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PostPosted: Fri Feb 10, 2006 4:32 pm 
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Puphles wrote:
Don't you roll init. at every encounter?

And what's gold for ranger? (cuz, um, I'm a ranger...)

Uh, a Ranger IS a Warrior.
Fighters, Barbarians, Palidans, & Rangers comprise the Warrior metatype.
Rouges and Assasins are the Rouge metatype.
Sorcerers and Wizzards (as well as Specialist Wizzards) are the Magician metatype.
Clerics and Druids are the Clergy metatype.
Monks are in a metatype of their own.

There are also Prestige classes, but those are only available past a certain level, and they fit into one of the above-mentioned Metatype.

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PostPosted: Fri Feb 10, 2006 4:36 pm 
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OK, now we have our starting gold (300 GP according to the GM, thank you Choc-O).
Now all we need is a starting price list so we can spend that on stuff.
You do realise I can afford Full Plate Armor or at least Half Plate now, don't you Choc-O? I wonder if I have enough left over for a Tower Sheild?

Init is based on your DEX, isn't it? I doesn't make sense that a Character with DEX of 3 can have better inititive than a Character with a DEX of 20.

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PostPosted: Fri Feb 10, 2006 7:24 pm 
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Puphles wrote:
Okay, ma' character sheet is done. I don't want to stretch the page any more than it already is, but you can get it here.

Um, no. no we can't get it there. It asks for a password.
Did you use the PDF version? Export it to plain text.

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PostPosted: Fri Feb 10, 2006 8:00 pm 
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Okay, I've rehosted it, password: puphchar
http://www.axifile.com/?7966783

And isn't full plate, like, 1500gp or something?

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PostPosted: Fri Feb 10, 2006 8:14 pm 
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Puphles wrote:
Okay, I've rehosted it, password: puphchar
http://www.axifile.com/?7966783

And isn't full plate, like, 1500gp or something?

Depends on the merchant (which depends on the locale, which depends on the GM)

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PostPosted: Fri Feb 10, 2006 11:13 pm 
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okay, the Locale is gonna be a Small, very poor town of Edgewest, in the Marknahm Quadrant of the Nether Regions. get ready, im writing up the Campaign right now, gimme a day or two to finish it.

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PostPosted: Sat Feb 11, 2006 8:21 am 
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Ok, you heard the man: The rest of you finish your character sheets.
If you want me to use the NWN toolset to roll yours up, PM me and I'll do it for you.

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PostPosted: Sat Feb 11, 2006 8:23 am 
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Perfect, almost ready to start. i wonder if someone will sticky this.

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PostPosted: Sat Feb 11, 2006 11:10 am 
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http://www.d20srd.org/srd/equipment/arm ... scriptions
^
Well, I can't find an Apraise table at d20srd.org, so I guess averything costs what the equipment tables say they do.

So, if I go by that list and change my Chain Shirt to a suit of Chain Mail, that leaves me with about 70GP, give or take a Copper.
Oh, and since I'm wearing Chain Mail, that slows me down to 20 Ft. per turn by the D20 rules, but that's STUPID: I've got 18 strength, so I should be able to run full-speed with up to 200 lbs of load.
Can we ignore the half-assed D20 rules and use the 3E rules instead?

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PostPosted: Sat Feb 11, 2006 4:52 pm 
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Well the reason that the chainmail slows you down is not because it's encombersome, but because it provides less mobility.


And if a mod could stickify this...

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PostPosted: Sun Feb 12, 2006 2:17 am 
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yeah, someone ask a mod or something. were almost ready to start, im checking my campaign, lettin a friend look over it, eating pizza, playing quake4, and we'll start soon, okay?

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PostPosted: Sun Feb 12, 2006 3:35 am 
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I have no idea if this is right, but...

NAME: Hi Guys
Race: Elf
Class: Wizard
Level: 1 EXP:___________
Initiative: +1
Speed: 30ft
Weapon: 1D8 +4 (Critical: 19/20 x2) (Longsword + large sheild) d20(Roll for attack)
Armor Class: 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14
Hit Points: 11
____________SKILLS________________
Hide +1
Listen +2
Search + 3
Spot +2
OPTIONAL SKILLS:
Concentration: D20+1[+2] (Used for resisting the effect of the Taunt feat.)
Dicipline: D20+8[+9]( Allows me to resist any combat feat such as Called Shot, Disarm, Knockdown, etc.)
Intimidate: D20+2 (to make a bully back down or to bully others)
Lore: D20+4 (Used to identify the properties of a given magic item. Magic item must be in character's possestion first. Fighters are limited to identifing weapons, armor, sheilds, boots and gloves.)
Parry D20-4 (A successfull roll gives a temporary bonus to the armor class)
Taunt D20+0 (Allows the character to turn an NPC hostile who would otherwise be non-hostile. Does not work against Lizardmen, Drow, or extra-planar beings)


_________ABILITY SCORES__________
Strength: 13
Dexterity: 13
Constitution: 10
Intelligence: 10
Wisdom: 9
Charisma: 8
_____________SAVING THROWS_____________
Fortitude: D20+2
Reflex: D20+1
Will: D20-1

Armor:
+3 studded leather
+1 light shield

Weapon:
Longsword +2 melee(1d8+1/19-20)

Gear:
1 Longsword Scabbard, 3 torches, 3 potions of CLW, 50' of rope, Cold Weather Cap, Cold Weather Clothing,, Bedroll, Backpack, 1 Tinderbox w/Flintstone (for lighting campfires, torches, etc.), 1 Set of Whetstones (for sharpening blades).

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PostPosted: Sun Feb 12, 2006 7:27 am 
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okay, good, almost ready. we will start tomarrow...whenever i wake up.

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PostPosted: Sun Feb 12, 2006 7:28 am 
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I'd have to say Modern.

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PostPosted: Sun Feb 12, 2006 7:29 am 
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dude, your not playing, sign ups are over, and the campaign has allready been written.

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PostPosted: Sun Feb 12, 2006 7:30 am 
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Location: Hey! I'm looking for some kind of trangly thing!
I'll remove the poll to eliminate that problem. As for the sticky, I'm looking into that.

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PostPosted: Sun Feb 12, 2006 7:31 am 
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Thanks diddy, you got enough time to join us?

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PostPosted: Sun Feb 12, 2006 7:33 am 
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Location: Hey! I'm looking for some kind of trangly thing!
Not right now I don't. Thanks, though.

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PostPosted: Sun Feb 12, 2006 7:39 am 
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Pretty ambitious idea for a message board COLA, best of luck. I'll look in on this every once in a while since I'm digging on D&D at the moment.

Currently playing a Half-Orc Ranger in a Forgotten Realms campaign. -Krazed Squirell

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PostPosted: Sun Feb 12, 2006 7:53 am 
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Location: Hey! I'm looking for some kind of trangly thing!
A half orc ranger? I wonder how he would get along with my elf ranger, Melchanon?

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PostPosted: Sun Feb 12, 2006 1:35 pm 
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Hi Guys wrote:
I have no idea if this is right, but...

NAME: Hi Guys
Race: Elf
Class: Wizard
Level: 1 EXP:___________
Initiative: +1
Speed: 30ft
Weapon: 1D8 +4 (Critical: 19/20 x2) (Longsword + large sheild) d20(Roll for attack)
Armor Class: 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14
Hit Points: 11
____________SKILLS________________
Hide +1
Listen +2
Search + 3
Spot +2
OPTIONAL SKILLS:
Concentration: D20+1[+2] (Used for resisting the effect of the Taunt feat.)
Dicipline: D20+8[+9]( Allows me to resist any combat feat such as Called Shot, Disarm, Knockdown, etc.)
Intimidate: D20+2 (to make a bully back down or to bully others)
Lore: D20+4 (Used to identify the properties of a given magic item. Magic item must be in character's possestion first. Fighters are limited to identifing weapons, armor, sheilds, boots and gloves.)
Parry D20-4 (A successfull roll gives a temporary bonus to the armor class)
Taunt D20+0 (Allows the character to turn an NPC hostile who would otherwise be non-hostile. Does not work against Lizardmen, Drow, or extra-planar beings)


_________ABILITY SCORES__________
Strength: 13
Dexterity: 13
Constitution: 10
Intelligence: 10
Wisdom: 9
Charisma: 8
_____________SAVING THROWS_____________
Fortitude: D20+2
Reflex: D20+1
Will: D20-1

Armor:
+3 studded leather
+1 light shield

Weapon:
Longsword +2 melee(1d8+1/19-20)

Gear:
1 Longsword Scabbard, 3 torches, 3 potions of CLW, 50' of rope, Cold Weather Cap, Cold Weather Clothing,, Bedroll, Backpack, 1 Tinderbox w/Flintstone (for lighting campfires, torches, etc.), 1 Set of Whetstones (for sharpening blades).


Um, no. You didn't even pick your feats or your spells, and there's no way in hell you can start at LVL 1 with +3 Studded Leather. Here's something more like it:

Name: HiGuys
Race: Elf
Class: Wizzard (Generalist)
LVL: 1 XP:___________
Init:
Speed:
Weapon:
>1D8 (19/20 X2): Light Crossbow. Attack Bonus +3
>1D8 (19/20 x2): Longsword. Attack bonus +0
*NOTE! You cannot use the crossbow while equiped with the sheild!
Armor Class: 14[16] (Wizzard robe + dex bonus + Tumble bonus)[sheild gives +2 bonus]
Hit Points: 5
____________SKILLS________________
Hide: 3
Listen: 3
Search: 5
Spot: 3
OPTIONAL SKILLS
Concentration: 5
Dicipline: 2
Lore: 7 (Wizzards can identify anything with this skill, including scorlls and spellbooks)
Taunt: 2 (DC is target's Concentration roll. Sucess means that the target suffers a AC penalty equal to the difference between the Taunt roll and the Concentration roll, to a maximuim of -6. Also, the defender suffers a 30% penalty to their Spell Failure. Duration of taunt effects: 5 Rounds.
Tumble: 5

_________ABILITY SCORES__________
Strength: 10
Dexterity: 16
Constitution: 12
Intelligence: 16
Wisdom: 12
Charisma: 10

_____________SAVING THROWS_____________
Fortitude: 1
Reflex: 3
Will: 3

Armor:
Wizzard's Robe: (AC:0, Max Dex Bonus: N/A, Armor check penalty: 0, Arcane Spell Failure chance: 0%)
Sheild: (AC: 2, Armor Check Pnealty: -2, Arcane spell failure: 15%)

FEATS:
Hardiness Vs. Enchantments: (+2 saving throw bonus vs. Mind-affecting spells. Elven racial bonus feat)
Immunity to Sleep: (Immunity to all sleep spells and effects. Elven racial bonus feat)
Keen Sense: (May apply the full Search skill even when making a passive search. Elven racial bonus feat)
Low-light vision (allows the character to see in the darkl, but not as far as the Darvision feat. Eleven racial bonus feat)
Scribe Scroll: (spellcaser 1st Lvl bonus feat. Can create a scroll of any spell you know. Scribing costs gold. See the player manual for more information)
Sheild proficiency: Character can equip and use a sheild. All classes except monks, sorcerers, wizzards and rouges have this feat for free.
Skill Affinity: Listen (+2 to the listen skill. Elven racial bonus feat)
Skill Affinity: Search (+2 to the search skill. Elven racial bonus feat)
Skill Affinity: Spot (+2 to the spot skill. Elven racial bonus feat)
Summon Fammiliar. (Allows the wizzard to bond to summon a fammiliar. Wizzard LVL 1 bonus feat. See http://www.d20srd.org/srd/classes/sorce ... #familiars for more. Required for the Improved Familiar feat.)
Weapon Proficiency: Elf (Character is proficient with longsword, rapier, longbow, and shortbow. Elven racial bonus feat.)
Weapon Proficiency: Wizzard (Character is proficient with club, dagger, light crossbow, heavy crossbow, and quarterstaff.)

Spells:
>Cantrips ( http://www.d20srd.org/srd/spellLists/so ... Spells.htm )
>>Daze, Light, Ray of Frost, Resistants, Flare, Acid splash, Electric Jolt
>LVL1: ( http://www.d20srd.org/srd/spellLists/so ... zardSpells )
>>Sheild, Charm Person, Identify, Sleep, Magic Missile, Mage Armor

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PostPosted: Sun Feb 12, 2006 1:49 pm 
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Sarge wrote:
ikwaylx wrote:
we started umm. Here's my info
_____________________________________
NAME:Ikwaylx
Race:human Class:monk
Level:1? EXP:250
Initiative:??
*once combat starts, the person with the highest initiative goes first
Speed:???
*you can move X Spaces per Turn
Weapon: D20+X (Roll for attack) 2d6+X(roll for dammage)
weapon(ranged)d20(Roll for attack) d6(roll for dammage)
Armor Class:
*monsters need to roll your AC or better on their attack rolls to hit you
Hit Points:____
*if you run out of hit points, you die.
____________SKILLS________________
Diplomacy:d20+/-X
Disable Device:D20+/-X
Hide:D20+/-X
Listen:d20+/-X
move Silently: D20+/-X
Open Lock:D20+/-X
search:D20
Spot:D20+/-X
_________ABILITY SCORES__________
roll a D20 for the For the following Scores, and a D4 for bonus;penalty on Wisdom
Strength:___/___
Dexterity:___/___
Constitution:___/___
Intelligence:___/___
Wisdom:___/___
Charisma:___/___
_____________SAVING THROWS_____________
Fortitude: D20+/-X
Reflex: D20+/-X
Will: D20+/-x

Armor:_____________
Weapons:______________
Gear:________________
_______________________________
The rest is all complicated. I think I'll wait for another person to post. Then finish this. My dad's shouting me anyway.


Ok, a few problems with that. Staring XP should be Zero: Only the DM can hand out XP, and if you're level one you don't have any from previous levels.
Monks can't wear armor without taking some serious penalties too their otherwsie kick-butt abilities, but if not wearing armor get a natural armor bonus just for being a monk. Also, they are the best unarmed fighter in D&D, bar none. A Level-1 monk is a little less powerfull then a Level-1 fighter, but once he levels up he can get some really cool skills, powers, and feats that other character classes can't get. If you want, I can roll it up for you in the NWN toolset. Just tell me what you want your ability scores to be and I'll fill in the rest (except INIT and SPEED... NWN doesn't use those two). For a Monk, high DEX and high WIS are important, but STR and CON shouldn't be neglected too much. Also, your INT needs to be at least average or you won't get much of a bonus to your skill advancement.

Sarge. I edited it with my status.

Strength 20 +4
dexterity 14+2
constitution 17+3
intelligence 13+0
wisdom 15+1
charisma 10+0
That's ok right

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PostPosted: Sun Feb 12, 2006 2:31 pm 
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Um, no. You can't start with 20 strength, especialy not if you also have 17 CON.

I'd go:

Name: Ikwaylx of the Shining Hand
MONK
Alignment: LG (monks must be of lawfull alignment)
STR: 14
DEX: 14
CON: 14
INT: 10
WIS: 15
CHA: 10

SVAING THROWS
Fortitude: 4
Reflex: 4
Will: 4

AC: 14
HP: 10
Armor: none
Weapon: 1D6 +2 (19/20 X2) Unarmed

SKILLS:
Concentration: 2
Dicipline: 4
Hide: 6
Listen: 6
Move Silently: 6
Spot: 2
Parry: 6 (DC is the modified attack roll of the incoming blow. A succesfull parry means that the incoming attack deals no dammage. If the parry roll is 10 points higher than the incoming attack, the parrier can make a free attack (a Counterattack) that does not count against the number of attacks the character would otherwise be limited to. Counterattacks cannot be parried. The character may attempt a Parry check a number of times per round equal to the number of attacks per round he is entitled to.
Diplomacy/Persuade: 2

FEATS:
Cleave: If the character kills an opponent, he gets automaticly gets a free attack against any opponent in meele range. (Required for: Great Cleave. Monk LVL 1 bonus feat.)
Dodge: +1 AC bonus vs. his last attcker or his current attacker. Multiple dodge bonuses are cumulitive. (Required for: Mobility and for Spring Atack.)
Eveasion: Whereever a Reflex save is made for half dammage, the character instead takes no dammage. (Monk LVL 1 bonus feat)
Flurry Of Blows: Monks can choose to to receive an extra attack per round when fighting unarmed or with a Kama. However, all attacks in that round suffer a -2 attack penalty. (Momk LVL 1 bonus feat)
Improved Unarmed Strike: Armed atackers do not get attacks of oportunity when fighting against this character. (Required for : Stunning Fist, Deflect Arrows. Monk LVL 1 bonus feat)
Monk AC Bonus: Monks add their Winsdom to their AC. (Monk LVL 1 bonus feat)
Stunning Fist Monks can attempt a disabling strike at -4 attack penalty for -4 dammage. If the attack hits and deals any dammage, the target must make a Fortutude save against a DC of (10 +(1/2 the attacker's level) + the attacker's Wis.) If the target fails his save he is held for three rounds. This feat may be used once per day per every four levels. Monks automaticly suffer no other attack or dammage penalties when using this feat, even if they are under the effects of a spell that wiould otherwise give them penalties. The monk must be in melee range and able to move freely (no hold, sleep, entangle, web, paralize, pertrifiy, daze, encumberance, charm, etc.). The Parry skill can be used to deflect this kind of attack. The Undead and Constructs are unaffected by this feat. (Required For: Extra Stunning Attacks, Improved Stunning Fist, Unarmed Mastery, Ki Strike, Quivvering Palm. Monk LVL 1 bonus feat.)
Weapon Proficiency: Monk (proficint with club, daggar, handaxe, light crossbow, heavy crossbow, quarterstaff, shrukien, kama, sling)

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Last edited by Sarge on Sun Feb 12, 2006 4:41 pm, edited 5 times in total.

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PostPosted: Sun Feb 12, 2006 3:39 pm 
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Meh,Sarge solved the problem now.
I guess I don't need anything else.
(I Really need to play D&D)

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Last edited by ikwaylx on Sun Feb 12, 2006 4:25 pm, edited 1 time in total.

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PostPosted: Sun Feb 12, 2006 3:51 pm 
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ikwaylx wrote:
umm. Ok.
Str =18+4
dex=14+2
const=16+3
intel=13+0
wisdom 15+1
charisma 10+0
Then again. just look at my post.
If it's not ok. Tell me what to add.
and I'm not sure about 'gear'

I'm using the Point Buy system. It's what I used to come up with the above-posted stats for a monk. How did you come with your stats?

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PostPosted: Sun Feb 12, 2006 4:23 pm 
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Well.I didn't know about the point buy system.
So you can guess how I got them.
Thanks anyway.
I edited my post with the right info
So i'ma look at the rules of D&D more.

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PostPosted: Sun Feb 12, 2006 6:39 pm 
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Sarge wrote:
*stuff that makes it a lot easier for me*


Thanks, man.

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PostPosted: Sun Feb 12, 2006 6:58 pm 
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Hi Guys wrote:
Sarge wrote:
*stuff that makes it a lot easier for me*


Thanks, man.

You're welcome.

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PostPosted: Sun Feb 12, 2006 7:24 pm 
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Same for me. Thanks

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PostPosted: Mon Feb 13, 2006 12:58 am 
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okay, sorry you guys, there are a few things wrong with the campaign right now, im having my friend look over it, we will get started on this at most by wednesday, if not sooner. okay?

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