: Request a Homebrew: Thread 2!

    C908

    Cool job. the spell list and most of the abilities are spot on!

    I can't relly see where the true speak comes from. but hey you did an aawesome job!

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    Default Re: Request a Homebrew: Thread 2!

    R939 (with apologies to smoke prism)

    Has anyone previously done, or is anyone willing to do, homebrew modifications to D&D 3.5/Pathfinder clerics to make their spell access work like a wizard's, but still keep the class "balanced" against the wizard, druid, and sorcerer?
    Last edited by Batou1976; 2013-08-04 at 08:45 AM.
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by Batou1976 View Post
    Has anyone previously done, or is anyone willing to do, homebrew modifications to D&D 3.5/Pathfinder clerics to make their spell access work like a wizard's, but still keep the class "balanced" against the wizard, druid, and sorcerer?
    C939

    Please number you're requests, this should be R 939.
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  17. - Top - End - #797
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by Steward View Post
    H937
    Hopefully Debi stops by pretty soon to check for errors. :D
    C. 937. A few errors. Mostly small ones.

    It looks like demon hammer is simply a Huge greatclub, which would do 3d8+5 points of damage. or +7 as only weapon
    Attack Huge greatclub + 5 melee (3d8+7) or Slam +5 melee (2d6+5)
    Full Attack: Huge greatclub +5 melee (3d8+7) or 2 slams +5 melee (2d6+5)

    AC is off. Armor Class: 16 (+ 1 Dex + 7 natural, -2 size), touch 9, flat-footed 15

    It has too many feats for 4 HD so make one a bonus feat.

    Really a Huge creature with 4 measly hit dice? If you are basing it on an ogre but making it bigger, you should increase its Hit Dice too or just leave it Large.

    Debby
    Last edited by Debihuman; 2013-08-03 at 04:20 PM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Default Re: Request a Homebrew: Thread 2!

    R940*

    Can I have some ability ideas for an aberrant warrior based prestige class?
    Last edited by vinihigino; 2013-08-04 at 04:34 PM.

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    Lightbulb Re: Request a Homebrew: Thread 2!

    C 937

    As I said before, it actually needs to be Gargantuan, or its Crush attack (which you've also not included) wouldn't work on Humans.

    Try here and here for how it acts in a fight.
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by Batou1976 View Post
    R939 (with apologies to smoke prism)

    Has anyone previously done, or is anyone willing to do, homebrew modifications to D&D 3.5/Pathfinder clerics to make their spell access work like a wizard's, but still keep the class "balanced" against the wizard, druid, and sorcerer?
    I started to do something but I ran into fluff hiccups. Where do you wish the power to come from? The laws of magical reality like a wizard's power? A deity or ideal? Somewhere else? Are you indifferent about it? My own fluff ideas were a bit campaign changing. Are you the DM or a player?
    Last edited by ericgrau; 2013-08-04 at 04:29 PM.
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by DracoDei View Post
    C934.1

    Melee range? If not, what is the range?
    Does it require a (ranged) touch attack? (Probably not).
    140 ft. No attack needed (just the will save to negate). Similar to Ego Whip (and yes, I changed half to negate because unstoppable cha damage seemed too much).
    Last edited by dspeyer; 2013-08-04 at 11:23 PM.

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    Default Re: Request a Homebrew: Thread 2!

    C940

    Lots of aberrations have tentacles and grapple powers (improved grab, constrict), so you can grow those. If you wind up with weapons in all your tentacles, some form of movement+fullAttack becomes very useful. Psionics is common, so Hustle at will? That might be too strong. You can also cherry-pick classic aberration abilities, like a beholder's antimagic cone. Or possibly eye-rays, growing an additional eye on a stalk for each ray learned (all the extra eyes and tentacles should give a very aberrant feel). Likewise, it should gibber. Maybe throw in some less canonical aberrant abilities like spitting poison or corrosive slime (a nasty combination with grappling).

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    Default Re: Request a Homebrew: Thread 2!

    H 939
    Well here's a minimal fluff version, it can always be altered later.

    Studious Clergy ACF
    Lose: Domains, extra domain spell slot, spell access through prayer
    Gain: You access cleric spells using a spellbook, like a wizard. You also begin knowing the same number of spells (and all orisons), and learn the same number upon each level up, except that this is based on wisdom rather than intelligence. You may likewise take and apply any related wizard feat, such as spell mastery, again using wisdom in place of intelligence and your cleric level or caster level in place of the wizard level or caster level. You may likewise prepare read magic without your spellbook. You may also learn any cleric spells from any domain the same way as any other cleric spell. The domain spells need not be from your deities' domains. You do not gain any access to domain powers, however.
    Last edited by ericgrau; 2013-08-05 at 02:41 PM.
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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by dspeyer View Post
    C940
    You can also cherry-pick classic aberration abilities, like a beholder's antimagic cone. Or possibly eye-rays, growing an additional eye on a stalk for each ray learned (all the extra eyes and tentacles should give a very aberrant feel). Likewise, it should gibber. Maybe throw in some less canonical aberrant abilities like spitting poison or corrosive slime (a nasty combination with grappling).
    That's kind of what I've already done with new aberrant feats. I was looking more for something that combines that (aberrant feats) with the trained warrior side :/

    Thanks for the input.

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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by Debatra View Post
    C 937

    As I said before, it actually needs to be Gargantuan, or its Crush attack (which you've also not included) wouldn't work on Humans.

    Try here and here for how it acts in a fight.
    C 937

    Those videos are a bit long so I can't quite figure out which of the creature's attacks is the "crush". Can you help me figure out what exactly the "crush" attack is in terms of an attack? I'm assuming that it's the big where the big guy jumps up slowly (limited flight?) and crashes to the ground, but it could be the way that he brings his hammer straight down at the ground and makes a little shockwave, I guess... but then that means that the hammer slam is the pit where he sweeps the air with his club in a kind of spiral motion. I'm having trouble figuring out exactly what kind of stats it should have in terms of damage, attack roll, etc.

    I definitely think it should be a full attack though; like, he can't use the crush attack in the same round as the swings of his hammer, right?

    Thanks for all the help and comments, by the way!
    Last edited by Steward; 2013-08-05 at 01:15 PM.

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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by vinihigino View Post
    That's kind of what I've already done with new aberrant feats. I was looking more for something that combines that (aberrant feats) with the trained warrior side :/

    Thanks for the input.
    Someone who already has a bunch of those feats and wants to use them to fight, huh...
    • Multi-grip: for each hand or tentacle beyond the base two that you hold a two-handed weapon with, the multiplier for power attack increases by one. Also, for every two extra appendages, you can use weapons intended for a creature one size category larger.
    • You can use some standard-action special attacks (Destranchan Throat, Guardian Naga Poison) as single attacks in a full attack progression.
    • Demoralyzing intimidation, or maybe even frightful presence.
    • Something that allows you to flank or surprise your enemies by taking advantage of weird anatomy.
    • Something like dervish dance, if you get enough attacks
    • A dodge bonus for extra eyes

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    Default Re: Request a Homebrew: Thread 2!

    Quote Originally Posted by dspeyer View Post
    Someone who already has a bunch of those feats and wants to use them to fight, huh...
    • Multi-grip: for each hand or tentacle beyond the base two that you hold a two-handed weapon with, the multiplier for power attack increases by one. Also, for every two extra appendages, you can use weapons intended for a creature one size category larger.
    • You can use some standard-action special attacks (Destranchan Throat, Guardian Naga Poison) as single attacks in a full attack progression.
    • Demoralyzing intimidation, or maybe even frightful presence.
    • Something that allows you to flank or surprise your enemies by taking advantage of weird anatomy.
    • Something like dervish dance, if you get enough attacks
    • A dodge bonus for extra eyes
    Nice ideas! Thanks

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    HalflingRogueGuy

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    Default Re: Request a Homebrew: Thread 2!

    R: 941?

    A magic item the produces infinite Halfling skiprocks and can produce enchanted skiprocks
    I am just a worthless liar.
    I am just an imbecile.
    I will only complicate you.
    Trust in me and fall as well.
    I will find a center in you.
    I will chew it up and leave,
    I will work to elevate you
    Just enough to bring you down.

    Tool.

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    Default Re: Request a Homebrew: Thread 2!

    C 941

    I forget what it's called and am away from my books at the moment, but I believe there's an item in the MIC that does exactly that, but with daggers.
    Kaedanis Pyran, tai faernae.

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    PirateGirl

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    Default Re: Request a Homebrew: Thread 2!

    R 942

    I'd like a Bouncer (for 3.5), a 5-level Prestige Class for an Ogre NPC I have in mind. Pebbles the Ogre is a bouncer in the bar where my Sommelier Golem works. He gets his name for the ioun stones floating around his head. He's probably going to have at least 5 levels of Fighter so the Prestige Class can work with that.

    I found one Bouncer Prestige Class online here: http://disgaead20.wikispot.org/Bouncer
    but I want something that's not D20 Modern based.

    He should have the special ability to deal with drunks especially mobs of drunken hooligans (CR 8) see here: http://www.giantitp.com/forums/showp...61&postcount=1

    This is for an encounter that I have brewing in my head and I suck at making prestige classes. A little silly is okay but not too silly and it has to follow the standard rules as much as possible.

    Thanks

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
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