[@ERode][@Versa] Didn't get notified before, terribly sorry to be late here. Anyways, I can add the Lizardman description with ease. As for offensive magical abilities, I can add some attack spells, I'll have to take a glance at the D&D stuff. Artificers aren't really your standard class, since they're the support guys. But some of their stuff gets...wild. And gotcha, if there's no need for the folding boat, I can replace that with something else, and develop it later down the line. I also left out one of the more hilarious items, since being able to make a mechanical creature that fights with you is a bit crazy. Additionally, Alchemical Fire and Alchemical Acid are attack skills/spells. Healing Draught is just "hey you want a health potion that can be used regularly, but still needs a minute to cool down?" Artificers are just fun to play with. I considered the Gunsmith sub-class in place of the alchemist, but also figured I could always find a way to justify that later. Unless you don't mind me merging two sub-classes into one? That Goddess Lady is gonna get a Lizzieman asking her for directions at some point. Anyways, yeah, I'll make edits tonight, when I get settled in at dorms, no time to go through things seriously atm. Thanks again for feedback! Again, sorry to take a bit here, I forgot to put this thread in my subs list, and I wasn't getting notifs from tags, lol. [@Epsir] When I was first starting out with D&D, about six months back, I didn't know the items that well, and the wiki I was using didn't provide links to what I was looking at. But man, when my friend who's a D&D nut told me what a Folding Boat was, I went "I have to have that." I'll probably look at that Haversack later, see if the wiki I'm using has info on it.