Gestalt Borderlands (Inactive)

Game Master BloodWolven

The Crypt
The Crypt 2nd Level


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Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

No.

Let's put the text in so we can all comment on actual rules.

Superstition wrote:


Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

The power gives him a bonus to resist everything with a saving throw. SPells, Supernatural Abilities, and Spell Like abilities.

However, the restriction that he must use it while raging only applies to spells. Channeling is not a spell, he doesn't resist it.

Even if he did try to resist it, there is no resisting Channel unless it's being used to damage you. When used to heal you, it does not allow a saving throw, not even harmless.


here read this, before I lose the will to live again. Paizo barb superstition thread

And this one

Superstitious-Barbarian-vs-Spells-with-No-Save

Normally if a rule seem hard to understand there is a Paizo thread talking about it , always check there 1st. Then You GM makes a call and that's law for their game.

Players stick to GM law for their game, rules or no rules, your not playing the rule book, your playing a GMs game, and as player the despotic over lord of the GM has final say.

Saves the GM and players all that wasted game time pointlessly yes pointlessly rules layering.

So game on!


Excellent Velden, I threw the bonus and the must save vs. spells together. Since I lost the link of Superstition I assumed it overlapped on both sides.

So channeling is an excellent way to heal the raging barbarian! YAY! :D


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

I'm afraid I agree with Wolf, the cure spells are all or nothing due to superstition. Anything that isn't a spell (supernatural or spell like or EX) seems to work fine, since only spells are called out as being resisted. Given the first have explicitly calls out all 3, it would make no sense for the second half to refer to all 3 with just the word spells.

Now, there's plenty of ways around it.

1) Fast Healing (Spontanious Healing)
2) Regeneration
3) Quaffing potions (an ally is not casting a spell, he's quaffing a potion)
4) Moment of Clarity feat
5) Psionics

EDIT : Also note, casting a heal spell on him requires a melee touch attack, as he's not a willing target.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

RAW is will half
And your stated RAI interpretation makes no sense....
as a note psionics won't work because unless you don't use transparency powers are treated as spells.


? Eldritch Abomination Many/Lots

If we want something more different, check on the grand pappy of heal spells (complete with save: will negates (harmless)),

Heal
School conjuration (healing); Level cleric 6, druid 7

Casting Time 1 standard action

Components V, S

Range touch

Target creature touched

Duration instantaneous

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

Heal does not remove negative levels or restore permanently drained ability score points.

If used against an undead creature, heal instead acts like harm.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Which would indicate that that specific spell would be negated, Cure light wounds, should be halved because that is what the rules say it does.


Lord Foul II
I, The Doom, Velden, Creed and the GM all think

1: He HAS to make a save if one if offered by the spell.
2: He made it so its COMPLETELY negated, Not half negated but SAVED V heal NOT Harm for half when your an undead, so its COMPLETELY negated on its heal side, so no healing the Barbarian.
3:We all agree this and we are more than happy to move the game on with the GMs ruling on how this works in HIS game.

Now please, let it drop, if you have a problem with wording in rules take it up with Paizo and the pathfinder writers not us. We have a GM ruling and most players seem to agree, no if you do not agree that, with us and with the GM and want to keep this going just the the sake of pride and argument sake then look up "Wheaton's Law" you would then be braking it if you keep this going. Respect us, respect the GM and lets get back to the game.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I agree on the first part, he has to save, there's no arguememt that much is ovbious
And I'm just saying that raw and what makes sense is that you save and you take half, because that is what the spell description says
Now if he says that doesn't matter that's fine, he's the GM, he can houserule stuff, I can accept that


? Eldritch Abomination Many/Lots

Meh, I'm pretty much with Foul, but I just came home from an awesome session of worshipping Cayden Cailean (euphemisms ho!) so I'm happy with whatever. Not even yuengling could ever seduce me to return to the east coast.


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5
Lord Foul II wrote:

RAW is will half

And your stated RAI interpretation makes no sense....
as a note psionics won't work because unless you don't use transparency powers are treated as spells.

When it came up in recruitment, psionics and magic were not transparent. Aannra's using psionics, not magic. And it was said an anti-magic field doesn't stop psionics, and anti-psi doesn't stop magic. So psionic abilities aren't spells.

Just an FYI, unless the GM changed it since Velden and Annrra were recruited, and thus the reason I listed Psionics.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Like I said, unless you don't use transparency
You guys apparently don't, which is interesting
First game I've been in where that's been the case since I've played in second edition.


Obviously it needs to be stated, House Rule: If you save vs. a harmless spell it automatically saves. Barbarian cannot be healed by a spell when raging with superstitious.

To put it simply this game is rules light, I am up for a Borderlands themed game of swag and violence.


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5
GM Wolf wrote:

Obviously it needs to be stated, House Rule: If you save vs. a harmless spell it automatically saves. Barbarian cannot be healed by a spell when raging with superstitious.

To put it simply this game is rules light, I am up for a Borderlands themed game of swag and violence.

He can be healed, but only if he fails the save.


Cayden Cailean best god ever,

1: Gos to pub
2: Gets wasted drunk
3: Take bet to do God test
4: Comes back to the pup drink and a god
5: Buys the Pub a round and keeps drinking.

wow

You know I'm Rev Captain Wombat
Ordained Dudeist Priest at Dudeism,
The Church of the Latter-Day Dude

The Dude Abides man.


Male Greater Kitsune Bard(arcane duelist) 2 ]
Velden Lansell wrote:
GM Wolf wrote:

Obviously it needs to be stated, House Rule: If you save vs. a harmless spell it automatically saves. Barbarian cannot be healed by a spell when raging with superstitious.

To put it simply this game is rules light, I am up for a Borderlands themed game of swag and violence.

He can be healed, but only if he fails the save.

he said it was a house rule,

sure it hoses the barbarian, but he has made himself clear, I won't argue further


I will be away for the weekend, I am pretty sure I will have no internet. Unless they put up a tower in Packwood or Randal, and still then it likely will not reach the camp grounds. I will be heading off Friday afternoon and likely be back Monday afternoon. Last vacation before plunging back into substituting.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Here's hoping Senva's actions go off before everyone moves into color spray splash zone!


Male Greater Kitsune Bard(arcane duelist) 2 ]

Well if I recall correctly, my inititive goes before yours.


Where is everyone? Hello?


skills:
Acrobat +17, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+17 , Perception +8, Sense Motive +11, Stealth +15, Survival +10
Status:
HP 30/30; Initi+7; Darkvision 60ft; Fort+4/ Re+11/ Will+7; AC 34* / T29 / FF 15*; CMB +10; CMD 25; Speed 60ft; 17/25PP
Elf (Replicant) Monk L4 /Psion -Egoist L4

here so what round?


Velden is the only one who has acted in round 5, waiting on everyone else.


? Eldritch Abomination Many/Lots

Is the map up to date? I'm seeing a blue, white, and yellow goblin off to the side, are those the casters you mentioned? You also mentioned other goblins, I don't see them on the map.


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

Here as well, just waiting past round 7 so I can act again :)


skills:
Acrobat +17, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+17 , Perception +8, Sense Motive +11, Stealth +15, Survival +10
Status:
HP 30/30; Initi+7; Darkvision 60ft; Fort+4/ Re+11/ Will+7; AC 34* / T29 / FF 15*; CMB +10; CMD 25; Speed 60ft; 17/25PP
Elf (Replicant) Monk L4 /Psion -Egoist L4

Round 5 action up, o yerrr!


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

Sorry, I've been very confused about what's happening and whether the map's up to date on things... I'll get a post up later tonight.


Male Greater Kitsune Bard(arcane duelist) 2 ]

What the strange one said


skills:
Acrobat +17, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+17 , Perception +8, Sense Motive +11, Stealth +15, Survival +10
Status:
HP 30/30; Initi+7; Darkvision 60ft; Fort+4/ Re+11/ Will+7; AC 34* / T29 / FF 15*; CMB +10; CMD 25; Speed 60ft; 17/25PP
Elf (Replicant) Monk L4 /Psion -Egoist L4

Its round 5 Two of us have done actions
the map is upto date,
Jacks waiting for round 7, if five comes in again and saves the day,
I'm going after the GM-PC for plot hogging.

so round 5 and we are about to be burned to a crisp by three Gobo mage's and a mass of them behind. This is GM payback for wanting out of the D&D1 dungeon crawl

:)


? Eldritch Abomination Many/Lots

So, are you saying I should throw a bomb and fall back or Cry Thunder, scream Leroy Jenkins, and charge in?


skills:
Acrobat +17, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+17 , Perception +8, Sense Motive +11, Stealth +15, Survival +10
Status:
HP 30/30; Initi+7; Darkvision 60ft; Fort+4/ Re+11/ Will+7; AC 34* / T29 / FF 15*; CMB +10; CMD 25; Speed 60ft; 17/25PP
Elf (Replicant) Monk L4 /Psion -Egoist L4

If any one can cover wile Creed is Carried back to our line of defence then yep. Hot heads ran in and now we pay the price if not.


Male Greater Kitsune Bard(arcane duelist) 2 ]

I charged in to save the barbarian, normally I'd be fine staying to the rear, if I hadn't charged in, likely he'd be dead by now *pout*
I'll post in a bit, but should I hold my ground, retreat, or charge?


skills:
Acrobat +17, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+17 , Perception +8, Sense Motive +11, Stealth +15, Survival +10
Status:
HP 30/30; Initi+7; Darkvision 60ft; Fort+4/ Re+11/ Will+7; AC 34* / T29 / FF 15*; CMB +10; CMD 25; Speed 60ft; 17/25PP
Elf (Replicant) Monk L4 /Psion -Egoist L4

Round 5 - pull back, drag the barbarian and regroup, make a defensive line under cover and

Round 6
get the barbarian healed hold

Round 7
Counter attack.

@§parky
I have moved you too where I think he would go on the map given what you said, move if you need to.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Senva has some fire resistance and the ability to put some to sleep... Had been planning on doing this earlier, which is just odd...


skills:
Acrobat +17, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+17 , Perception +8, Sense Motive +11, Stealth +15, Survival +10
Status:
HP 30/30; Initi+7; Darkvision 60ft; Fort+4/ Re+11/ Will+7; AC 34* / T29 / FF 15*; CMB +10; CMD 25; Speed 60ft; 17/25PP
Elf (Replicant) Monk L4 /Psion -Egoist L4

sound good, can you cast then pull back?


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Move, cast, move? If possible gladly. I think she can only move into position and then cast, but she should be able to get three of the front line casters and three of the more melee inclined... She will be retreating next round of course.


skills:
Acrobat +17, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+17 , Perception +8, Sense Motive +11, Stealth +15, Survival +10
Status:
HP 30/30; Initi+7; Darkvision 60ft; Fort+4/ Re+11/ Will+7; AC 34* / T29 / FF 15*; CMB +10; CMD 25; Speed 60ft; 17/25PP
Elf (Replicant) Monk L4 /Psion -Egoist L4

what's the spells range? that the problem, if so then cast if it works we can all move up next round and support.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

It's color spray, 15' cone.


skills:
Acrobat +17, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+17 , Perception +8, Sense Motive +11, Stealth +15, Survival +10
Status:
HP 30/30; Initi+7; Darkvision 60ft; Fort+4/ Re+11/ Will+7; AC 34* / T29 / FF 15*; CMB +10; CMD 25; Speed 60ft; 17/25PP
Elf (Replicant) Monk L4 /Psion -Egoist L4

arr ok, then you have to move up


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

If people will get him back, Velden can provide some cover. His AC is good, he has evasion, and he can flurry shoot 5ft adjust back.


Michel and Senva:
Something to think about, if the goblins make the bodies burn in that spot where all the fighting just happened, wouldn't the left over explosives get caught in the flames? Or the other option the explosives are on your bodies and will make you look like the center of a Taliban suicide squad... Senva if you want to recon go for it, if not PM me.

*Edited

Map is up to date and I am waiting on round 5 actions... Now to see what we have to play with.

Sorry all I got is my phone right now and for the next 16 hours or so. Please put in DCs for any spells you do. Thanks!


Male Greater Kitsune Bard(arcane duelist) 2 ]

Only explosives I have left are 5 flasks of alchemists fire

One last question before I act
Is the barbarian unconscious? (If not couldn't he drag himself?)


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

The save DC for Senva's last spell is the same as before, 16.


sorry everyone RL just kicked my arse. Another cold let alone the other stuff. I will catch us up tomorrow!


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Speaking of cold, its SNOWING here! Sept 8 an our first day of whiteness!


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

God I am jealous. It's still hovering arround the 100's-upper 90's here.


skills:
Acrobat +17, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+17 , Perception +8, Sense Motive +11, Stealth +15, Survival +10
Status:
HP 30/30; Initi+7; Darkvision 60ft; Fort+4/ Re+11/ Will+7; AC 34* / T29 / FF 15*; CMB +10; CMD 25; Speed 60ft; 17/25PP
Elf (Replicant) Monk L4 /Psion -Egoist L4

Wolf seem better bad news Im snowed under with work so may be slow posting for a wile


Yeah I am with Senva, just glad my house has central air!

I understand Wombat. Do what you can.


skills:
Acrobat +17, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+17 , Perception +8, Sense Motive +11, Stealth +15, Survival +10
Status:
HP 30/30; Initi+7; Darkvision 60ft; Fort+4/ Re+11/ Will+7; AC 34* / T29 / FF 15*; CMB +10; CMD 25; Speed 60ft; 17/25PP
Elf (Replicant) Monk L4 /Psion -Egoist L4

posted fast, set up as sneaky outside link at work hehe


CN Rogue (Roof Runner) 1
Skills:
Acro +14, Bluff, Deplo, P (Noise): +4, Climb +9, DD, Escape Artist, Slight of Hand +8, K (Geo), Per, Sense Motive +6, Stealth +12
HP 10/10. AC 17, T 15, FF 13. Fort +2, Ref +6, Will +2, Initiative +4, Perception +6, Acrobatics +14, Climb +24, Stealth +12

So it is time to build up Sparky!
Ill start at lvl 1 and eventually catch up to you guys. Also, i would like some feedback on what to build him into.
What i would want to base my character around is the Anyweaponizer trait and the quick learner trait. Basically my little goblin can pick up and discard any weapon he comes across. This weapon looks fun? I can use it! That one looks interesting? Time to switch :)

Now to do this i am unsure how i should go about it. Ive been looking around and here are a few ideas.

Thinking of a battle Cleric as one side and possibly a monk (with archetype that trades out FoB) on the other. The idea of monk is that it would allow me to fight unarmored (and unarmed if need be) and maneuver master would allow me to SUNDER EVERYTHING! Or at least be destructive. The cleric would allow me access to domains like str or something :s
Also, both do well with wisdom and goblins actually quite like wisdom :) as well, i dont have to worry as much about proficencies)

The next idea i have is barbarian/aegis. Aegis would allow me to use oversized weapons (and therefore medium weapons) and give me the ability to strengthen my weapon regardless of wether it is a non-magical flimsy dagger or a medium sized uber earthbreaker. (except i would have to wear invisible medium armor :s
Barbarian (and probably titan mauler) would fufill the full BAB aspect and the much needed strength boost, and, you know, goblin Psyco?

the last idea is a barbarian or aegis/rogue. Combine the high skills of a rogue with the general might of the other class. This is what i am currently leaning towards.

Ah yes. For stats.

stars:

5d6 ⇒ (6, 6, 2, 6, 3) = 23 18
5d6 ⇒ (4, 4, 2, 1, 1) = 12 10
5d6 ⇒ (2, 2, 4, 2, 3) = 13 9
5d6 ⇒ (4, 1, 4, 6, 3) = 18 14
5d6 ⇒ (1, 5, 5, 2, 3) = 16 13
5d6 ⇒ (6, 4, 1, 5, 6) = 22 17
5d6 ⇒ (1, 2, 4, 1, 5) = 13 11
A decent set :)

Well whats your guys thoughts?
Edit: Yay piazo messimg with my posts :(

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