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Soilborn
2011-01-07, 02:53 AM
I've been toying with this idea for a while and thought I'd finally get it down in text. Toss me some feedback so I can iron this guy out. I'm not too thrilled with the name "Arcane Palm," but it will suffice for now. This is my first shot at a home-brew PrC, so please be gentle.


The Arcane Palm


http://img510.imageshack.us/img510/8403/arcanepalm.jpg
Image by Chriss2d. (http://chriss2d.deviantart.com/art/MtG-Online-Prodigal-Sorcerer-131824044)

"They’re supposed to be weak and fearful! They hide behind their friends and cast their spells, but get in their face and they go down in seconds. This one must have been swinging a massive pair; he jumped right in and, with a few taps of his hands, felled half my squad. Burned to a crisp, frozen in place, dissolved into puddles, in the blink of an eye. " – Sergeant Terian Velodus

The stereotype of the adventuring wizard is one who stands behind his allies, carefully browsing his spell book and summoning forth waves of arcane might as he sees right for the current situation. They are labeled as analytical individuals that distance themselves from battle to defend their relative frailty and maintain a stable mind apart from the frenzy of bloodshed nearby. But not all share this mindset. Be it the thrill of melee or the personal interaction involved with their work, Arcane Palms rush into the heat of battle at the front line merely to touch, more often than not decimating their enemies before even the thought of retaliation can reaches their minds.

Arcane Palms specialize in touch attacks not as a way to defend against encroaching enemies but as a method of pure offense. Though still not particularly sturdy they are tougher than the average wizard, improving their odds at surviving melee combat. There is little formal training required to become an Arcane Palm, it is more a state of mind and optimization of a specific set of the wizard’s tools.

Becoming an Arcane Palm
The most important aspect of the Arcane Palm is access to arcane magic. Regardless of the reason for their urge to join the brawl, spells are still the Arcane Palm's primary tool of combat. With the rigors of melee come the dangers, and only the immensely skilled or incredibly foolish would risk life and limb without at least light protection.

Wizards and Sorcerers have the most to gain from becoming Arcane Palms. The class's thirst for devastation at a personal level appeals greatly towards the academic with chaotic streaks, and the experience they gain in melee helps to make them sturdier individuals.

A direct confrontational approach can often appeal to Warmages who already possess much of the requisite training, though many who eye the Arcane Palm’s way usually strive to perfect spellcasting in medium armor first. A well protected Warmage makes for a surprisingly deadly Arcane Palm.

Rare are Beguilers and Dread Necromancers who show interest; though these classes often find that their capabilities can mesh well with the skills of the Arcane Palm’s, their usual methods of combat don’t. Even rarer are Duskblades and Hexblades who rely on completely different tactics in combat and find the juxtaposition of skill sets too extreme to combine.

Hit Dice: d8

Requirements
Proficiencies: Light Armor.
Feats: Weapon Focus (Touch Spells).
Spellcasting: Arcane caster level 3rd.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2| Armored Mage (light), Petal Supplement, Touch Retention, Spell Bloom 1/day | ---
2nd|
+1|
+0|
+0|
+3| Ambidextrous Touch 1 |+1 level of existing arcane spellcasting class
3rd|
+2|
+1|
+1|
+3|Spell Bloom 2/day, Swift Bloom |+1 level of existing arcane spellcasting class
4th|
+3|
+1|
+1|
+4| Finger Cleave |+1 level of existing arcane spellcasting class
5th|
+3|
+1|
+1|
+4| Spell Bloom 3/day |+1 level of existing arcane spellcasting class
6th|
+4|
+2|
+2|
+5| Ambidextrous Touch 2 |+1 level of existing arcane spellcasting class
7th|
+5|
+2|
+2|
+5| Spell Bloom 4/day, Supernatural Bloom |+1 level of existing arcane spellcasting class
8th|
+6|
+2|
+2|
+6| Supreme Finger Cleave |+1 level of existing arcane spellcasting class
9th|
+6|
+3|
+3|
+6| Spell Bloom 5/day |+1 level of existing arcane spellcasting class
10th|
+7|
+3|
+3|
+7| Adaptive Bloom |+1 level of existing arcane spellcasting class[/table]

Class Skills:
The Arcane Palm‘s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sleight of Hand (Dex), and Spellcraft (Int)
Skill-points per level: 2 + Int modifier

Class Features

Weapon and Armor Proficiency: Arcane Palms gain no proficiency with any weapons or armor.

Spells per Day: On every level except 1st, when a new Arcane Palm level is gained, he gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Arcane Palm to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.

If an Arcane Palm had more than one arcane spellcasting class before he became an Arcane Palm, he must decide to which class he adds each level of Arcane Palm for the purpose of determining spells per day.

Armored Mage (light) (Ex): If the character did not have the Armored Mage (light) class ability before becoming an Arcane Palm he gains it at 1st level. Armored Mage (light) negates the arcane spell failure chance of any light armor worn by the Arcane Palm. Medium and heavy armor arcane spell failure chances remain unaffected unless the character has Armored Mage (medium), Armored Mage (heavy), or a similar ability prior to gaining levels in Arcane Palm.

Petal Supplement: The Arcane Palm's signature ability is derivative of an incantation known as Spell Flower (Spell Compendium p. 198) and the user must be familiar with it to utilize Spell Bloom. At 1st level, if the character does not possess Spell Flower on their list of class spells they may add it as a 1st level spell. It may be prepared and cast just as any other spell that character knows.

Spell Bloom (Sp): Arcane Palms are able to channel their spells within their own bodies, focusing them on their limbs. Starting at 1st level an Arcane Palm may assume the Spell Bloom state as a standard action. This ability allows the Arcane Palm to hold the charge of one melee touch spell or spell-like ability per manipulating limb of his body as long as he doesn’t use a charged limb to cast another spell. This allows a standard humanoid to store two spells (one in each arm,) a Thri-Kreen with four arms to store four spells, an intelligent squid to store one in each tentacle, etc. Each touch spell he casts resides in a different forelimb. For the duration of this ability, any touch spells he casts are discharged only if he casts another spell with that forelimb. This effect lasts a number of rounds equal to the user’s arcane spellcasting level. Any spells held once Spell Bloom expires fizzle away and are lost.

Metamagic must be applied to spells at the time of their storage in a limb using Spell Bloom. Any metamagic effects that extend the range of a melee touch spell lose that effect.

Spell Bloom may only be used to store spells in limbs attached naturally to the user's body. Temporary limbs such as those granted by Girallon's Blessing are viable for this purpose, but a Spectral Hand is not.

The Arcane Palm may choose to discharge both limbs as a standard action, either against the same or two different enemies. Doing so counts as two-weapon fighting with light weapons and incurs the associated penalties.

The Arcane Palm can use the Spell Bloom state once a day beginning at 1st level and gains an additional use every odd level (2 and 3rd, 3 at 5th, 4 at 7th and 5 at 9th.)

Touch Retention (Su): Normally, touching a surface with a spell charged to a limb will cause the spell to automatically discharge. The Arcane Palm however can prevent his spells from being unintentionally miscast. Whenever the player would normally unintentionally discharge their spell they may roll a Concentration check (DC: 15 + spell level - Arcane Palm level) to retain it.

Ambidextrous Touch (Ex): At 2nd level the Arcane Palm is treated as having the Two-Weapon Fighting feat in regards to touch attacks only. At 9th level the attack penalty for using touch attacks for two-weapon fighting is reduced to 0.

Swift Bloom (Sp): Beginning at 3rd level the Arcane Palm can activate Spell Bloom as a swift action.

Finger Cleave (Ex): Beginning at 4th level the Arcane Palm gains the Finger Cleave ability. If he deals a creature enough damage with a melee touch attack to make it drop (typically by dropping it to below 0 hit points or killing it), he gets an immediate, extra melee touch attack against another creature within reach as a free action. He cannot take a 5-foot step before making this extra attack. The extra attack is with the same touch attack and at the same bonus as the attack that dropped the previous creature, as though the spell still remained held in the associated limb. The Arcane Palm can use this ability once per round.

Supernatural Bloom (Su): From 7th level onward, Spell Bloom counts as a supernatural ability. This benefit does not extend to the spells held or discharged by Spell Bloom.

Supreme Finger Cleave (Ex): Beginning at 8th level the Arcane Palm gains the Supreme Finger Cleave ability. This ability works like Finger Cleave, except that there is no limit to the number of times he may use it per round. Additionally, he can take a 5-foot step between attacks when using Finger Cleave. He can only make one 5-foot step per round.

Adaptive Bloom: At 10th level the flexibility of Spell Bloom increases exponentially. Spell Bloom gains the ability to hold rays and other single-target spells. Ray spells can be released as either melee or ranged touch attacks, but are subject to the benefits of the Supreme Finger Cleave ability only as melee touch attacks. Single-target spells may be released as a melee touch attack only and are subject to the Supreme Finger Cleave only against the touched opponent.


Playing an Arcane Palm
Adaptation: Arcane Palms are not necessarily too different from the classes they stem from. Wizards find this class the most flexible; with their access to most every arcane spell in the game they can load up on rays and touch attacks and go to town, or continue to cast spells from range as they see fit. On the other hand, specialist classes such as the Beguiler and Duskblade don’t have to bother wasting a feat on light armor proficiency and tend to have more health from previous levels, making survivability in melee combat easier. Keep in mind too that Spell Bloom can also hold spell-like abilities, broadening the array of options available to different characters with more unusual capabilities.

Combat: Arcane Palms are versatile combatants. With only one lost level of arcane progression an Arcane Palm remains a formidable spell-casting force outside of melee combat, but stars just as much within. He operates mainly through hit-and-run tactics, taking a turn or two to ready and charge his Spell Bloom ability before rushing in to unleash a fury of magical touch attacks. With their charges exhausted they fall back and ready another assault as necessary.

Advancement: A martial class that improves the character’s hit dice and base attack bonus will allow for better survivability, permitting the Arcane Palm to stay in combat more readily. For many arcane classes however the Arcane Palm offers either an improvement or exchange of abilities in and of itself, and few spellcasters are willing to lose more than one or two caster levels.

Roc Ness
2011-01-07, 07:15 AM
Sweet

This looks so cool. I like the picture too, that guy looks so completely deranged. And I see you've compensated for the general lack of offensive touch spells at high levels.

All in all, it looks good. The only real issue is that I think it may need more than just a d6 HD to stand in melee.

Oh, and I have a question as to how Adaptive Bloom works with Spellwarp Sniper, in relation to how the Spellwarp Sniper transform area affects into rays. Would that stack or is that broken...?

Minor Nitpick: Your BaB is a bit off.

Antonok
2011-01-07, 08:35 AM
A casting PrC, specializing in touch spells, and nothing about about the Spectral Hand spell? That just doesn't seem right... :smallfrown:

Other then that, I agree with Roc Ness. BaB is off, and only a d6 HD makes these guys squishy in combat even with light armor casting. Might want to think about giving them Armored Mage (Medium). And even then not sure about its survivability, specially if your a wiz/sorc before entering. D4 HD isn't exactly something you want in melee combat with an Ogre.

Witty Username
2011-01-07, 09:52 AM
this looks like fun. this guy must hate it when he facepalms.

For touch retention, should it be DC 10+spell level-Arcane Palm level?

Soilborn
2011-01-07, 12:58 PM
Thanks for pointing out the BAB and Touch Retention DCs. Those were typos that have since been rectified.

Roc Ness: Spellwarping a fireball and loading it into Spell Bloom would be a thing of beauty, even though it can only be done once Adaptive Bloom is obtained at at least character level 15. The original idea of Adaptive Bloom was something similar but compressed in function. Loading fireballs into melee touch attacks would be akin to strapping a bunch of bombs to one's chest. Clever players however will find use in spells such as Chain Lightning which, in the case of a Great Finger Cleave, can result in a frenzy of lightning bolts jumping upon the enemy ranks. Still, Great Finger Cleave in conjunction with a ridiculously powerful spell turned into a ray, I can see where this can break things. I'll remove Finger Cleave from ranged ray attacks.

Antonok: This dude's philosophy is about turning your body to cinders face-to-face as opposed to from across the room. Though Spectral Hand would find some use in this build it doesn't fit the fluff well enough to warrant being featured specifically.

As for the general HD issue, this class is about hopping in and hopping out, high reward at a high risk. Properly used the Arcane Palm can clear out any enemy adjacent to him, and possibly several that stand beyond. His tool set is most useful against a multitude of squishier enemies as opposed to solitary giants, but keep in mind he's (mostly) a full caster as well. He's perfectly capable of sitting in the back and blasting. There are two classes, Duskblades and Warmages, who CAN get Armored Mage (medium) before accessing Arcane Palm, which can be a huge boon if things go south in melee. I'm hesitant about making him potentially overpowered, but increasing him to d8 would be on average a single Hit Point, which can't be that insane of a buff. Done.

kryan
2011-01-07, 01:50 PM
There's a Touch Spell Specialization feat in Complete Arcane that might be appropriate as a pre-req... except it's terrible, so maybe that's not a good idea. It also requires Weapon Focus (Touch Spells), which is similarly awful.

Other than that, I feel like Spell Bloom is a little too infrequent. You're giving up a spellcasting level for something that, at best, you get 3/day.

Antonok
2011-01-07, 01:50 PM
My first thought actually, was for a warmage with a lvl or 2 in monk going into this would be downright sweet.

Something I just caught and thought I'd point out, but you can take the first lvl of this class at lvl 4 with current prereqs. Dunno if its intentional or not, just something I noticed.

kryan
2011-01-07, 01:55 PM
My first thought actually, was for a warmage with a lvl or 2 in monk going into this would be downright sweet.
Fun, most likely, but power-wise it'd be pretty poor. Have a hard time keeping up with initiators, I'd think, much less other casters. You'd be better with Sorcerer over Warmage, since Warmage Edge is pretty weak. Two levels of Monk means you cannot get 9th level spells (since you lose a third here), which doesn't seem worth it. Plus, you'd need to go and get Light Armor Proficiency somewhere (Monk doesn't give it) and if you use your Armored Mage class feature, you don't get your Monk bonus to AC, which is a shame. Swordsage works a bit better (gives Light Armor Proficiency, gives AC even with Light armor), but doesn't get you the unarmed strike damage (unless you use the unarmed variant, but then you're back to not getting Light Armor Proficiency or Wis to AC in Light Armor).

Of course, casters are also overpowered. A few levels of Monk and Warmage and this class would be a really fun way to depower yourself to play nicely with lower-tier classes.


Something I just caught and thought I'd point out, but you can take the first lvl of this class at lvl 4 with current prereqs. Dunno if its intentional or not, just something I noticed.
Not entirely without precedent, and IMO something that should happen more often. Entry is easy but you lose a spellcasting level and the features are cool but not amazing, so I don't think there's a lot of balance worries there.

Soilborn
2011-01-07, 02:25 PM
There's a Touch Spell Specialization feat in Complete Arcane that might be appropriate as a pre-req... except it's terrible, so maybe that's not a good idea. It also requires Weapon Focus (Touch Spells), which is similarly awful.
See, I don't like to make players do horrible things to qualify for something unless it meshes mechanically with a class feature, light armor proficiency for example. Touch Spell Specialization would be an unnecessary blight.


Other than that, I feel like Spell Bloom is a little too infrequent. You're giving up a spellcasting level for something that, at best, you get 3/day.
Spell Bloom is based around Spell Flower from the Spell Compendium, and the two function very similarly. Spell Flower actually benefits from many of the class features as Finger Cleave and Ambidextrous Touch apply to all melee touch attacks. Spell Bloom is there to act as a more specialized yet eventually more flexible version of another spell without taking up spell slots. Still, an Arcane Palm who doesn't prepare a Spell Flower or two may find himself in a jam as the day draws near its end. This was all intentional.

kryan
2011-01-07, 02:31 PM
You should probably add Spell Flower to people's spell lists, then. Because Antonok's Warmage doesn't get it.

Burnheart
2011-01-07, 02:41 PM
The Arcane Palm may choose to discharge both limbs as a standard action, either against the same or two different enemies. Doing so counts as two-weapon fighting with simple weapons and incurs the associated penalties.

I think you mean light weapons not simple?

Soilborn
2011-01-07, 02:47 PM
kryan and Burnheart: both good catches. Modified and fixed.

DracoDei
2011-01-07, 03:01 PM
I like this class. It fills a useful niche, is playable as it stands, and is EXCELLENT for a first outing. I might even do a group of NPCs for people to use, comprised of one of these, a healbot cleric(possibly ALSO with this class), and... well, I will leave the third as a surprise.

Requirements
Proficiencies: Light Armor.
Feats: Two-Weapon Fighting.
Spellcasting: Caster level 3rd.
I think you either need to specify Arcane spells here, or remove the word "Arcane" from the rest of the document. I would prefer the second, since it allows for some fun with clerics who specialize in using healing spells on undead.


I would actually consider replacing "Two-weapon Fighting" in the pre-requisites with "Weapon Focus(Touch Spells)" or whatever that feat that gives +1 to attack rolls with touch spells. It is marginally more useful before actually taking your first level of the class*, and much more flavorful. You could then grant TWF at first level, but ONLY for melee touch spells. There is already a bit of a "feat tax" in the form of Armor Proficiency(Light) for everyone except warmages and clerics/druids (if you allow divine casters).

*EDIT: Actually, you could get some millage out of a quarter-staff with TWF...

Just for "idiot proofing" I would add the following pre-requisite: "Ability to cast at least 2 arcane spells with touch range". I am generally NOT in favor of most forms of idiot-proofing, but in this case it seems harmless enough.
[QUOTE=Soilborn;10112287]

Spell Bloom (Sp): Arcane Palms are able to channel their spells within their own bodies, focusing them on their limbs. Once per day starting at 1st level an Arcane Palm may assume the Spell Bloom state as a standard action. This ability allows the Arcane Palm to hold the charge of one melee touch spell or spell-like ability per arm of his body as long as he doesn’t use a charged limb to cast another spell. Each touch spell he casts resides in a different forelimb. For the duration of this ability, any touch spells he casts are discharged only if he casts another spell with that forelimb. This effect lasts a number of rounds equal to 1/2 the user’s Arcane Palm class level (minimum 1) + 1. Any spells held once Spell Bloom expires fizzle away and are lost.

The Arcane Palm may choose to discharge both limbs as a standard action, either against the same or two different enemies. Doing so counts as two-weapon fighting with simple weapons and incurs the associated penalties.

At 5th level the Arcane Palm can use Spell Bloom 2 times a day. This increases to 3 times a day at level 9.

I would actually consider PROHIBITING the Reach Spell metamagic feat and Spectral Hand from working with this classes features.

If you do allow Spectral Hand to stay I would say that it counts as a separate limb for purposes of this ability.

Also, you vary between "Hand" and "forelimb" here... I would specify "Manipulative appendage or limb capable of a natural attack" that way dragons and awakened Fiendish octopi can go to town with this a bit better...


Touch Retention (Na): Normally, touching a surface with a spell charged to a limb will cause the spell to automatically discharge. The Arcane Palm however can prevent his spells from being unintentionally miscast. Whenever the player would normally unintentionally discharge their spell they may roll a Concentration check (DC: 10 + spell level - Arcane Palm level) to retain it.

I would make this an Extraordinary or Supernatural ability, and then perhaps specify that it requires no action. This DC is quite easy to make at most levels, since skill checks don't auto-fail on natural 1's. This is as it should be (although if you REALLY want to make it SLIGHTLY harder double the spell level, or make the constant 10 instead of 15).


Finger Cleave (Ex): Beginning at 4th level the Arcane Palm gains the Finger Cleave ability. If he deals a creature enough damage with a melee touch attack to make it drop (typically by dropping it to below 0 hit points or killing it), he gets an immediate, extra melee touch attack against another creature within reach. He cannot take a 5-foot step before making this extra attack. The extra attack is with the same touch attack and at the same bonus as the attack that dropped the previous creature, as though the spell were still active. The Arcane Palm can use this ability once per round.

Being able to double-cast spells may be overpowered, I would change this to free-action casting, which means it eats into resources more, and allows selecting the appropriate spell for each target. Both of these things reward tactical thinking.


Supernatural Bloom (Su): From 7th level onward, Spell Bloom counts as a supernatural ability. It is unaffected by spell resistance, counterspelling, dispelling and does not provoke attacks of opportunity. It still does not function in areas where magic is suppressed or negated.
How would SR ever apply to it in the first place? It certainly shouldn't make anything cast THROUGH it "SR:No". I suspect you just copied some boiler-plate without triple-checking it.


Adaptive Bloom: At 10th level the flexibility of Spell Bloom increases exponentially. Spell Bloom gains the ability to hold rays and other single-target spells. Ray spells can be released as either melee or ranged touch attacks, but are subject to the benefits of the Great Finger Cleave ability only as melee touch attacks. Single-target spells may be released as a melee touch attack only and are subject to the Great Finger Cleave only against the touched opponent.
I like it! A bit harsh on the sorcerers maybe as their repertoire of applicable spells increases dramatically, but we can live with that. At first I thought this was ruining the flavor of the class by adding ray spells, but now I see it is actually very much in tune with the flavor since they have to be used as touch spells to gain most benefits (the exception being that they allow silenced casting of the pre-loaded spells... but that is minor enough that I am all in favor of it).

EDIT: Your BAB is off by one if you intended to use the standard medium progression (when making my example characters I shall assume you did).

EDIT^2: Good Reflex as the only Good save strikes me as a bit odd... thematic, but it might be taking things a little too far.

Soilborn
2011-01-07, 03:48 PM
Jeeze, you guys just don’t give me a minute to work on my dungeon. =P Your feedback however is very valuable and I appreciate it.


I think you either need to specify Arcane spells here, or remove the word "Arcane" from the rest of the document. I would prefer the second, since it allows for some fun with clerics who specialize in using healing spells on undead.

Sorry to burst your bubble Draco, but I am making this class function with arcane spells only. I see how mixing this class with cleric spells could be fun mechanically, but fluff-wise it doesn’t fit in the least. If you want to skew this class to incorporate any school of magic for your own use however, feel free!


I would actually consider replacing "Two-weapon Fighting" in the pre-requisites with "Weapon Focus(Touch Spells)" or whatever that feat that gives +1 to attack rolls with touch spells. It is marginally more useful before actually taking your first level of the class*, and much more flavorful. You could then grant TWF at first level, but ONLY for melee touch spells. There is already a bit of a "feat tax" in the form of Armor Proficiency(Light) for everyone except warmages and clerics/druids (if you allow divine casters).

You have a point, and a very good one, but Kryan already made it. Fluff-wise it holds more water than two-weapon fighting, but as a feat it’s just so... sub-par. Still, since it fits so nicely, whatev.


I would actually consider PROHIBITING the Reach Spell metamagic feat and Spectral Hand from working with this classes features.

A hole that needed closing. Done and done.


Also, you vary between "Hand" and "forelimb" here... I would specify "Manipulative appendage or limb capable of a natural attack" that way dragons and awakened Fiendish octopi can go to town with this a bit better...

Another hole. Fixed.


I would make this an Extraordinary or Supernatural ability, and then perhaps specify that it requires no action. This DC is quite easy to make at most levels, since skill checks don't auto-fail on natural 1's. This is as it should be (although if you REALLY want to make it SLIGHTLY harder double the spell level, or make the constant 10 instead of 15).

I wanted the Arcane Palm to be able to retain his spells with some ease, but capable of the occasional slip up. Still, the DC I gave made it a bit too easy. Tweeked.


Being able to double-cast spells may be overpowered, I would change this to free-action casting, which means it eats into resources more, and allows selecting the appropriate spell for each target. Both of these things reward tactical thinking.

Good call.


How would SR ever apply to it in the first place? It certainly shouldn't make anything cast THROUGH it "SR:No". I suspect you just copied some boiler-plate without triple-checking it.

You caught me. This description was one of the last ones I had made, and I was honestly growing quite fatigued when I did it. We can chalk that one up to laziness.

As for the Reflex save, I have no idea why I did that. They're not particularly agile compared to the average wizard, and on top of that they're freaking SPELLCASTERS; good will saves are inherent. Fixed, along with the BAB discrepancy.

DracoDei
2011-01-07, 11:49 PM
Well, in that case I suppose THIS (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=44354) character sheet is now rather unofficial... posting it anyway so my work won't go to waste.

Soilborn
2011-01-08, 12:46 PM
That's an interesting character design. I like it.

DracoDei
2011-01-08, 07:16 PM
That's an interesting character design. I like it.

Do you like it enough to change your mind? (Not that it matters THAT much since, either way, people will house-rule it how they like...)

Soilborn
2011-01-09, 02:57 AM
Do you like it enough to change your mind? (Not that it matters THAT much since, either way, people will house-rule it how they like...)
Just for you. =3