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2013-07-30, 04:36 PM (ISO 8601)
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Fury Critique
Insanity: Insanity is a bit clunky right now. You will pretty much always have maxed insanity after the first round of combat right now unless you sacrifice it with Know my Pain. I would suggest making it take a bit longer to fill up, make it cap at your character level but only grant you 1/2 your insanity score to hit from Madman stance.
Simmering Rage: Cool, maybe at higher levels allow him to delay the damage for 2 or more rounds?
Know My Pain: If you take my suggestion on insanity reduce the amount of damage to half your insanity pool or something similar. If you don't take my suggestion then its good right now. Why would you want to reduce your insanity though? I would imagine most characters taking this class would take shock trooper and try to tank with miss chances.
Clouded Vision: Hm I don't like this ability. It basically makes it so that allies have to essentially stay away and it has no check to resist. I like the flavor but I think it should have a will save or something to resist murdering your allies. Also put this ability in the order that you get them, it makes it easier to read.
To the Brink: Like I said, at the moment you pretty much will almost always have max insanity.
Suggestion for other abilities:
Bull rush type abilities including improved bull rush as a bonus feat.
Power Attack bonuses, maybe not extra damage as it doesn't need it but maybe stuff like bonus on trip attempts equal to power attack penalty? Things like that.
Extra hit points and tanking abilities. DR maybe?
Cool class but it needs some more work before the final version. You still have some time to fix it though.Awesome Avatar by Derjuin
My Homebrew: Here
The Necromantic Codex: A collection of necromancy classes, items and monsters.
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2013-07-30, 05:37 PM (ISO 8601)
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- Dec 2012
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Also: If I'm reading this correctly, Know My Pain grows weaker as you level. At 10 level and later, it will empty your insanity every time, whereas before that it just slowly drains it. Unless that's the point, but i'd doubt that.
As for Clouded vision, i'm skeptical. Although the flavor is great, it becomes a liability, and a harsh one at that. Second, if it is to be gained at level 2, people will actually dread the level, which isn't good. It needs to either offer something in return or be "gained" at level 1. Bonus points if it is offset as you level, in a "learning to control it" way (such as increased tools to not attack). Finally, as a tank, i think you'll be relying on reach and AoO, so this is really dangerous as is, possibly crippling.
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2013-07-30, 07:14 PM (ISO 8601)
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- Jan 2010
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- Boston, MA
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
I like this idea. It does seem to fill too fast as-is. A pervasive miscommunication here seems to be that Know My Pain drains insanity. It doesn't - it drains the delayed damage pool.
Simmering Rage: Cool, maybe at higher levels allow him to delay the damage for 2 or more rounds?
Know My Pain: If you take my suggestion on insanity reduce the amount of damage to half your insanity pool or something similar. If you don't take my suggestion then its good right now. Why would you want to reduce your insanity though? I would imagine most characters taking this class would take shock trooper and try to tank with miss chances.
Clouded Vision: Hm I don't like this ability. It basically makes it so that allies have to essentially stay away and it has no check to resist. I like the flavor but I think it should have a will save or something to resist murdering your allies. Also put this ability in the order that you get them, it makes it easier to read.
To the Brink: Like I said, at the moment you pretty much will almost always have max insanity.
Suggestion for other abilities:
Bull rush type abilities including improved bull rush as a bonus feat.
Power Attack bonuses, maybe not extra damage as it doesn't need it but maybe stuff like bonus on trip attempts equal to power attack penalty? Things like that.
Extra hit points and tanking abilities. DR maybe?
Thanks for the critique!HOMEBREW
The Phase Dancer - A spellsword who has learned to use teleportation to stab people.
The Stalwart - An unarmed, unarmored wall of muscle that fights with surges of strength and massive combat maneuver combos.
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2013-07-30, 08:22 PM (ISO 8601)
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- Dec 2012
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Well, that solves my worries about Know My Pain, but I'm afraid about it's power. Essentially, after level 10 you're only damaged after the pool is full, provided you get to attack. At level 20, that means DR30/-, only split over all attackers. Not to mention your attacks will decimate them if they manage to go through the pool, with a hard-hitting weapon and pumped-up strength, you're usually looking at Massive Damage when your pool is full.
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2013-07-30, 08:34 PM (ISO 8601)
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- Jan 2010
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
I think you may have misread something again - it only boosts damage by half of maximum insanity (changed from full insanity after taking Silva's advice to double max insanity), so it's only giving you, at most, a +10 to damage at level 20. That's nothing. And besides, massive damage for a heavy-damage-dealing class at level 20 is par for the course. I'd be ashamed if it weren't toeing that line.
If I remove the upgrade to Know My Pain at level 10, it'll let you eliminate 20 damage from the Simmering Rage pool per round at level 20 if every attack lands. Would that be more reasonable?HOMEBREW
The Phase Dancer - A spellsword who has learned to use teleportation to stab people.
The Stalwart - An unarmed, unarmored wall of muscle that fights with surges of strength and massive combat maneuver combos.
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2013-07-30, 08:52 PM (ISO 8601)
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- Dec 2012
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
I think it'll be tame if you change the effect to work on successful basic attack. So not on AoO, and for the love of Batman not on full-round attack. Post-10, that bit won't matter, but it boosts your drain before that.
Also, consider: after 10, deals damage equal to pool but still drains half of it. That will make it more dependable as an attack while balancing the defence bit, if it turns out too strong.
As for Paths, an idea is the heavy-armored/shielded that is particularly pissed when attacked, and a more reckless heavy-hitter (give him free Monkey Grip if you're feeling evil).
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2013-08-01, 07:31 PM (ISO 8601)
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- Jun 2010
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
I've decided to remove my current entry, seeing as I came up with an even better idea that more fits the theme. For anyone who may have liked what they say, no worries, it will come up later outside the contest, albeit in a somewhat altered format for the class, at least.
Is it fine if I create a new entry? My last entry wasn't finished, but the rules say one entry per person, so I wasn't sure on that.Newest Work: Pyromancer - My submission for Base Class Contest X
Vote here.
Awesome Quotes:
Finall got an Extended Homebrew Signature, courtesy of Cipherthe3vil
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2013-08-01, 07:33 PM (ISO 8601)
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- Dec 2012
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2013-08-01, 08:19 PM (ISO 8601)
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Completely fine, as Xhosant says. The one-entry limit is to keep people from posting several different classes they had in the works that fit the theme and getting a much higher chance of winning because of that. It's also harder to tell if someone is cheating if they have multiple classes since you have to look for all of them, not just one. And what happens if they cheated with one class, but not the other(s)? There aren't many positives to balance the negatives of allowing multiple entries.
However, all of that doesn't apply to you. Deleting your entry and putting in a new one is fine, since we'll only be voting on one and only one will be subject to contest rules. Just be sure not to post something outside the contest, then change your mind and put it back in or something.Last edited by Temotei; 2013-08-01 at 08:21 PM.
Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).
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2013-08-01, 09:15 PM (ISO 8601)
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- Jun 2012
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Would someone please comment on my class, the Apostle of Madness? I didn't complete it, but I plan to use all the time I get, so doing otherwise would mean I won't have much replies.
I'm going to give them the ability to bypass immunity to mind-affecting effects by accepting to take the effect of their own spells. Do anyone have an idea for the name of that class feature?
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2013-08-01, 10:13 PM (ISO 8601)
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- Jun 2010
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Newest Work: Pyromancer - My submission for Base Class Contest X
Vote here.
Awesome Quotes:
Finall got an Extended Homebrew Signature, courtesy of Cipherthe3vil
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2013-08-02, 03:11 PM (ISO 8601)
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Apostle of Madness Review
Interesting fluff, I wonder how an apostle of madness would work in a standard party. Would definitely be an interesting dynamic roleplay wise at least. Also I am sure you know but just as a note your role section still needs to be finished as well as your starting gold and age.
Class Features:
Sanity Control: I am confused on the line "Powers and spells granted by the Sanity Control ability are neither spell-like nor psi-like, with all of the accompanying benefits and drawbacks." So they are not them but have the benefits of spell like abilities? It needs some clarity.
Do you need to augment spells to have similar effects like spell to power erudites? Or do spells naturally scale.
The spell list/power list is also incredibly small IMO. 53 spells and powers when you can select 20 isn't much. Especially when not a lot of people will choose some of them due to the spell power being very niche (Co-Opt Concentration, Shatter Mind Blank, Nightmare Symbol of fear). I would suggest trying to add more spells, there are plenty of insanity spells and effects that can be used.
Mad Dreams: Is the wisdom damage cumulative? Do I need to pay 4 wisdom for contact other plane or do I need to take 8 wisdom damage. Also do you get the ability to cast the spell at will or once its not quite clear. If its once when does the ability take place. Cool ability though.
Gifts:
2nd: Eldritch Summoning is pretty good and gives some much needed variety to the spell list. Glimpse of the future is interesting since true strike is so cheap in a point spellcasting system. Non Euclidian movement is also a cool balanced ability. I think Eldritch summoning is stronger than both of the other ones by a decent amount.
6th: So he gains time hop that is automatically augmented. Seems fine.
10th: Both of these are good.
14th: Greater non euclidian movement continues the progression. Improved Reanimator has a problem though, you can't control the undead you create. Create Undead doesn't give you control over them and they aren't added to your animate undead pool. So this ability lets you create flesh hungry undead that you can't control, not exactly the best ability.
18th: Time Mastery seems fine.
Bonus feats also seem fine.
A cool class its still needs more variety in the gifts and I would suggest maybe giving the summon monster gift some more options later on.Awesome Avatar by Derjuin
My Homebrew: Here
The Necromantic Codex: A collection of necromancy classes, items and monsters.
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2013-08-02, 08:58 PM (ISO 8601)
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- Jun 2012
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Thank you for the reply, I need them to further improve the class. I clarified the class features and added the role line at the beginning.
I looked at some interesting mind-affecting spells and powers from the various books. There were 51 spells and powers on the list ; that's 24 more. In all honesty, I don't know how much more I can find, but 25 more should be enough. If you have ideas, please share, as long as all spells are mind-affecting and taken from the sorcerer/wizard spell list.
I may nerf Eldritch Summoning, probably by splitting it into a chain that also gives access to other summoning spells. Any further suggestion?
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2013-08-02, 10:18 PM (ISO 8601)
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- Jun 2011
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Hello all. Good to be finally back. I think I have completed my entry, the Delirium Blade. If someone is interested with a PEACH swap, that would be most helpful.
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2013-08-04, 06:39 AM (ISO 8601)
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- Apr 2011
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Throwing my tinfoil hat in the ring with the Psychocarnate.
PEACHes welcome.Last edited by sengmeng; 2013-08-04 at 04:47 PM.
My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).
Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).
Nod, get treat.
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2013-08-04, 12:06 PM (ISO 8601)
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- Dec 2012
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2013-08-04, 02:07 PM (ISO 8601)
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- Jun 2012
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
I would've been interested in giving a full review of the Black Blood Vanguard class. A great class, btw. Unfortunately, I can only give a partial review, for now.
The fluff is interesting, but you too have information missing. Don't forget to write them down.
The basic of the class (hit dices, skills, bab, saves and proficiencies) is standard for fighting classes, with the addition of class skills related to their Incantations. Nothing bad here.
The damage reduction from the Black Blood class feature is stronger than usual, but not alarming. Tokens are powerful though. Black Ichor make it easy to give them and the use of incantations make it easy to use Black Ichor. Still, it takes 6 rounds to be effective, so I think its balanced.
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2013-08-06, 03:51 PM (ISO 8601)
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Oh hey, so it's been almost a year since last I posted on GitP apparently. Craziness. Cheesy74 told me about this contest, so I figured I'd give it a shot. Just finished all the fluff, but now I actually have to design the class's features. I'm aiming for a slightly lower-powered, fairly niche class. Think that will hurt my chances?
(Also, yes, I know I've only got a week, but you know what? Still gonna be a fun exercise, win or lose).
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2013-08-06, 06:36 PM (ISO 8601)
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- Dec 2012
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
50% completion on the flower department.
Right now, the Arborist can make his mark depressed, make them close everyone but him out, turn them into his puppet, and even mess with their sleep.
Yes, i think I like how this is coming along
Also, Wide Iris is intended to be used on oneself, to compensate for the absence of armor for a melee, a la monk. At a price, of course
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2013-08-06, 11:58 PM (ISO 8601)
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- May 2012
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- In the Playground. Duh.
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
White is my color for internal monologue. (without the black highlight, of course)
Judge's choice in the Pathfinder Grab Bag XIX
Spoiler
Avatar by the ever-brilliant Ceika
Paizocarnum - A 3.p update of Incarnum, now in PDF!
The Beastmaster: Master of Beasts! (Pathfinder homebrew class)
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2013-08-07, 12:40 AM (ISO 8601)
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).
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2013-08-09, 04:13 PM (ISO 8601)
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- Jun 2012
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
I'd like a new review of the Apostle of Madness class. I especially need feedbacks on the Mind Warp class feature. Is it well-worded?
The class is not complete, of course, but it's all in the work. This list is a reminder of what I need, though feel free to post your ideas.
* Two sections in the introduction.
* 17th and 19th level class features.
* New Gifts of the Ancients (though I have some ideas, I need at least 15 gifts).
* The epic level progression (because no class is complete without one).
* Feats for the class.
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2013-08-10, 02:38 PM (ISO 8601)
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Oh-up! Got my class done!
Changed direction a little bit, but I think it stands by itself...now I just gotta make an example character....Spoiler
Bel's Compendium
Homebrew sig
Epic items of interest
Sir cowabunga of clubs
ENTJ-A
“Take but degree away, untune that string, And, hark, what discord follows!” -Shakespeare
“Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi” -Ragnar Lodbrok
"I have a high art; I hurt with cruelty those who would damage me." -Archilochus
Discord -Now with a recruitment bot!
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2013-08-10, 09:32 PM (ISO 8601)
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- Apr 2011
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- Minnesota
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).
Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).
Nod, get treat.
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2013-08-11, 12:04 PM (ISO 8601)
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- Jun 2012
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Psychocarnate Review
Fluff is good, except the Other Classes section, which imply they don't need the help of fighting classes at all. Given that the class is not better in melee than a Wizard, they'd probably benefit from a fighting ally.
The abilities section should probably not contain rule information, but the Crazy Powers class feature also contains that information so it is not out of place. Skills and the rest are good.
A suck-or-suck class feature is unusual, but I can understand it. For the rest, the permanent insanity effect is both too powerful and overly specific. I suggest the following changes :
* Make it apply to mind-affecting powers of the Telepathy school (because I don't see why Shatter Mind Blank would trigger the insanity), to mind-affecting spells of the Enchantment (Compulsion) subschool (because two spells is too specific, and there are more variations of Dominate Person than that) and to Detect Thoughts.
* Make the confusion temporary. 10 minutes per Psychocarnate level is probably the longest amount of time it should last. A PC should not become unplayable after a fight with a first level character only because he cast the wrong spell and was unlucky on his saving throw.
* Mention this is a mind-affecting effect. It shouldn't come up before medium or high level, but at that level, it's important to mention.
Immunity to lesser confusion, confusion, insanity, and symbol of insanity could very well be reduced to immunity to confusion effects, but it's unusual for a 1st level class feature. To my knowledge, only two prestige classes give it, one at 2nd level, one at 6th.
The first part of the class feature is ok, but IMO, the ability to gain an at-will psionic focus at the cost of 1 Wisdom damage is too much. Adding it's Charisma bonus to Will saves in addition to the Wisdom bonus is a major boost, but otherwise ok again. The last ability (healing Wisdom damage at a rate of 1/2 level per day) needs clarification. Does it come in addition to natural healing? Does it apply even if the Psychocarnate isn't actively recovering?
Clearly overpowered, and the bold text implies that epic manifesting is allowed. Let's see how many ways in can find to break it :
* Give unlimited power points to your allies via Bestow Power, which requires 1d6 +4 Wisdom damage at first level and 1d6 +2 at second, but can be used in conjunction with Psionic Restoration at higher levels.
* Unlimited manifesting through Psionic Restoration. It is a 6th-level power, so manifesting it at first level costs 1d6 + 12 Wisdom damage, which any character with 18 in Wisdom can do safely to recover ability damage and ability drain at will. At second level, the damage becomes 1d6 +10, allowing the Psychocarnate to manifest a known power virtually at will. As the Psychocarnate's level increase, this becomes easier, up to the point only 6 in Wisdom is required, or 2 if the Psychocarnate actually take the time to learn the power.
* Abusing Psychic Reformation to always have the powers known, skills, and feats that he needs. Only 1d6 +10 Wisdom damage at first level, 1d6 +8 and second level, and no XP cost, because it's a psi-like ability.
It's even worse. In other words, it means you count all powers from a given school as powers known. Given what you can do with an unknown power, and given that a known power does it even better, School Familiarity is very powerful, though it stems from the fact Crazy Powers is overpowered.
Fortunately, the Psychocarnate doesn't have a full BAB progression, and 4d4 Wisdom damage per round is of course more balanced than Crazy Powers, but this class feature still doesn't look right for me.
Remember when I said the Psychocarnate wasn't a fighting class? I was wrong.
Aside from pun in the name, and the fact it has all the benefits of a SRD feat, but more specific and powerful, this one is ok.
If Crazy Powers wasn't OP, this one would be perfectly balanced.
It's a weaker and much more specific version of Mind Over Body. It should probably increase by the character's Charisma modifier instead of being static and require the Focus class feature instead of the Crazy Powers class feature.
How can it not stack with Crazy Strong? It doesn't even apply to the same thing. Crazy Strong gives a bonus to strength only, this one give a bonus to attack rolls, damage rolls, saving throws and skilll checks (but not strength). Of course, bonuses that doesn't apply to the same thing stack. Also note that, by RAW, Euphoria remains active until the Wisdom damage is removed.
If the Psychocarnate somehow finds a way to cast Psionic Restoration in only 1 round, he can really be up to something.
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2013-08-11, 12:38 PM (ISO 8601)
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Thanks for taking the time. I have to look over some of the powers you mentioned and try to eliminate loophole abuse (I already barred them from casting Psionic Restoration at all, I just forgot to save changes). The Insanity effect that causes confusion in anyone trying to dominate the Psychocarnate allows a retry on the will save every round, so only someone who could NEVER make the save will have it be permanent. I suppose it should also be curable with a restoration or remove curse as well. I was modeling it after the Wilder's Volatile Mind class feature, which is suggesting the same idea and also applies to all telepathy powers. I admit I got a little lazy about looking through all the powers and considering which make the most sense. I also forgot to mention how overbleed works with Crazy Powers (and I haven't actually nailed it down).
But, the main thing is Crazy Powers is OP. Yes, they still need to hit 19 wisdom and charisma to manifest 9th level powers at 1st level, but they could theoretically try it. Those would obviously be one-shot deals (and it would keep them out of action for weeks, unless the 1st level Psychocarnate is hanging out with clerics high enough level to cast restoration).They can't do epic manifesting until they can get the feat, so 21st level like everyone else. But I still agree that it is OP; that's usually the direction I err in and then dial it back. Would higher wisdom damage balance it? I'd like to keep the power level and add penalties.My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).
Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).
Nod, get treat.
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2013-08-11, 01:05 PM (ISO 8601)
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- Jun 2012
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
When you are at it, also remember Psychic Chirurgery.
Thinking about it, though, I suggest you instead change ability damage for ability burn. It sucks more, but undead aren't immune to it and it can't be artificially healed. Given how slow the recovery of Crazy Powers would be in that case, they should probably recover from ability burn caused by their class features at an accelerated rate, somehow.
I didn't notice any of that. You're right.
Adding more penalties isn't a justification for OP, because a well built character can always exploit loopholes or have absurdly high ability scores. I instead suggest you put an upper limit to the level of power they can manifest based on their class level. This also gets around the abuse of ''epic powers count as 10th-level powers, therefore I can cast them for 1d6 +20 Wisdom damage''.
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2013-08-12, 02:45 PM (ISO 8601)
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
I've been away from this thread because procrastination and OOH SHINY around the board, but the Clown is now complete. Thank you, Temotei, for your critique. I've fixed what looks like needed fixing.
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2013-08-12, 04:35 PM (ISO 8601)
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Yeah, sorry about not critiquing the others. Been a bit busy and when I wasn't, I honestly really, really didn't feel like doing it. So, I owe everyone who I didn't give a critique this contest next time they enter.
Not that I'll only critique theirs. I just have to.Last edited by Temotei; 2013-08-12 at 04:35 PM.
Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).
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2013-08-12, 07:08 PM (ISO 8601)
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
I like the wisdom burn idea.
How about a limit of the highest level power known + your Wisdom modifier? That should push back 9th level powers to level 8 (and take 1d6+10 wis damage), but only once since their wisdom would no longer be high enough afterwards (and it would take about 3 days to recover naturally).My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).
Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).
Nod, get treat.