Author Topic: The Unofficial Artificer Player's Guide 3.0  (Read 123815 times)

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Agita

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Re: The Unofficial Artificer Player's Guide 3.0
« Reply #80 on: February 04, 2010, 11:55:48 PM »
Obviously. Show, don't tell. :P
I can think of a few shenanigans involving Ironsoul Forgemaster, but nothing that reaches CL 15 without rebuilding (rebuilding, on the other hand, almost makes it too easy).
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nijineko

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Re: The Unofficial Artificer Player's Guide 3.0
« Reply #81 on: February 06, 2010, 07:33:46 AM »
well, i should have mentioned that it uses something from dragon in my previous post, an oversight on my part. hence my assumption of minimal interest. *^^* the feat in question was designed to help out multi-classed multi-casters with item creation... but poor wording allows an artificer to take one divine casting class and one arcane casting class and reap the benefit from the "sum of all caster levels" wording which an artificer has, at least for item creation purposes.
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endragor

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Re: The Unofficial Artificer Player's Guide 3.0
« Reply #82 on: February 12, 2010, 03:41:59 PM »
atm i'm a warforged artificer 8. i've got 2 iron defender at 6hd with martial study martial stance and swarmfighter, but they are not as good as i expected. i was thinking about looking for some effigy (i've got the feat for building construct) but im not shure wich base creature choose. i need some advice for something good at meele, damaging or field control dosent matter. any book allowed! thanks ^^

Havok4

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Re: The Unofficial Artificer Player's Guide 3.0
« Reply #83 on: February 12, 2010, 07:29:19 PM »
If you are planning on using effigies you should look into templates creatures as a template does not increase the cost of an effigy. Just try to limit yourself or work something out with your DM because you could theoretically  apply all templates that it qualifies for to your effigy, which would just be crazy.

endragor

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Re: The Unofficial Artificer Player's Guide 3.0
« Reply #84 on: February 12, 2010, 08:35:43 PM »
and feral come to mind....again :P

Havok4

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Re: The Unofficial Artificer Player's Guide 3.0
« Reply #85 on: February 12, 2010, 11:19:49 PM »
Feral is good, basically anything that gives bonuses to str and dex are good templates for a effigy. Also things that add natural attacks and Ex abilities not based on con.

LargePrime

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Re: The Unofficial Artificer Player's Guide 3.0
« Reply #86 on: March 13, 2010, 08:40:37 PM »
I have not seen Bracers of Archery, lesser (5000gp, 2500, 1875gp with Ex Artisan) combo-ed with the Elven double bow mentioned.

This combo, with Weapon Augmentation, Personal (Bane) infusion, seems a rather effective use of resources.  This also assumes you use knowledge checks to identify monster type, which guides your Bane selection.  This also suggests "Able Learner" for the extra Knowledge skills.

While an archerificer is recommended 'point blank shot' and 'precise shot', it seems a bufficer could do as good or better, although not at low levels.

Attack is at -2 for two arrows (offset by +2 to hit from bane), as a standard action (one attack), but gives [1d8+Magic weapon bonus+1(Attune, if magical weapon)+2(bane)+2d6(bane magic damage)] all x2
Move equivalent to reload second arrow.
« Last Edit: March 13, 2010, 08:45:25 PM by LargePrime »

Hijax

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Re: The Unofficial Artificer Player's Guide 3.0
« Reply #87 on: March 13, 2010, 08:45:26 PM »
Feral is good, basically anything that gives bonuses to str and dex are good templates for a effigy. Also things that add natural attacks and Ex abilities not based on con.

you dont have to pay for templates on effigies. therefore, anything that doesn't penalize you physical stats is good.
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Havok4

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Re: The Unofficial Artificer Player's Guide 3.0
« Reply #88 on: March 13, 2010, 09:01:31 PM »
I mentioned that, it is just that applying a large number of templates gets really crazy really fast.

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Re: The Unofficial Artificer Player's Guide 3.0
« Reply #89 on: April 11, 2010, 03:58:31 AM »
Could you add a list of useful abilities to add with augmentation?

Bane for personal weapon augmentation is really nice.

Doomwarding (player's guide to faerun) gives seven rerolls to reroll any die at any time (once per round) and costs just under 40k, making it a really good choice for Weapon Augmentation

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dark_samuari

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Re: The Unofficial Artificer Player's Guide 3.0
« Reply #90 on: April 11, 2010, 08:57:35 AM »
Could you add a list of useful abilities to add with augmentation?

That may hit the back burner as for right now. Once the summer hits I'm going to re-touch up all the guides I've written/transferred but currently I have to study the delights of Kant and Nietzsche during college so my time is all entangled!

Growin

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Re: The Unofficial Artificer Player's Guide 3.0
« Reply #91 on: April 12, 2010, 12:41:08 AM »
At least you're skipping Hegel.  Why doesn't anyone learn about Schopenhauer (or as his friends call him "SchopenBalla" or SchopenHalla")

dark_samuari

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Re: The Unofficial Artificer Player's Guide 3.0
« Reply #92 on: April 12, 2010, 03:52:42 AM »
At least you're skipping Hegel.  Why doesn't anyone learn about Schopenhauer (or as his friends call him "SchopenBalla" or SchopenHalla")

Ha ha ha, think again! I'll be covering Hegel, Schopenhauer and the whole gang in a couple of weeks.

Negative Zero

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Re: The Unofficial Artificer Player's Guide 3.0
« Reply #93 on: April 12, 2010, 11:39:32 PM »
I'd like to throw in the random comment that Craft (Sculpting) is one of the better crafts when it comes to making Constructs. It also lets you change the appearance of your Astral Constructs, in one of the most obscure uses that any Artificer will ever use any skill for.

Rhyell

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Re: The Unofficial Artificer Player's Guide 3.0
« Reply #94 on: May 27, 2010, 12:21:37 AM »
The Mimicry Rod from A&EG gives a +10 competence bonus on Disguise, Forgery and UMD.
Caster Level: 6th; Prerequisites:
Craft Rod, change
self, ventriloquism; Market
Price: 30,000 gp.
Pretty nice to me i think. :clap

Wubs

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Re: The Unofficial Artificer Player's Guide 3.0
« Reply #95 on: June 09, 2010, 05:44:40 AM »
Originally Posted by Snizor on the Artificer Handbook (Rough Draft)

[spoiler]I've improved it now. Read it like this:

Required level _ Name (book page)
Unless stated otherwise, you must make either of these (crafting) checks, not both
Any other requirements, like a big gem
Spells needed in the creation process
cost in gp, cost in xp (these are creation costs, not buying cost)
Note that the 3.5 Update Document significantly altered the price of FF and MM2 constructs from those listed by Ske


The list is sorted by required level, and then name.

Books included: Monster Manual 1-5, Eberron Campaign Setting, Fiend Folio, Magic of Eberron, Monster Compendium, Five Nations, Frostburn, Lost Empires of Faerun, Magic of Incarnum, Draconomicon, Fiendish Codex 2, Drow of the Underdark, Heroes of Horror, Heroes of Battle

01 Arbalester (MoE 152)
DC14 Sculpting/Carpentry
arcane eye, mending
1250gp 93xp

01 Dedicated Wright (ECS 285)
DC14 Pottery
arcane Eye, fabricate
2100gp 160xp

01 Expiditious Messenger (ECS 285)
DC16 Sculpting
arcane eye, sending
1650gp 126xp

01 Furtive Filcher (ECS 286)
DC12 Sculpting/Pottery
arcane eye, shadow conjuration
1550gp 118xp

01 Necrophidius (FF 126)
DC13 Sculpting
Sor/wiz: geas/quest, hold person, hypnotism, Mordenkainen's faithful hound
Cle: animate objects, command, geas/quest, hold person
2500gp 80xp

01 Packmate (MoE 152)
DC14 Sculpting
arcane lock, arcane eye, mending
1260gp 93xp

01 Persistent Harrier (MoE 153)
DC14 Sculpting
arcane eye, mending
1250gp 93xp

04 Clockroach (MM4 28)
DC14 Metalworking
Arcane eye, Melf’s acid arrow, message
1075gp 80xp

04 Clockwork Steed (MM4 32)
DC18 Blacksmithing
animate objects, mount
1150gp 80xp

04 Homunculus (MM1 154)
DC12 Sculpting/Pottery
arcane eye, mirror image, mending
1050gp 78xp

04 Iron Defender (ECS 287)
DC14 Metalworking
arcane eye, keen edge, mirror image, mending
1250gp 93xp

05 Alchemy Beetle (SoX 74)
DC15 Blacksmithing and Glassblowing
fireball
4000gp 240xp

05 Clockwork Mender (MM4 30)
DC15 Blacksmithing
mending, repair light damage
1250gp 68xp

07 Crawling Claws (LEoF 163)
NA
animate dead, cat’s grace, lesser geas
9250gp 710xp

07 Fang Golem (MM4 72)
DC15 Sculpting or Weaving
greater magic fang, reincarnate, spike stones
8000gp 580xp

08 Brass Steed (HoB 153)
DC12 Armorsmithing/weaponsmithing
animate objects, bull’s strength, flame arrow, geas/quest, haste
10000gp 720xp


08 Flesh Golem (MM1 135)
DC13 Leatherworking/Heal
Creator must supply 6 different bodies
animate dead, bull’s strength, geas/quest, limited wish
10500go 780xp

09 Magmacore Golem (MM5 70)
DC10 Sculpting
animate objects, commune, lesser planar binding
19650gp 1400xp

09 Shardsoul Slayer (MM5 149)
DC15 Armorsmithing
animate objects, lesser planar binding, shatter
41000gp 2800xp (creates 3)

10 Caryatid Column (FF 30)
DC15 Sculpting/Stonemasonry
Creator must be able to cast arcane or divine spells
Requires a magic weapon, usually a +2 bastard sword (8335gp)
lesser geas, meld into stone, statue, stone shape
19535gp 419xp

10 Ice Golem (Frostburn 137)
DC15 Sculpting
Ice shape, wall of ice, and animate snow and ice or cone of cold
32000gp 2320xp

11 Clay Golem (MM1 134)
DC15 Sculpting/Heal
animate objects, commune, resurrection
21500gp 1540xp

11 Gloom Golem (MM3 68)
DC21 Sculpting AND DC21 Knowledge (the planes)
Creator must be evil
crushing despair, limited wish, planar binding, polymorph any object
25000gp 1200xp

11 Grave Dirt Golem (LM 105)
DC15 Sculpting
animate objects, commune, resurrection
18250gp 1400xp

11 Incarnum Golem (MoI 179)
DC15 Sculpting
Ability to shape a soulmeld, animate object, limited wish, planar binding
27500go 1600xp

12 Adamantine Spider (DotU 106)
DC18 Metalworking
animate objects, descern location
5450gp 436xp

12 Cadaver Golem (HoH 149)
DC16 Leatherworking/heal
bull’s strength, create undead, geas/quest, limited wish
15750gp 1170xp

12 Force Golem (MM5 68)
DC20 Armorsmithing
animate objects, contact other plane, lesser planar binding
29,250gp 2000xp

12 Iron Cobra (FF 103)
DC20 Armorsmithing/Weaponsmithing
Creator must be able to cast both arcane and divine spells
animate object, freemdom of movement, geas/quest, locate creature
2500gp 80xp

13 Dragonbone Golem (Draco 164)
DC20 Heal
animate dead, cause fear, geas/quest
60000gp 4400xp

13 Shredstorm (MM3 153)
DC25 Weaponsmithing
fly, geas/quest, greater magic weapon, lightning bolt, limited wish
50000gp 2800xp

14 Alchemical Golem (MM3 66)
DC20 Alchemy
geas/quest, limited wish, poison, polymorph any object
36000gp 2720xp

14 Greater Stone Golem (MM1 137)
DC17 Sculpting/Stonemasonry
antimagic field, geas/quest, symbol of stunning
105000gp 7640xp

14 Mud Golem (MM3 70)
DC15 Pottery/Sculpting
geas/quest, limited wish, polymorph any object, transmute rock to mud
33000gp 2560xp

14 Stone Golem (MM1 137)
DC17 Sculpting/Stonemasonry
antimagic field, geas/quest, symbol of stunning
50000gp 3400xp

14 Web Golem (MM3 74)
DC20 Weaving/Profession (silkmaker)
geas/quest, limited wish, poison, polymorph any object, spider climb, web
33000gp 2560xp

15 Dread Guard (MM2 87)
DC25 Armorsmithing
Creator must be able to cast arcane spells and supply a martial weapon
fabricate, geas/quest, polymorph any object
40000gp 800xp

15 Helmed Horror (LEoF 175)
NA
air walk or fly, limited wish, spell turning
39150gp xp cost not listed

15 Silvereye Marauder (FN 156)
DC20 Armorsmithing/Blacksmithing
Creator must be a Silver Pyromancer lvl 2 (FN 150)
limited wish, major creation, permanency
65000gp 4600xp

15 Shield Guardian (MM1 223)
DC16 Blacksmithing/Carpentry
limited wish, discern location, shield, shield other
65000gp 4600xp

16 Brass Golem (MM2 117)
DC25 Armorsmithing AND DC25 Weaponsmithing
Creator must be able to cast arcane spells
geas/quest, limited wish, maze, Mordenkainen’s sword, polymorph any object
33820gp 2247xp

16 Bronze Serpent (MM2 40)
DC25 Armorsmithing/Weaponsmithing
Creator must be able to cast arcane spells
geas/quest, limited wish, polymorph any object, shocking grasp
46500gp 3540xp

16 Diamond Golem (MC 53)
DC16 Gemworking/Heal
Creator must be able to cast arcane spells
Requires a 10000gp ruby
limited wish, sunbeam, polymorph any object, stone shape, dispel magic
67000gp 1500xp

16 Dragonflesh Golem (MM2 117)
DC25 Knowledge (nature) AND DC25 Heal
Creator must be able to cast arcane spells
geas/quest, limited wish, polymorph any object
92500gp 6800xp

16 Drakestone Golem (Draco 164)
DC25 Sculpting/masonry
animate objects, antimagic field, flesh to stone, geas/quest
95000gp 6400xp

16 Hangman Golem (MM3 69)
DC20 Weaving (5 or more ranks in Use Rope gives a +2 bonus)
animate rope, geas/quest, limited wish, polymorph any object
72625gp 5710xp

16 Iron Golem (MM1 136)
DC20 Armorsmithing/Weaponsmithing
cloudkill, geas/quest, limited wish, polymorph any object
80000gp 5600xp

16 Ruby Golem (MC 53)
DC15 Gemworking/Heal
Creator must be able to cast arcane spells
Requires a 10000gp ruby
limited wish, move earth, polymorph any object, stone shape
57000gp 1500xp

16 Runic Guardian (MM2 182)
DC20 Profession(engineer)/Sculpting AND DC15 Metalworking
“limited wish, discern location, shield, shield other”
97500gp 6600xp
The lab where the Runic Guardian is awakened, costs 2000gp to establish, instead of the normal 500gp
Note: The description lists neither spells nor xp cost, so I’ve taken the spells from Shield Guardian (MM1 223) as it says the processes are nearly identical. I didn’t write an xp cost, but some of the other constructs follow the formula of cost*1/25.

16 Slaughterstone Eviscerator (MM3 160)
DC20 Sculpting/Stonemasonry
Creator must supply 4 large +2 adamantine greatswords
keen edge, geas/quest, haste, stoneskin
67500gp 4800xp

16 Stained Glass Golem (MM2 116)
DC25 Glassmaking
Creator must be able to cast arcane spells
geas/quest, limited wish, polymorph any object
15000gp 1080xp

16 Wicker Man (FF 188)
DC15 Alchemy AND DC17 Woodworking
Creator must be able to cast divine spells
entangle, liveoak, protection from energy
48000gp 1080xp

17 Emerald Golem (MC 53)
DC15 Gemworking/Heal
Creator must be able to cast arcane spells
Requires a 10000gp ruby
dimensional anchor, polymorph any object, stone shape, teleportation circle
62000gp 1500xp

17 Prismatic Golem (MM3 71)
DC22 Sculpting AND DC22 Knowledge (the planes)
Creator must be good
greater planar binding, polymorph any object, prismatic sphere, wish
150000gp 8000xp

17 Shadesteel Golem (MM3 72)
DC30 Armorsmithing
energy drain, geas/quest, limited wish, polymorph any object, shades
70000gp 4800xp

18 Battle Horror (LEoF 176)
NA
air walk or fly, blink, dimension door, limited wish, magic missile, spell turning
76650gp xp cost not listed

18 Ironwyrm Golem (Draco 165)
DC30 Armorsmithing/weaponsmithing
animate objects, antimagic field, geas/quest, incendiary cloud, limited wish
125000gp 8000xp

18 Juggernaut (MM2 132)
DC18 Sculpting/Profession (mason)
Creator must be able to cast arcane spells
bull’s strength, geas/quest, limited wish, polymorph any object, forcecage, grease, hold monster, magic missile, slow, wall of force, web
75000gp 5400xp

18 Nimblewright (MM2 162)
DC16 Sculpting/Profession (mason)
Creator must be able to cast arcane spells
geas/quest, haste, limited wish, polymorph any object
18500gp 580xp

18 Scouring Slinger (MM5 144)
NA
creeping doom, shambler
58500gp 3000xp

18 Souring Stanchion (MM5 145)
DC25 Woodworking
creeping doom, animate plants
52,200gp 3000xp

18 Slaughterstone Behemoth (MM3 159)
DC25 Sculpting/Stonemasonry
geas/quest, sound burst, stoneskin
90000gp 6400xp

19 Grisgol (MM3 76)
DC25 Bookbinding
Creator must capture and supply a lich’s phylactery. He must destroy the lich, and finalize the Grisgol before the lich returns.
See description for extra costs.
control undead, geas/quest, illusory script, insanity, limited wish, mending, polymorph any object, plus all spells to be included in the Grisgol, see desc.
110000gp 8000xp

20 Blackstone Gigant (FF 21)
DC25 Sculpting/Stonemasonry
Creator must be able to cast divine spells
animate objects, flesh to stone, geas/quest, miracle
105,000gp, 7800xp

25 Hellfire Engine (FC2 119)
DC20 Amorsmithing/weaponsmithing
hellfire storm, geas/quest, limited wish, polymorph any object, Lawful Evil alignment
200000gp 9600xp

25 Mithril Golem (Epic SRD)
DC30 Armorsmithing/weaponsmithing
Craft Epic Magic Arms and Armor, ability to cast arcane spells, geas/quest, haste, wish
250000gp 5000xp

25 Stone Collosus (Epic SRD)
DC37 Sculpting/masonry
Ability to cast epic spells, geas/quest, limited wish, polymorph any object, shatter
760000gp 30600xp

29 Flesh Collosus (Epic SRD)
NA
Ability to cast epic spells, magic jar, limited wish, polymorph any object, finger of death
760000gp 30600xp

30 Adamantine Golem (Epic SRD)
DC40 Armorsmithing/weaponsmithing
Craft Epic Magic Arms and Armor, able to cast arcane spells, crushing hand, geas/quest, wish
500000gp 10000xp

35 Iron Collosus (Epic SRD)
DC42 Armorsmithing/weaponsmithing
Ability to cast epic spells, cloudkill, geas/quest, limited wish, polymorph any object
1000000gp 50000xp[/spoiler]


HP Battery:
Warforged Artificer + Large Weapon Familiar, double hp trick via Shield Other item custom used by your familiar on yourself.  Basically using the Weapon familiar as a HP battery, and its pretty strong with half your hp + 20*2 (for a hafted weapon) +10 / enhancement +1 (greater magic weapon it up), or 50 at least + whatever else.

Also gets double duty from repair infusions and can double persist things with you like, cloud of knives for example.

Low level melee persist combo:  Bite of the Wererat + Fist of stone + Elation (+8 strength, +8 dex, + 2 con, gain bite/slam attack, +5' movement) + Alter self large animated object (Warforged only) = 1 slam for forged, 1 slam for large sized, 1 slam for fist of stone, 1 bite attack at lvl 5, use bite as your secondary so your slams don't take penalties, and 75 movement for a wheeled form (Optimus Prime, ear your heart out).

+ other goodies like:  Divine Sacrifice, Haste (Swift), Fly (Swift).

Aspect of the Earth Hunter shared with your familiar: Double trouble from Bulettes and can be persisted.

Wand of Heroics and Wand of Mirror Move, turn even more melee-tastic. 
« Last Edit: June 09, 2010, 05:52:24 AM by Wubs »

Bortasz

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Re: The Unofficial Artificer Player's Guide 3.0
« Reply #96 on: January 27, 2011, 08:38:15 PM »
Does any chance for Upgrade to 3,5 edition?
Radical Taoist
[spoiler]It bears saying: if up against a logic-impervious DM who thinks Core is balanced and Psionics*  isn't, then the most powerful way to disprove that is to play a C.o.D. (Cleric or Druid). Noncore material will not be necessary unless you are going for pure overkill (Draconic Wildshape? Divine Metamagic?). So by all means, if you must win that argument, take you C.o.D. to town. Annihilate the opposition. Make the NPCs and other players scream "Oh no, it's C.o.D.zilla!!!!!" in badly dubbed English. Breathe radioactive fire. Knock down buildings. Then stomp out of the burning Tokyo that is the ruins of the game and swim off into the ocean, seeking a DM with some basic cognitive functions. [/profile]

Agita

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Re: The Unofficial Artificer Player's Guide 3.0
« Reply #97 on: January 27, 2011, 08:51:42 PM »
Does any chance for Upgrade to 3,5 edition?
This is for 3.5. The Artificer was introduced in 3.5, so I'm pretty sure that the number in the title merely denotes the version number of the Handbook.
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

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Jopustopin

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Re: The Unofficial Artificer Player's Guide 3.0
« Reply #98 on: January 28, 2011, 12:45:05 AM »
Does any chance for Upgrade to 3,5 edition?

Don't worry I made the same mistake too.  Having 3.0 in the title wasn't a very good idea.

Bortasz

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Re: The Unofficial Artificer Player's Guide 3.0
« Reply #99 on: January 28, 2011, 02:44:02 PM »
Oki.. so my question is:

Magic Vestment are really First lvl Infusion for the Artificer?

For every body else is Third level spell... so im little confuse.
Radical Taoist
[spoiler]It bears saying: if up against a logic-impervious DM who thinks Core is balanced and Psionics*  isn't, then the most powerful way to disprove that is to play a C.o.D. (Cleric or Druid). Noncore material will not be necessary unless you are going for pure overkill (Draconic Wildshape? Divine Metamagic?). So by all means, if you must win that argument, take you C.o.D. to town. Annihilate the opposition. Make the NPCs and other players scream "Oh no, it's C.o.D.zilla!!!!!" in badly dubbed English. Breathe radioactive fire. Knock down buildings. Then stomp out of the burning Tokyo that is the ruins of the game and swim off into the ocean, seeking a DM with some basic cognitive functions. [/profile]