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Kaelik
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### Force Potentate [Tome of Tiamat]

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Post by Kaelik » Mon Sep 13, 2010 11:04 pm

Force Potentate
"I can hit ethereal and you can't. Nyah!"
Force Potentates use Force magic primarily, and everyone thinks they are giant tools because they evoke things. But it's okay, because they evoke the good element.
Force Potentates main stat is Int, because that's how they roll.
Alignment: Any
Race: Any
HD: d6
BAB: 1/2
Saving Throws: All Good.
Skills: 4+Int
Class skills: Craft (Int), Concentration (Con), Disable Device (Int), Escape Artist (Dex), Knowledge (Arcana, Int), Knowledge (Planes, Int), Listen (Wis), Search (Int), Spellcraft (Int), Spot (Wis).
1: Arcane Sight, Force Barrage, Force Companion, Caster Level
2: Floating Disk, Force Armor, Trapfinding
3: Force Shield, Penetration
4: See Invisibility, Arcane Eye
5: Shards of Pain, Remove Magic
6: Force Steeds, Ablative Armor
7: Telekinesis, Spellblocking Shield
8: Force Sphere, Force Aura
9: Wall of Force
10: True Seeing, Force Tide
11:
12: Force Maze
13: Force Cascade
14:
15:
16:
17: Game Disjunction
18: Force Cage
19:
20: Double Companion
Weapon and Armor Proficiencies: Force Potentates are not proficient with any armor of shields other than their force effects, and are only proficient with simple weapons.
Caster Level (Ex): The Potentate's Caster level is equal to his Force Potentate level for all abilities that reference such. This can be increased by all CL increasing effects.
Arcane Sight (Su): A Force Potentate sees magic auras. This is treated as a Greater Arcane Sight effect that is always under effect. If it is not otherwise clear, this is limited to your actual sight, so if you can't see in the dark, you can't see magic auras in the dark, and if you can't see a creature, you can't see magical auras on that creature.
Force Barrage (Sp): A Force Potentate can rain force attacks on opponents. As a standard action he may attack any opponents in medium range as if with a Magic Missile effect. Unlike a normal Magic Missile, he has one missile plus one missile per two Caster Levels. Like a normal Magic Missile, the strikes can be divided amongst targets. Any target hit by more than one missile is bullrushed away from you, using Int instead of Str. The Bullrush is from a charge, and medium sized, but the size increases with each doubling of missiles starting from 2.
Force Companion (Su): A Force Potentate is accompanied by a permanent Force Companion that is a projection of his personality. It has a form unique to that Force Potentate and changes with the Force Potentate's growth, but it always made of translucent force. The most famous Force Companion was Bigby's hand, be sure to let your player customize the Companions appearance as he sees fit for flavor. It can never leave medium range of the Potentate, and if the Potentate falls unconscious it immediately winks out.
The companion is not a real creature, and as such, while it takes occupies space, it does not interfere with the movement of enemies or allies by it's presence. It has a move action and standard action separate from the Force Potentate, and acts fully under the control of the Potentate. It is a Force effect, and therefore completely invulnerable to damage, and the effects of most spells. The only spells that affect it are Dispel Magic (and other spells and effects that dispel), Antimagic Field, Mage's Disjunction, and Disintegrate. If the dispel check succeeds on a dispel check, or if the Companion is subject to Disintegrate, Mage's Disjunction, or an AntiMagic Field, then the Companion disappears for 5 rounds and the Force Potentate must make a Will save equal to 10+1/2 Caster Level of the effect+ability modifier tied to the effect (If not specified, use Cha, Or Wis if the progenitor of the effect has no Cha score). If he fails the save, he cowers for 1d4 rounds. For the purpose of dispelling the Companion the Potentate's Caster Level is treated as his normal Caster Level +5. He may replace it with three full round actions.
For all effects, the Companion uses your Int modifier in place of Str, and your Caster level in place of BAB. It can be a smaller size than listed, and change size between diminutive and the largest size it can reach with a swift action from the Potentate once per turn, however, it must be capable of fitting in it's current location at whatever size it currently is without squeezing.
At level 1, the Companion serves as a Greater Mage hand effect. It can move up to 100ft as a move action (Perfect Fly speed), or attempt to grab an object as a standard action. It has flyby attack as a bonus feat. Its maximum size is small.
At level 3, the Companion may attempt to Bullrush a single target as a standard action. Its maximum size is medium.
At level 5, the Companion becomes capable of tripping a target as a standard action.
At level 7, the Companion's maximum size is now Large and it can initiate a grapple on an opponent as a standard action. It can use successive standard actions to pin, move the grapple, or do 3d6 force damage to the target. Since it is a force effect, it can grapple an ethereal or incorporeal opponent. Incorporeal opponents always lose. Yes, a level 7 Force Potentate can single handedly defeat a Dread Wraith without lifting a Finger, but so can a level 5 Druid.
At level 11, The Companion can grow to Huge size.
At level 13, The Companion can make a strike as a standard action that does 3d6+your Int modifier damage, and forces a Fortitude saving throw against stun for one round at DC 10+1/2 your Character Level+Int modifier.
At level 15, with a full attack action, the Companion can make a series of attacks, as the level 13 ability, equal to the number of attacks granted by its BAB +1, Four attacks at Caster Level 15.
At level 17, your Companion can force a will save or Daze for one round, DC 10 + 1/2 your Character Level + your Int modifier on each of its attacks instead of the save against stun. It may freely switch between types of attack during a round. It can now also grow to Gargantuan size.
At level 19, your Companion can grow to Colossal size.
Floating Disk (Sp): The Potentate can summon a floating disk of force 10ft by 10ft that supports up to 100lbs per caster level. The potentate himself does not count against this limit. The disk has a duration of permanent and cannot be destroyed except by effects as outlined in the Force Companion class feature, except without the +5 bonus to Caster level for that purpose. The loss of the Disk has no negative effects on the Potentate besides it ceasing to support weight.
At level 2, the Potentate can use a move action to move the Disk 30ft, and the Disk can only hover 5ft off the ground, and falls normally if it should end up more than 5ft off the ground.
At level 4, The disk falls as if under the effect of a feather fall spell, and the Potentate may stick his feet to the Disk, so that he will never separate, as a free action, or release the stick as a free action.
At level 6, the disk may be directed to move 60ft as a move action.
At level 8, the Disk can fly with Perfect maneuverability at 60ft when directed with a move action, and no longer need stay within 5ft of the ground.
Force Armor (Sp): As a Standard action, the Force Potentate can summon a suit of armor around himself made of force. This Provides him with an armor bonus to AC of 4+1/4 his Caster Level (Round down). This is treated as a Mage Armor effect for the purpose of interaction with other effects, but the duration is permanent.
Trapfinding (Ex): The Force Potentate can find and disable all traps even magical ones.
Force Shield (Sp): As a Standard action, the Force Potentate can Summon a Force Shield that provides a Shield bonus to AC of 4+1/8th Caster Level (Round down). This is treated as a Shield spell for the purposes of interaction with other effects, but the duration is permanent.
Penetration (Su): A Force Potentates Magic Missiles can pierce and end the duration of any Shield spells on the target they strike so long as he strikes a single target with all his missiles. Doing so does no damage to the target, but eliminates the shield. In addition, when one of his Force effects comes into contact with a Force Ward or Globe of Invulnerability, he must make a will save against the DC of that spell or effect. If he fails the save, the spell has its normal effects on all his Force effects (It hedges out his Force Companion if it is a Force Ward) for one round, after which he must make an additional save each round that one of his force effects is effected. If he succeeds on the save, instead, the Force Ward Or Globe is abruptly ended. However one of his force effects touching the globe or Forceward winks out, Potentate's choice.
See Invisibility (Su): The Force Potentate is always capable of seeing invisible objects, as the See Invisibility spell.
Arcane Eye (Sp): The Force Potentate may use the spell Arcane Eye as a Spell Like Ability at will.
At level 11, he may also use Greater Prying Eyes at will. These Greater Eyes can trapfind, and gain the illusion piercing abilities of the Potentate.
Shards of Pain (Sp): As a spell like ability at will, a Potentate can as a standard action create an area of piercing shards of force in a 5ft radius. These do 3d8 Force damage (roll once for all targets each round) in the first round to all inside the area, and the same to anyone who enters the area prior to your next turn. At the beginning of your turn, you must spend a swift action to maintain the effect, or it disperses. If you maintain the effect, you may redirect it to any location within 30ft of the original epicenter, and it continues doing damage to those still within its area. Treat the damage as ongoing for the purposes of casting spells.
Remove Magic (Sp): As a swift action, you may designate any ongoing magical effect within medium range that you are aware of and have line of effect to, whether it be Spell, Spell Like Ability, or Supernatural ability that creates effects on those other than the creature whose entry it is listed in, and that effect immediately ends. If it is a spell or SLA, it is treated as successfully dispelled, and if it is a Supernatural ability, such as the Aboleth's Enslave (Su) the effect merely disappears. This cannot be used to cure diseases, poison, ability damage, or ability drain.
Because of the nature of your action, this cannot be used to counterspell, and therefore cannot effect any spell with an instantaneous duration.
Force Steeds (Sp): The Potentate may summon up to 5 Steeds of Force as a standard action, that act identically to Phantom Steeds. He may only have five such Steeds in existence at any time, and their duration is Permanent (D).
Ablative Armor (Sp): The Force Armor of a Potentate grants him DR/- equal to 1/2 his caster level.
Telekinesis (Sp): The Force Potentate can manipulate raw force to move objects. He may employ any of the effects of the Telekinesis spell as a standard action. With successive Standard actions he may continue to use the effects. Use Int modifier for the effects, not Cha. The DC is 10+1/2 Character Level+ Int modifier.
Spellblocking Shield (Sp): The Potentate's Force Shield seeks to interpose itself between spells and its master. Mechanically, its success rate is represented by SR 9+ Caster Level and Improved Evasion.
Force Sphere(Sp): A Potentate may use Resilient Sphere as a spell like ability at will, but may only have one such effect in play at any one time. The saving throw is DC 10+1/2 Character Level+Int Modifier.
At level 14 this becomes a Telekinetic Sphere.
Force Aura(Su): The Force Potentate projects an Aura of Force directing enemies away from himself. This is Force effect that prevents anyone from approaching within 10ft of the Potentate or striking him from outside 10ft with a melee weapon (even with a reach weapon). The first time an opponent attempts any of these actions, make a saving throw, DC 10 + 1/2 Character Level + Int modifier against the effect. Fort save (that effects objects) for corporeal beings, Will save for incorporeal beings, or beings on the ethereal plane. If they succeed, they may act freely for the next hour. If they fail, they may not perform any of the prevented actions for one hour, or until the Force Potentate moves (willfully or unwillfully) such that they come inside the effect, or he moves closer to them while they are inside the effect. After this action, they are considered to have passed a save.
When the one hour time period expires, they must save again the next time they attempt a prevented action.
Wall of Force (Sp): The Force Potentate may, as a standard action, use either Wall of Force or Blade Barrier at will. He may only have one such wall up at a time (Not one of each type, one period). If at any point he summons a new wall, the old one disappears. The DC for this effect is 10+1/2 Character Level+ Int modifier.
True Seeing (Su): The Potentate is constantly under the effect of a True Seeing effect, as the spell, that is always active. If someone should for whatever reason be using Non-Detection or that really stupid Superior Invisibility spell, the Caster level for this effect is equal to the normal caster level defined under "Caster level (Ex)."
Force Tide (Sp): The Force Potentate may, as a standard action, summon forth a wave of force emanating from his location outward in a 60ft Cone. Anyone failing a Reflex save against DC 10 + 1/2 Character Level + Int modifier is thrown all the way out the back of the Cone (or into a wall, 1d6 bludgeoning damage for each 5ft not traveled because of collision) and knocked Prone. They must then make a Fort save against the same DC or be stunned for one round. Those that succeed the first reflex save need not make the second save.
Force Maze(Sp): The Potentate may use Maze as a Spell Like Ability as a standard action at will. But he may only have one creature so mazed at a time. Just don't waste a standard action using it when someone else is mazed, because it will just fail.
Force Cascade (Sp): The Potentate at this level, gains a second swift action each round. In addition, his missiles may bounce to a second target within 20ft, but may only bounce once.
Game Disjunction (Sp): The Force Potentate may use a modified Mage's Disjunction as a standard action at will. It has all the normal attributes of that spell, except as it effects items.
Instead, the effect offers a single Will save to the items possessor of DC 10+1/2 Character Level+ Int modifier, and if the save is passed, it does not effect any attended items for that creature, if it is failed, then those items are suppressed for one round, but retain their normal function at the beginning of his next turn. All unattended magical items are automatically suppressed, even intelligent ones and artifacts. (There is no possibility of lost spellcasting from Artifact suppression, not that the Force Potentate cares, since he has no spellcasting.)
Force Cage (Sp): A Potentate can, as a standard action, use Force Cage as an SLA at will. He may only have one such cage in existence at a time. If he creates a second, the First disappears.
Double Companion (Su): The Force Potentate has two Companions, each with their own set of actions, and capable of performing anything that either could do. But no one cares, because its level 20. And unlike Bigby, everyone else has had two hands from level 1.
Last edited by Kaelik on Thu Jun 23, 2016 5:46 pm, edited 14 times in total.

> DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?

The U.S. isn't a democracy and if you think it is, you are a rube.
That's libertarians for you - anarchists who want police protection from their slaves.
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ubernoob
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Post by ubernoob » Tue Sep 14, 2010 12:26 am

My only criticism is basing the DCs off of CL with the explicit bit that CL can be boosted by items and such. Instead of basing DCs off of CL, why don't you just base them on HD? Stays in line with spell/Su effect DCs that way.
This class also needs forcecage.
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Kaelik
  ArchDemon of Rage
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  Joined: Fri Mar 07, 2008 7:54 pm

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Post by Kaelik » Tue Sep 14, 2010 12:36 am

> ubernoob wrote:My only criticism is basing the DCs off of CL with the explicit bit that CL can be boosted by items and such. Instead of basing DCs off of CL, why don't you just base them on HD? Stays in line with spell/Su effect DCs that way.
> This class also needs forcecage.

Um... Honestly. It is set up that way to be exactly the same as spells.
Remember how I have that Tome Errata thing? That, it makes spell saves based off of CL. And CL scales with items. By which I mean, the item that gives +1/3rd level bonus to CL.
Because that's the only one.
Yeah, in a regular D&D game, you might want to not allow stuff to boost CL for this class, because then you get Eternal Wand of Extended Create Magic Tattoo + Orange Ioun Stone + Beads of Karma. And that's dumb, but hey, so is Wizards doing that in the first place.
Which is why I think in general, all games should use Book of Gears style items. Because bonus stacking is stupid.
(As part of Book of Gears, things like Beads of Karma don't exist, and things like Create Magic Tattoo shouldn't exist, since it gives all day bullshit bonuses to attack and CL.)

> DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?

The U.S. isn't a democracy and if you think it is, you are a rube.
That's libertarians for you - anarchists who want police protection from their slaves.
Top

Kaelik
  ArchDemon of Rage
  Posts: 14491
  Joined: Fri Mar 07, 2008 7:54 pm

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Post by Kaelik » Tue Sep 14, 2010 1:23 am

No problems with Force Aura or Force Companion wording? I was a little concerned about problems there. Also, note the change to Caster level class feature.
Last edited by Kaelik on Tue Sep 14, 2010 1:24 am, edited 1 time in total.

> DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?

The U.S. isn't a democracy and if you think it is, you are a rube.
That's libertarians for you - anarchists who want police protection from their slaves.
Top

ubernoob
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  Joined: Sat May 17, 2008 12:30 am

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Post by ubernoob » Tue Sep 14, 2010 1:34 am

Normal DCs are 1/2 HD + ability mod + 10. This class gets (assuming a CL boosting item) 2/3 HD + ability mod + 10. Didn't recall your eratta changing how wizards and clerics calculate DCs at all.
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Kaelik
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Post by Kaelik » Tue Sep 14, 2010 2:03 am

> ubernoob wrote:Normal DCs are 1/2 HD + ability mod + 10. This class gets (assuming a CL boosting item) 2/3 HD + ability mod + 10. Didn't recall your eratta changing how wizards and clerics calculate DCs at all.

Yeah, somehow in the process of blatantly stealing from Alpha Nerd, I forgot to copy paste that part. Also, I meant to change it. I think I mentioned it elsewhere in someplace, about having DCs and CL and Int all scale from items, so Wizards get +4 to DCs from every 6 levels via items, anyway, I changed it in the Tome Errata thread.

> DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?

The U.S. isn't a democracy and if you think it is, you are a rube.
That's libertarians for you - anarchists who want police protection from their slaves.
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For Valor
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Post by For Valor » Tue Sep 14, 2010 4:13 am

In the Tome Errata thread, it's CharLevel. Are we talking CharLevel of CasterLevel here?
I'm also confused as to this guy's schtick. I mean, he's got some weak force-flavored damage and then some goodies, and then he gets BOOM 4D8 DAMAGE AOE NO SAVE, and over time that becomes more and more obsolete as he stacks a bunch of fun tanking powers.
Of course, he does have blade barrier and that lulzy wall of force + knockback effect.
But what's the general play strategy for a class like this?

> Mask wrote:And for the love of all that is good and unholy, just get a fucking hippogrif mount and pretend its a flying worg.

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Kaelik
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Post by Kaelik » Tue Sep 14, 2010 4:43 am

> For Valor wrote:In the Tome Errata thread, it's CharLevel. Are we talking CharLevel of CasterLevel here?
> I'm also confused as to this guy's schtick. I mean, he's got some weak force-flavored damage and then some goodies, and then he gets BOOM 4D8 DAMAGE AOE NO SAVE, and over time that becomes more and more obsolete as he stacks a bunch of fun tanking powers.
> Of course, he does have blade barrier and that lulzy wall of force + knockback effect.
> But what's the general play strategy for a class like this?

It's actually been changing every five seconds in both that thread, and here. It's now Character level there and here.
Read the class over, everything is Character level.
The play strategy is something like this:
1-2, your standard action is to shoot 1d4+1, or 2d4+2 damager per level at your opponent, and then your companion tries to rip their weapon out of their hand. You are also the party trap bitch.
3-4 3d4+3 or 4d4+4 damage, and you hand bull rushes people away from you. Now you are all purpose scout.
5-6 You either auto dispel things with your swift action, or do 4d8 force damage with it, while continuing to do 5d4+5 or 6d4+6 damage, and your hand trips people who are in the AoE, or bullrushes them through it. Everyone loves you when it's time for the Overland travel dance.
7-8: Your Companion lockdowns one enemy in grapple, while you use swift actions the same way as before, but you can also telekinesis stuff around, or even lock someone else in a sphere to wait till later.
9-11: You now start off with a Wall of Force or Blade Barrier, and then seal someone in a sphere, and your Companion still lockdowns, by this level, you probably don't even use Shards of Pain, because Remove Magic is so much better.
12-16: Now you Maze someone, then Cage someone, then wall someone, and your Companions lockdowns someone.
17: You start off by taking all the buffs away, and go from there.
Bottom line, it's mostly a lockdown class, with the Companion hitting one guy, and you getting progressively more lockdown stuff. But you are right, The level 1-6 Progression needs work balancing the damages out.
But I see it more like: Generally pretty good defensively for each level, without trying to fuck the RNG (but instead stacking different kinds of defenses).
Generally the "Information about our current situation" guy, as opposed to the Divining the future, or where X is guy.
Has some cutesy either crucial buff remover, or crucial enemy crippling effect negater, or some AoE damage.
Lockdowns stuff, except when he instead does okay damage, but force typed.

> DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?

The U.S. isn't a democracy and if you think it is, you are a rube.
That's libertarians for you - anarchists who want police protection from their slaves.
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Kaelik
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Post by Kaelik » Wed Sep 15, 2010 1:42 pm

Changed early missiles any problems?

> DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?

The U.S. isn't a democracy and if you think it is, you are a rube.
That's libertarians for you - anarchists who want police protection from their slaves.
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RobbyPants
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Post by RobbyPants » Wed Sep 15, 2010 1:56 pm

> Kaelik wrote:No problems with Force Aura or Force Companion wording? I was a little concerned about problems there. Also, note the change to Caster level class feature.

I have a question regarding the first paragraph in the Force Companion's text:

> Force Companion wrote:The companion has a move action and standard action separate from the Force Potentate, and acts fully under the control of the Potentate. It is a Force effect, and therefore completely invulnerable to damage, and the effects of most spells. The only spells that affect it are Dispel Magic (and other spells and effects that dispel), Antimagic Field, Mage's Disjunction, and Disintegrate. If the dispel check succeeds on a dispel check, or if the Companion is subject to Disintegrate, Mage's Disjunction, or an AntiMagic Field, then the Companion disappears for 5 rounds and the Force Potentate must make a Will save equal to 10+1/2 Caster Level of the effect+ability modifier tied to the effect (If not specified, use Cha, Or Wis if the progenitor of the effect has no Cha score). For the purpose of dispelling the Companion. The Potentate's Caster Level is treated as his normal Caster Level +5.

You say the FP must make a Will save and you list the DC, but you don't say what happens if the save is passed or failed. Does a successful save prevent the companion from disappearing? Did I miss something else?
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Kaelik
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Post by Kaelik » Wed Sep 15, 2010 2:02 pm

Fixed.
I meant for it to be a "Your soul was just dispelled, fucking make a save or sit there."

> DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?

The U.S. isn't a democracy and if you think it is, you are a rube.
That's libertarians for you - anarchists who want police protection from their slaves.
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RobbyPants
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Post by RobbyPants » Wed Sep 15, 2010 2:29 pm

That makes enough sense.
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Nebuchadnezzar
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Post by Nebuchadnezzar » Sat Sep 18, 2010 7:27 pm

I suppose it fills a niche, insofar as there were a series of nominally related force effects that could be grouped together. It looks like it would be fun enough to play.
Replace all instances of "it's" with "its", and "who's" with "whose", because that error makes some of us just fucking stop reading.
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Kaelik
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Post by Kaelik » Sat Sep 18, 2010 7:58 pm

> Nebuchadnezzar wrote:Replace all instances of "it's" with "its", and "who's" with "whose", because that error makes some of us just fucking stop reading.

According to my Ctrl-F, there was only one instance of "Who's."
Also, I had an elementary school teacher who would ask any time I got that wrong (the it's one), "Now, is this possessive or a contraction?" followed by "And do you use apostrophes in [whichever one I had answered]?" To which I always responded. "Yes, you use apostrophes in words that are (possessive/contractions)."
It never occurred to her to actually tell me which one you don't use it in for that word.

> DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?

The U.S. isn't a democracy and if you think it is, you are a rube.
That's libertarians for you - anarchists who want police protection from their slaves.
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