GM Niles Iron Gods (Inactive)

Game Master nilesr

Hajoth Hakados
Numeria
The Scar of the Spider
5 Kuthona 4714 (Day 100)
Hero Points
Seven.teen 2
Jarreck 1
Guaire 2
Mort 2


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Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Obviously you could buy a scroll for an existing spell, and copy it. But I guess that raises a philosophical question, there are a lot of spells. Would the characters actually know about obscure ones such as the spells from the technology guide? Those seem very appropriate for this campaign btw!


Current Map

In a big town there would be an ever decreasing chance starting with the CRB and moving outwards of a spell in scroll form being present somewhere...As far as the Tech guide goes, almost all those spells are pretty present in lots of places in Numeria.

In fact, you guys met a 14th level wizard that would probably have ALL of them in her spellbook.


Current Map

I have drill this weekend so probably not much from me until Sat afternoon when I make it to my hotel.


Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

Hey guys, in meetings all day today... I'll try and move us forward some time this afternoon.

-Posted with Wayfinder


Current Map

@Omo Give me a little time to peruse the construct rules...


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

What does Scrapworth do? I see we have five of it.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

I think it is a measure of reputation. The higher it is the less likely we will be attacked by the lesser gangs. But at the same time the more likely it is we draw attention of the main parties in Scrapwall, who don't want their 'worth' to drop because ours is skyrocketing.

But now Niles can give you the real reason :-)


Current Map

Remember when the gremlins ran away from you? Scrapworth
Remember when the Lords of Rust invited you to battle their champion? Scrapworth
Remember when Redtooth asked you to rescue her brother? Scrapworth

It's a measure of reputation in Scrapwall, bigger means better.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Niles, you did note the kn:dungeoneering check for Jarreck? Just checking..


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

I'll be off tomorrow (saturday) for the whole day, celebrating our 1-year anniversary with my girlfriend. I'll be back sunday at least. Bot me when needed.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

@Niles on my math spoiler add 1 to the AC's listed. Subtracted 2 AC points for the -2 Dexterity penalty for Enlarge Person should have only been -1. So 24 with buffs counting Sevens haste bonus now and 26 while raging.

@Mort, that could be a nasty little spell :-)


Current Map

In all my years as a GM I can count the number of player deaths I've been responsible for on one hand.....that was an unfortunate series of rolls there.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Well double "crud" :/

You guys have fun carrying my body to the nearest chapel.
At least i went down doing what i do best, standing in defense of comrades.

So....would you say the pilo goes frenzy upon me dropping dead?
Technically an animal companion stops doing its duty once its master is dead....but that's GM discretion.


Current Map

It'll continue to attack whatever foe is closest....it wont attack allies its not like it goes nuts its just not receiving new directives.

You guys should still have a Scroll of Resurrection right? Or did you sell it?


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I don't think we sold it.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

I'd find that weird if we did, since those things are valuable for whenever (like now).


Current Map

The more I play pathfinder the more I want to ban most everything not in the Core Rulebook.

Seriously.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

This is related to Omo's insanely high Kn. bonus? ;)


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

If it is the Kn bonus, I don't really get what the issue is. Archetypes trade off abilities to do so something or other in theme. It's not like making kn checks are usually particularly powerful or really comes up that often. People do not often talk about skill monkey's being over powered. :p

I think it is just sticker shock about a high (but ultimately) irrelevant number.


Current Map

Its more about stacking Cognoten/Foxscunning and then nuking things for 30+ damage along with 19-20 splash damage on touch AC. While not even having to expend much resources in the form of GP on potions because of an infusion.

But also yes, I think having a +28 as a skill bonus at level 6 is a bit much. Hell, having it at +20 is way high. The game as its written isn't meant to stand up to that level of system mastery, it makes my job much much more difficult.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I wish I were dealing 30+ damage per hit. Max: 27 currently.

But I am definitely not trying to overshadow anybody, or make your life harder. Our battles seem to be fraught, but maybe that's just me.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Hate to tell you this Niles but even with the CRB a wizard is still stupidly OP if played right.

Sadly in pathfinder classes are not created equal (although its better than 3.5e was by this stage). Most of the classes we are playing are considered tier 3 (good at one or two things if they specialize). Seventeen is an Arcanist which is solidly tier 1 (good at pretty much everything). I'm conscious of that and want to avoid stealing the spotlight.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Pilo grunts...

*Pets Pilo*
There there boy, i know martials are fodder, nothing we can do about it.
---------------

I've not played anything specced, save for hecktor of course, 1st char ever and straight forward to deal and soak dmg. Loving it :)

I have no idea which classes go into what tier, i usually decide what i want the char to do (be about) and go with whatever could be beneficial as it goes.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Played right, Druids are also very op, that said I think Mort's way might be solid tier 3 as Seven put it.

Guaire, martials can be very effective, archers may be even more so. You could have tried min-maxing even more if you wanted to.

I think most likely rogues, fighters and perhaps monks fall into the tier 3 class right Seven/Silas?


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Martials are often tier 4 unless they have spells which bumps them to tier 3.

I'd be quite happy to ban full casters for future games btw.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Yeah just looked that up, I had originally thought there were just three tiers.

Well that says a lot about me as I favour the more tier 3-4 classes. Not breaking the game as much as I could apparently. Though I guess my tabletop GM's might have a word with me about that.

Wild Caller summoner (before unchained) with an eidolon and a full-level animal companion as a tag-team. Not that op, but definitely worrying for the GM as they one-shotted most of the lower-level encounters.

Shifter Monk in the Eberron campaign setting, once shifted, almost impossible to hit, with combat reflexes, step-up and following step a massive pain versus archers and mages.

I think the rest of my chars are mostly fun to play. I'm glad that I finally have Mort's specific style ready, a nice change of pace from the normal druid-AC comboes out there or the spellcaster druid.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Hey Mort, don't go lowering the scythe-tank, will you? :)


Current Map

I dislike that entire way of thinking. I don't want you guys to be equal, I would like everyone to have their own strengths and weaknesses. What I don't like is specifically choosing certain class/race/archetype/spell combinations for the sole purpose of having massive numbers.

I'm well aware that a Wizard in the CRB with the proper spells can make the game silly. However a well roleplayed wizard would have reasons for doing that, and a GM could work with that. Also, it would be the function of the spells that makes the wizard that OP, not the wizards class/race combination...so the GM just has to control access to the spells or use some other method dealing only with spell selection and usage.

Honestly, if you read a Guide on these forums, and then apply that knowledge to my games it messes me up and kind of annoys me. I'd rather you just make a character and play it, making choices for feats/spells/whatever in the context of the character and the campaign being played in.

Example if I google "Galvanic Saboteur minmax" I won't get much...because I'm like 99% positive that Guaire is just picking stuff he thinks would be thematic and cool in the campaign.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8
GM Niles Iron Gods wrote:

I dislike that entire way of thinking.

Woah hang on there!

GM Niles Iron Gods wrote:

I don't want you guys to be equal, I would like everyone to have their own strengths and weaknesses.

That's kind of the point of the tier system.

* Tier 1 classes can do *anything* with few restrictions.
* Tier 2 classes can do most things but there are some non-trivial restrictions.
* Tier 3 classes can do several things well, but there are clear limitations about what they can do.
* Tier 4 classes can only do one thing well.
* Tier 5 classes can do nothing well.

If you want everyone to have their own strengths and weaknesses then you probably want tier 3 and 4 classes (the majority of classes), or low level play. Full casters are usually a bit weak at level 1, but they rapidly become demi-gods soon after.

I believe this and E6 and the like are entirely reasonable reactions to the rules.

GM Niles Iron Gods wrote:
What I don't like is specifically choosing certain class/race/archetype/spell combinations for the sole purpose of having massive numbers.

Niles nobody in any of your games is particularly optimized in comparison to what could be done. By level 6 it's possible for optimized characters to regularly do 50+ damage per round every round. Now it is possible that our characters are over tuned for the AP, apparently because Paizo deliberately make APs easy. They believe it's easer to make things more difficult and harder to make things easier. Also APs are written for 4 players.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

I wasn't advocating anything either Niles, just saying that I usually tend to play classes not to their optimal forms as viewed by others. Which I'm ok with, if you ask me, I like playing the odd-ball.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Seven, just so you know, the 10 GP shovel used for Pit is a material Focus not a material component. You need not pay 10 GP per casting.


Current Map

Mort, we gotta do something about that aura...I'll never remember to roll all those d20s. And I certainly wont remember to apply the sicken debuff all the time.

What if we made some other class ability a little stronger or tweaked the aura to make it easier on your GM?


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Well, you could make it rounds equal to my wisdom modifier or half druid level instead of the 1 round, but that makes it more powerful.

Not sure which class ability you would like to improve as most of them are either changed or very circumstantial.


Current Map

What if you could cast Stinking Cloud 1/day? At a CL = to your Druid class level?


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Passive abilities are nice. What if it increased the save DC for poison, disease, and necromancy effects he cast within the aura? He likes those spells and it seems in keeping with a miasma aura.


Current Map

Passive abilities are also annoying for GM's who are forgetful.

But I could go with a +1CL for all spells with the Poison or Disease descriptor cast at range "Touch".


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

For Melee Touch spells? I think that's two spells I use at the moment. Poison and Fungal Infestation. Which are level 3 spells, I don't get many poison/disease spells at touch range.

If you'd say every poison/disease spell I'd be fine with that, there are some spells that are not necromancy spells that'd be fun. If you think that's too OP, you could limit it to necromancy spells with the poison or disease descriptor.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Or, if it's just about being reminded, you could make a spoiler, that says
"Harmful effects ongoing"


Current Map

Well I was trying to keep the flavor of the aura of miasma....so thats why the range of touch.

Basically, I'm trying to keep it as close to the original power level but make it so I don't have to remember to apply it or roll a bunch of d20s every time we are in combat.

How many other Poison or Disease descriptor spells are there?

Also, it would allow you to add metamagic onto the spells for free (if it were a +1CL metamagic)


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

There are a few, Pox Pustules is a level 2 I'm using. Cloud of Seasickness also at level 2 as are Pernicious Poison and Spore Burst, but they are quite circumstantial
At level 3 there is Contagion, Poison, Fungal Infestation and Spit Venom (no Necromancy, probably won't use it)
Level 4: Plague Carrier and Touch of Slime
level 5: Only Greater Contagion
level 6: Epidemic and Plague Storm
level 7: None
level 8: Blood Mist
Level 9: None

No more poison/disease spells coming from my domain.


Current Map

So the Miasma ability replaces Trackless Step AND Resist Nature's Lure...I was taking a look at other things that replace those class features.

Example:
Arctic Endurance (Ex): At 4th level, an arctic druid ignores the effects of a cold climate as if using endure elements. She is also immune to being dazzled. This ability replaces resist nature's lure.
Lightfoot (Ex): At 3rd level, a cave druid cannot be detected with tremorsense. This ability replaces trackless step.
Desert Endurance (Ex): At 4th level, a desert druid ignores the effects of a hot climate as if using endure elements. She also has a reduced need to eat and drink, as if wearing a ring of sustenance (though normal sleep is still required). This ability replaces resist nature's lure.
Spire Walker (Ex): At 4th level, a mountain druid does not lose her Dexterity bonus when climbing. A mountain druid is immune to altitude sickness and ignores the effects of a cold climate as if under the effects of endure elements. This ability replaces resist nature's lure.
Unimpeachable (Ex) At 4th level, an ancient guardian gains a +4 bonus on saves against enchantments. This ability replaces resist nature's lure.
Mediator's Ear (Ex) By 3rd level, a Green Faith initiate is respected for her neutrality and even-handed attitude toward all people as well as other living things. She quickly develops some sense for others' attitudes, much as she does with animals. A Green Faith initiate gains a bonus on Diplomacy and Sense Motive checks equal to half her druid level. This ability replaces trackless step.

Perhaps we can find something that you would rather have that isn't poison and disease related.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

How about a +2/+4 saves vs negative energy spells and abilities?

Mort is getting his immunity vs disease eventually at level 9, which has replaced poison immunity, so those would be pointless. As Mort's pretty gloomy and pracical I can envision him being more knowledgeable about necromantic magics and death effects and how to avoid them.


Current Map

Ok, but that would replace only Resist Natures Lure imo, you could still get something to replace Trackless Step.

Resist Death's Call(Ex) At 4th level, a Blight Druid gains a +4 bonus on saves against death effects and negative energy effects. This ability replaces resist nature's lure.

I'm ok with it being slightly more powerful than the norm since you are doing it as a favor to me.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Something to replace Trackless Step is a bit more challenging, I'm a bit out of inspiration to make that a balanced ability. As it is movement related, we could say something like: May ignore (up to 10 feet) of difficult terrain in Wasteland and Desert environment.

Though in my case that still has no use, just like Light Foor or Trackless Step itself, as I'm flying most of the time as of now.


Current Map

I doesn't have to effect movement, it can be like this one
Mediator's Ear (Ex) By 3rd level, a Green Faith initiate is respected for her neutrality and even-handed attitude toward all people as well as other living things. She quickly develops some sense for others' attitudes, much as she does with animals. A Green Faith initiate gains a bonus on Diplomacy and Sense Motive checks equal to half her druid level. This ability replaces trackless step.

Which gives 1/2 Druid level bonus to 2 skills....

This one is nice...but replaces 2 abilities
Ancient Ways (Ex) At 3rd level, an ancient guardian increases any climb, fly, or swim speeds she has or gains via her wild shape ability by 10 feet. This ability replaces trackless step and woodland stride.

This one also replaces 2 abilities
Place Magic (Su) At 2nd level, a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus. This ability replaces woodland stride and trackless step.

This one only replaces trackless step.
Stormvoice (Ex) At 3rd level, a storm druid’s voice can magically carry over howling winds and peals of thunder. Whenever a Perception check is needed to hear the druid’s voice, the DC is reduced by an amount equal to the druid’s level. This ability replaces trackless step.

This one seems cool and replaces both abilities also
Favored Terrain (Ex) At 3rd level, the world walker gains the ranger’s favored terrain ability. She treats her druid level as her ranger level for this ability. If she has levels in both classes, both class’s levels stack for determining the effect of this ability. This ability replaces trackless step and resist nature’s lure.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Alas, I already have a favored terrain, sort to speak, because of my alternative racial traits.

I'd pick the Mediator's Ear, but then with something like Diplomacy and Sense Motive with regards to Vermin and/or Poisonous Animals.
Toning this ability down as the other one was a little stronger.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Niles how is Jarrek at 4hp?

Mort pg 82-towards the bottom wrote:


"Caw! Caw!" Mort says as he bobs his head up and down as Seven mentions Damaged and unstable.

Let Jarreck have that 29 points worth of healing Omo, I'll take a CLW myself CLW: 1d8 + 1 ⇒ (3) + 1 = 4

That should have put Jarreck at full health.

Damage recieved since then...
2nd unholy blight -3
orange hit for -8
Sound burst -1
Pink hits for -2
Negative Energy TBD
total: -14hp


Current Map

I'm not entirely certain. I don't always catch out of combat healing. And IIRC those were a bunch of spoilered "if he needs it" and not direct actions. I had trouble following exactly who was doing what. That's why the map is editable and you guys can call my attention to discrepancies.

I do keep track of HP pretty accurately during combat however.

So please, check your HP status on the map frequently especially when we start a combat.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Added my 4 missing hp Niles.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Niles, how many rounds of confusion is this?

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