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Messages - MrWolfe

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1
D&D 5e / Re: Random Homebrew Ideas
« on: March 04, 2017, 07:23:36 PM »
Yeah, I really like how this is shaping up. :D

Adding in a HP limit is nice because it means you don't have to buff a monsters' saves to let it get through, which could potentially make it "immune" to other PC abilities as well. Instead, you can either add a few HP to one monster, or just throw out a bigger horde to soak up the effect--ensuring that the number of enemies you want the party to fight still get through, but the player isn't left feeling like they wasted a turn on an ability that didn't do anything.

The player in question is supposed to be part of a special order of divinely-trained monster hunters, so it makes sense they might know of a few anti-undead tricks that aren't widely known. I do think I'm going to make this an item, rather than a class feature, so other divine casters could potentially make it if they knew the formula.

Hmm, something tells me it's time to start looking at the magic item guidelines in the DMG. Hopefully there's actually something there besides "the 5e devs don't think your players should have magic items, so we didn't write rules for making them." :rolleyes

2
D&D 5e / Re: Random Homebrew Ideas
« on: March 03, 2017, 02:31:58 AM »
Wow, thanks a lot for all the input there--definitely gives me some ideas to work with.

I like the windup idea. It preserves the element of dramatic tension because you have to either hope it kicks in before the undead get there or fend them off until starts working, and fits better with the player's idea of something the guards only use when they know undead are on the way. The shorter duration is good too, it's more interesting as a temporary measure used in emergencies than a form of all-night protection.

Think I'll tinker with these ideas a bit, brainstorm with the player, and see what we come up with. At this point I can see a few versions that I'd definitely OK, but the trick is finding the one that fits what the player wanted as well. One thing I could do to bring it down in potency a bit is add a hit point limit, like color spray or sleep, so that each "candle" only affects a certain number of HP total before the divine energy or whatever is depleted. That could also make it work better as an anti-minon device, but still leave the option for a powerful undead to push through the effect. Would have to think carefully about how to scale the HP in that case though.

3
D&D 5e / Re: Random Homebrew Ideas
« on: March 01, 2017, 10:57:32 PM »
Thanks for the input guys!

Actually, one of my friends did most of the alchemist discoveries. I think my only contributions there were the Greater Tanglefoot Bag and all the ones at the bottom patterned off the Mephistopheles Kiss invocation. Haven't even begun looking at 5th level spells for the artificer list yet, mainly because there's so much on my plate already and 17th level is quite a ways off.

I'm not that concerned about Strong Arm breaking the conventions for thrown weapon range because to my mind, alchemist formulas are more like reskinned cantrips with better scaling. You don't track weight or ammunition, you just keep using them at-will so long as you have your spell component pouch alchemist's satchel. As cantrips, 30' is absurdly poor range, and alchemists don't get any other offensive abilities or spells so they really need something to make up the difference. I might consider dropping Strong Arm down to 60' or re-fluffing it as a special alchemist's slingshot for the sake of verisimilitude, though.

Will definitely consider those suggestions about Agonizing Alchemy, Swift Alchemy, and Greater Swiftstride.

As for Sacred Ward, I did skim through the books looking for similar spells to use for reference but apparently missed Hallow? I remember it from earlier editions but didn't see it in this one. Looking it up though, Hallow is massively more powerful than Sacred Ward. It's got twice the radius, is permanent until dispelled, works on bunch of other creatures types instead of just undead, doesn't offer a save, and has a ton of extra effects added on. Sacred Ward is literally just Turn Undead (a second level ability) with a longer duration and activation time.

I do agree I might have "underpriced" Sacred Ward, though. The duration is increased a lot more than the casting time, and the fact that it doesn't use resources could be an issue if someone decides to spend their downtime plastering these all over town. I wouldn't say it's anywhere near equivalent to a 5th level spell, but it definitely needs something else to balance it down if I want to keep it in the same ballpark as Turn Undead.

Ironically, thanks to some input from the player I'm going to have to start over on that one anyway.

The concept we're going for now is for the ability to craft a kind of divinely-infused incense that wards against undead... (Like a citronella candle for zombies) ...with the downside that breathing it for too long can have unfortunate consequences on the living as well.

Basically, they're Holy Smokes that gives you the Holy Sh--s. :D

This version's going to be a little tougher to balance. The side effects are intended to discourage using it for extended periods, but it's only a matter of time before someone tries to weaponize that "drawback." Add to the fact that an ongoing Turning effect usable as an action is flat out better than Turn Undead, and I really wanted to keep these abilities roughly equivalent. The player has said they'd like it to be something they could craft during downtime and give out to other people (like town guards), but that isn't an absolute requirement. They're also okay with having it require spell slots to use, so maybe a ritual spell that can be cast in combat or done as a ritual between fights, that infuses a stick of incense with this effect? I think I'd definitely prefer this be something like a spell or a craftable than a class feature, because I'd feel weird having it be something only the custom monster-hunter class I'm making can do and not, for example, Clerics--who basically specialize in this kind of thing.

Honestly I could use some suggestions, because I'm a little out of brain at the moment. :tongue

4
D&D 5e / Random Homebrew Ideas
« on: February 28, 2017, 09:54:55 PM »
Been noodling on some stuff because I'm a masochist and told my players I'd consider homebrewing class material for them if they had an idea that didn't quite fit the existing options. Curious to see what other people think of them, especially since I don't have a good feel for the balance of 5e yet:

Sacred Ward: Basically a ritual that functions like a long-term turn undead effect. 11 minutes to perform, 8 hr duration (though I might lower it), affects a 30' radius centered on where you performed the ritual. Any undead entering the radius have to make a will save or be Turned for 1 minute.

Was thinking of making this a class feature rather than an actual spell. I based it around the idea of a 1st level spell with a 1 min casting time and the ritual tag, but I'm worried it might get out of hand if anybody could pick it up using one of the various tricks for getting cross-class spells. Pros: Good for warding camp (or a building/town, with multiple uses) and setting up chokepoints/safe zones if you know an undead army is headed your way. Cons: Basically useless in combat, could radically alter the campaign world depending on how widespread access to the ritual is. (ie: Why isn't every town blanketed in these, and if they are, why are undead even a concern anymore?)

~

Muzzle of the Damned: A cursed mask that suppresses the effect of magical afflictions like lycanthropy and vampirism, but makes the wearer always seem hostile in social interactions. Any Charisma (Persuasion) roll made while wearing the mask is treated as though you used Intimidation instead, and any Deception or Performance rolls are made at disadvantage. Taking the mask off or covering it suppresses the effect, but you have to make a DC 15 Wisdom save to use any Charisma based skills, or else the mask instantly materializes over your face again and affects the check as normal. Even destroying the mask fails to prevent this from happening.

Basically it's a safeguard used when you can't or don't want to take the obvious step of either curing or killing the individual. The mask seals away their special powers and prevents them from infecting others, while also making it pretty damn hard for them to deceive/manipulate/sway an audience to their side. Essentially it's a form of magically-enforced banishment.

Really intended this as more of a balancing nerf for a class that does the whole "infected monster hunter who channels the power of their curse" schtick, though I might consider making it an actual item. Basically it's a way of swapping the curse of lycanthropy or vampirism for the lesser "curse" of jackassery. Obviously this would be more of a drawback for some characters than others. :rolleyes

~

Finally, a couple friends and I have been working on some tweaks to the UA Artificer/Alchemist. Seemed like it needed something so we bumped up the spellcastng progression a bit and added "Alchemical Discoveries"--basically invocation like abilities that enhance the Alchemist's formulas.

I've got the current changes written up in a google docs spreadsheet >here<.

So, any thoughts?

5
First thing that jumps out at me:

Burning Hex uses a bonus action to deal Chamod fire damage to the target of your Hexblade Curse.

Chilling Hex uses a bonus action to deal Chamod cold damage to every enemy within 5ft of your Hexblade Curse.

One is strictly better than the other, methinks. Also, might need clarification on whether Chilling Hex also affects the target of your Hexblade Curse. They are technically "within" 5ft of themselves, but the wording is ambiguous.

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D&D 5e / Re: Unearthed Arcana: Artificer
« on: February 13, 2017, 03:23:41 PM »
Well, the Alchemist's formulae basically are buffed-up cantrips. They're at will, and eyeballing it they seem about halfway between a cantrip and a first level spell, power wise.

Gunslinger's not bad, a bit of a one trick pony but it keeps up better as far as damage is concerned. Being able to effectively cast [Thundering] Hands, Lightning Bolt, and and Fireball at will sorta makes up for the lack of variety, though they do get them pretty late in the progression and they're significantly weaker than the spells they emulate. Alchemists never get beyond a 30ft range or a 5ft radius, which just sucks.

The overall design decision here seems to have been: "Give them at will spells, but nerf the hell out of them to make up for it." Which doesn't really work. It's like the Warlock in 3.5: Even if you can keep casting all day, you're still going to end up taking a break when the rest of the party runs out. That's even more true in 5e with the way healing works. All at-will abilities really do is get you stuck with first watch.  :P

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D&D 5e / Re: Unearthed Arcana: Artificer
« on: February 13, 2017, 06:02:08 AM »
Not sure about Gunslinger, but Alchemist definitely needs something to be viable at later levels. A handfull of super-cantrips does not make for a balanced class.

Maybe add a some spells to their list and re-fluff them as limited use alchemical concoctions/devices?

8
D&D 5e / Re: Need Advice for a Homebrewed Ranger Class
« on: February 12, 2017, 07:00:57 AM »
So, I've done a bit more brainstorming and this is what I'm currently toying with, using the Revised Ranger as a base:

@1st
  • Add two tool proficiencies
  • Use the old version of Favored Enemy, but keep the damage bonus--including the increase and advantage on saves at 6th. This now applies to all your favored enemies.

Archetype:

@3rd
  • Hunter's Edge: Cast Hunter's mark without using a spell slot or concentration 1x/minute. Scales as though cast with your highest level slot.
  • Sacred Training: Gain a spellbook with 3 cantrips from any list, as Pact of the Tome. Learn to craft Holy Water.
  • Hunter's Pact: As Animal Companion and Companion's Bond from Beast Conclave, but the companion gains the Powerful Build trait and can't take the attack action. Is explicitly a fey, celestial, or fiendish spirit summoned by the ritual.

@5th
  • Extra Attack
  • Improved Hunter's Pact: Ritual to summon companion now takes only 1 hour and doesn't require an offering. Your companion now fights by your side.
  • Sacred Rituals: Can now record rituals and cast them from your spell book, as the Book of Ancient Secrets invocation.

Not really sure what to do with the class after 6th. Most of the ranger abilities at that point are weaker versions of stuff the rogue gets several levels earlier, so I feel like it could use some improvement. Just not sure what direction to go.

Can't decide whether this version is over or underpowered. You effectively get features from three different archetypes, but one is heavily nerfed and the other two originally came with other powerful class features. A few cantrips and a free Hunter's mark don't seem like a huge deal, and being able to make your own holy water is almost negligible. Cramming Animal Companion/Companion's Bond in there too could be a bit much, but not letting the companion attack strips a lot of it's power. It's basically a beefed-up familiar that takes longer and costs more to summon, and you don't get the telepathic link, spell sharing, or other benefits that familiars come with so maybe it's equivalent?

I'm more concerned about the 5th level abilities, since it's pretty much flat out giving you everything Beast Conclave, Dark Stalker, and Pact of the Tome get at that level. Most of it seems pretty minor though. Cutting the cost and casting time of the summoning ritual makes it line up better with Find Steed, so it's kind of like the bonus spell a lot of archetypes would get at this level. The invocation is pretty much the only thing warlocks get at 5th, but as invocations go, the ability to learn and use rituals doesn't really seem that gamebreaking--though I suppose it could depend on what rituals they learn. The real issue is giving them all that, extra attack, and the ability to have their companion attack. Monks get Extra Attack and Stunning Fist at 5th. This is what, a little better than that?

I guess the biggest problem is I have a hard time judging how potent a given feature actually is, since the closest thing to in-game experience I have at the moment is the 40+ episodes of Critical Role I've watched. And that's hardly a sound basis, especially given how much they tend to stray from RAW. :rolleyes

9
D&D 5e / Re: Need Advice for a Homebrewed Ranger Class
« on: February 10, 2017, 11:34:32 PM »
Food for thought. It's always good to know where the stress points are when building something.

For my group, I think we're all fine with ranger+companion being a little OP, especially if it means the ranger by themselves isn't left feeling like a 5th wheel. I can always just throw another monster at the party for the beast to munch on to balance things out.

Besides, I'm going to have to deal with all of this again when the Artificer gets their clockwork pal up and running.

10
D&D 5e / Re: Need Advice for a Homebrewed Ranger Class
« on: February 10, 2017, 04:42:57 PM »
Ah, good catch. The potential +5 damage from Foe Slayer does even things up a bit. Though I handn't been considering the potential difference in their attack rolls, which could swing things back the other way.

Don't get me wrong, for the most part I agree with you about the beast conclave ranger. I had originally worked up a modified version of that for this player, and it wasn't until I got their feedback on it that I realized "oh hey, players actually view the companion as a separate entity, and not just part of the ranger's class features." There's a difference between mathematical balance and percieved balance, and it's the second one that actually counts at the table.

That said, your advice has been a big help in figuring out how to put this class together. I've got a couple solid ideas on how to proceed, so I'll work on those and see if either of them pass muster.

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D&D 5e / Re: Need Advice for a Homebrewed Ranger Class
« on: February 10, 2017, 05:45:44 AM »
I'm more exaggerating for effect than arguing from ignorance. :D

Though I should point out that companions don't lose abilities like pounce or trample so you can still get multiple attacks per round with a companion, just not quite as reliably as you could with multiattack. Also, companions add your proficiency bonus to damage rolls in addition to their ability score modifier.

At 3rd level that makes a wolf or bear companion's damage roughly equal to a ranger with a crossbow, assuming the ranger has an 18 dex. A panther companion will do roughly 1.5x this on a pounce.

The Ranger can burn spells to increase their damage, at best getting extra d6 for three encounters out of the day, which is about half of what the DMG recommends they face. And on average, the panther still does slightly more damage on a pounce.

This gets worse as you level up, because the companion gets the same ability score increases as the ranger, has farther to go before it caps out at 20, and the proficiency bonus keeps going up as well. Granted, the ranger also gets some better spells to crank up their damage output, but those are still only usable a limited number of times.

By the time you hit level 20, the ranger gets one attack for 1d10+5 to their companion's two attacks doing 2d4+11 each. If it's a panther or there are multiple enemies within 5ft, the companion can get even more attacks--up to the number of adjacent enemies +1 If the ranger has feats, (and that is "if", since feats are an optional rule in 5e) they can get up to two attacks at 1d6+15, which is only five points more than the companion does on average. Using spells, it looks like Beast Conclave Rangers cap out at an average of 70 points (2d6+30+6d10) in a single round using Crossbow Expert, Sharpshooter, and Hail of Thorns cast with a 5th level slot. That's a little over twice what their companion can deal on average to a single target, but the ranger can only do that twice a day.

It is worth noting that while the companion can get in a lot more attacks if it's surrounded, each of those additional attacks have to target a different creature. Since Hail of Thorns deals damage over the same radius (5ft), the ranger has a higher theoretical damage output under ideal conditions. But still only twice a day compared to the companion's at-will impersonation of a furry blender.

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D&D 5e / Re: Need Advice for a Homebrewed Ranger Class
« on: February 10, 2017, 12:27:48 AM »
@bruceleeroy: Yeah, that's what I'd been thinking with the companion: Something between Find Familliar and the Paladin's Find Steed, where you cast a ritual that summons a spirit-beast that sticks around and fights with you indefinitely, and that you re-summon if it ever gets popped. That fit's with the player's original idea of a spirit-beast bonded to the ranger that hunts evil alongside them.

@TenaciousJ: Ceeding some of the character's power is fine. The problem is that Beast Conclave ceedes virtually all of it, to the point that the Ranger contributes almost as much by hiding in a corner and waiting for combat to end as it does by attacking. I'm trying to find more of a middle ground.

The concept is for an order of hunters sworn to protect civilized folk from the unnatural evil beings lurking beyond it. Specifically stuff like fiends and the undead. Maybe Aberrations and Shapechangers as well.

They're self sufficient and good at surviving in the wilderness because that's where their prey is, they've undergone some degree of divine training at a temple or monastery to better understand and combat these types of foes, and upon becoming a full member of the order (ie: reaching level three and choosing this archetype) they make a pact with a spirit-beast who hunts alongside them.

Basically, they're kind of like stealthy, anti-social Paladins. Same mandate to fight evil and protect the innocent, and wielding some of the same divine power, but they go about it by skulking around in the bushes and ambushing their foes, rather than strolling up in shiny armor and challenging evil to a duel.

For this character in particular, they want to focus on the crossbow as their main weapon, using the pet as a mount and to keep enemies tied up in melee while they snipe from range. I'd almost be temped to tweak the beast conclave a little bit and have them just rely on the Crossbow Expert/Sharpshooter combo to beef up their damage, but we're starting at 3rd and they've already chosen their race so they won't have access to either of those feats.

That, and once the Gunslinger Artificer in the party takes Sharpshooter, the Ranger wil be back to being laughably irrelevant as far as damage goes.

Right now I'm looking at modifying the Deep Stalker Conclave, since they're pretty close to what I had in mind. I think a halfway point between that and Beast Conclave would work pretty well, with a bit of re-fluffing and swapping out the bonus spells for a more "demon hunter-y" list.

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D&D 5e / Re: Need Advice for a Homebrewed Ranger Class
« on: February 09, 2017, 04:59:05 PM »
Thanks for the feedback, TenaciousJ. That's definitely helpful in figuring out how to do this. As for using spell slots with MI, that's something I might houserule anyway, as I'm not a fan of some classes getting an advantage that other's don't merely because of a trick of wording. Still not sure about the prepared vs spells known thing, it just seems like Rangers suffer from a lack of really good spell options, which makes their limited selection bite them even harder than it does, say, the Paladin. Being able to choose your loadout based on what you expect to encounter could somewhat make up for their spells being more situationally useful in the first place.

As for dip-bait, that's less of a concern with my group. We're all relatively new to 5e, and there's not a lot of aggressive optimization going on. If anything, part of why I'm reworking the ranger is because that player doesn't want to have to juggle multiple classes to make their concept work. Though it is something to consider if I decide to post the class for larger consumption.

I will say though, you kind of have to look at the ranger and their companion seperately--because the players will. Having most of your combat capability come from your pet may be "balanced" in the overall sense, but from the player's perspective it just makes their character seem even more nerfed and useless. Instead of getting shown up by the rest of the party, now they're being shown up by the rest of the party, and their own animal companion.

You don't pick the ranger class to hide behind a pet in combat, that's a summoner's schtick. (A playstyle that seems mostly unsupported in 5e.) People pick the ranger class because they want to play a badass hunter--not a badass hunter's sidekick, which is what Beast Conclave turns you into.

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D&D 5e / Re: Need Advice for a Homebrewed Ranger Class
« on: February 09, 2017, 04:06:39 AM »
Beast Conclave Rangers are stuck with one attack through 20th level. You could get a second attack from dual wielding or crossbow mastery, but so could any other class that already does more damage than you. Ditto for Sharpshooter. Plus, dual wielding ties up your bonus action which you need for virtually all of the Ranger's attack-enhancing spells--most of which are fairly lackluster anyway and require concentration. A Beast Conclave Ranger's damage output is even worse than a vanilla Ranger's, and that's really saying something.

Not to mention all their Archetype features go towards boosting their companion, not the ranger themselves. You'd be better off just playing the animal companion and hiring an NPC wilderness guide. Or playing a druid.

Thanks for the list of ritual spells though. Looking at that, I think it would definitely be worth adding the ability to cast rituals, though like you said it's still a minor bump in capability compared to the other classes. More of a "why didn't they have this from the start?"

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D&D 5e / Need Advice for a Homebrewed Ranger Class
« on: February 08, 2017, 08:24:04 PM »
So I'm working on a rework of the 5e Ranger class. Yeah, I know, me and everybody else. (Including WOTC  :rolleyes) I'm still fairly new to 5e, so I thought I'd post my ideas here and get some input from people with a better undestanding of the system.

Some background:
I'm going to be running my first game of 5e soon, and one of my players expressed an interest in playing a beastmaster ranger. Of course, we quickly realized the PHB ranger sucks, and honestly the UA Beast Conclave version fixed the wrong problems: Their companion animal kicks ass but the ranger themselves still sucks in combat.

The concept we're going for is a Van Helsing/Diablo 3/Hansel and Gretel style sneaky, crossbow wielding monster hunter, but with an animal companion that serves as a mount and helps in combat. (Without overshadowing the ranger.) Obviously, this is probably going to involve tweaking the base class as well as the Archetype.

My current ideas:

  • Turn Hunters Mark into a class feature - Sort of like the UA Way of Tranquility Monk's ability to use Sanctuary. Make it useable once per minute, with the duration scaled to your class level. (So it lasts for 8 hrs when you get access to 3rd level spell slots, and 24 hrs when you get access to 5th level slots.) Also, make it not require the ranger's concentration, so they can actually use their spells while it's up.
  • Give Rangers the ability to cast their ritual spells as rituals - not sure how many ritual spells are on the ranger list offhand, but being able to put up Alarm over the campsite at night without blowing a spell slot would be nifty.
  • Switch ranger over to a preperation model rather than "spells known", like the rest of the divine spellcasters, giving them some more flexibility.
  • Tweak the animal companion so it works more like a ritual version of the Paladin's Find Steed spell, (ie: You summon a fey or celestial beast spirit, and re-summon the same spirit if it is 'killed.')
  • Limit the companion to serving as a mount and taking the Help action. - It can give you advantage on attack rolls in combat, and advantage on things like perception checks out of combat, but doesn't actually maul things for you unless you're not there or incapacitated.
  • Maybe add an upgrade at higher levels that lets the companion actually attack.
  • Maybe give the companion Powerful Build so a medium character can still use their companion as a mount without requiring it to be Large, since Large companions are a pain to take with you on dungeon delves.
  • Add some Paladin-style damage dealing capabilities (Divine Smite?, some of the Smite spells?) so the ranger isn't relegated to being a glorified wilderness guide.
  • Let the ranger craft holy water, like a Cleric/Paladin can.
  • Add a couple extra tool proficiencies, representing the ranger's self-sufficient outlook and survival training. (IE: Grabbing proficiency with Smith's, Leatherworker's, or Woodcarver's tools so they can craft and repair some of their own gear.)

At this point, I'm so far "outside the lines" that I'm not really sure how much of these changes to make or how to structure them. The game is set to start at 3rd, so ideally the main features should be online by then, other than that I could really use some feedback/ideas on how to proceed. Or, if anybody knows of an existing hombrew that already does what mine is trying to do, maybe point me in that direction so I don't waste a bunch of time trying to reinvent the wheel?

Thanks in advance.

16
hugs



... and I got weenie filtered off the Politics thread.
But but we wasn't talking about Billy Clinton sir.

aDMg, we seriously need to get a board fund together to get you a proper Vee Pee En. 

Warning: Cluster F-Bomb
(click to show/hide)

There's a weenie to stick in the filter.

Wait, what happened?

Totally agree with you about censorship though, especially with the ham-fisted ways it tends to be implemented online. Once while visiting a college campus, I tried to use one of their public computers to check a forum I ran. But when I tried to get to the main page and sign in the school's content filter kicked in and took me to a blank white screen with the message "Forbidden keyword fucker" in bold red text.

Took me a few minutes to realize that the content filter wasn't swearing at me, but that someone had used the word "fucker" in a post somewhere on my forum--which had caused the entire site to be blocked and replaced with a message indicating which 'forbidden keyword' had been detected. :lmao

17
Sorry about your grandma, Jack. I think I'll hold off posting the latest installment of my banking woes for now.

18
Well fuck. Good to know in the future, I guess.

19
So apparently the bank has decided to 'hold' the SSI disability check I deposited, despite their clearly stated policy that deposits made inside the bank during regular business hours are immediately posted to the account and made available.

I could have used this opportunity to finally tell Wells Fargo to fuck off, but I needed to pay rent and buy food and this was the faster than trying to find a new bank or cashing the check at WalMart and having them charge me a fee.

Instead, not only do I not have access to my money, Wells Fargo is telling me that if any charges go through they'll hit me with overdraft fees despite the fact that I just put over $800 dollars into the account and never agreed to have 'overdraft protection' added to it in the first place.

Now I'm down with a cold, and can't pay my rent, bills, or buy food because Wells Fargo just STOLE my fucking disability check and are dicking around trying to decide how much of it they feel like giving back!

20
Min/Max 3.x / Re: Interesting stuff in Pathfinder
« on: February 01, 2016, 10:56:49 PM »
Nice find though.

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