BigLundi's Untitled Campaign

Game Master BigLundi


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Guess i need to roll too

2d10 ⇒ (6, 10) = 16

Sweet

+4 hp on what i had :P


HP: 2d8 ⇒ (6, 5) = 11


Theorythmus wrote:

I think you misunderstood Cricket's question. PFS is Pathfinder Society and normally the characters created under the Pathfinder Society section are reserved for that. But in practice I've seen people use Society aliases in non-Society games so it's not that strict of a rule :)

About the lessened Eidolon. I know that I have to watch out with him, but in the beginning he won't have him out much. As you can see, the Eidolon is mostly geared as a trap detector/disabler & lockpicker. And will get more skills later on. So he's sort of like a "pocket rogue", but he's also a treasured ally & friend (will become clear in the background :)) so he won't throw him into combat unless absolutely necessary.

One quick question about rolling the hp. All dice or first die full hp?

Ah, yeah, I know nothing of this Pathfinder Society business. Still a bit of a noob to the paizo forums as a website and figuring out how to navigate it. So...yeah the answer as to whetehr or not it's PFS, at least for ME, is no. I don't, however, give a nutbar if someone wishes to use their PFS characters for this game, provided they're changed to meet the requirements.

Far as rolling the hp goes, gonna be all dice.

Previous games I've played I've let people max out hp and the game becomes...pretty easy actually when you have max hp at any one point. Giving a 25 point buy helps the difficulty a bit for stats, but keeping the hp nice and random and averaged out makes your average CR encounter for your group still a challenge somewhat.


I think it was asked since the norm on the forums for HD is half+1+con :)


2d10 + 4 ⇒ (7, 7) + 4 = 18


I have to roll another die for HP since we need to roll for all of it.
HP: 1d8 ⇒ 8

Okay that didn't actually change anything from my previous post so my submission is upto date.


BigLundi wrote:

Far as rolling the hp goes, gonna be all dice.

Previous games I've played I've let people max out hp and the game becomes...pretty easy actually when you have max hp at any one point. Giving a 25 point buy helps the difficulty a bit for stats, but keeping the hp nice and random and averaged out makes your average CR encounter for your group still a challenge somewhat.

I wasn't advocating for max hp all the way (if it came across that way, I apologize), I was asking if the first hit die could be maximized, as in this way a character has at least some hitpoints even when they roll very low for their other levels.

For example, if adventurer#33 would have rolled another 1 for his hitpoints, he would have had a total of 9 hp. Which seems very squishy or if the tank character rolls all 1's (I know, highly unlikely, but still a possibility)

One sidenote about the games you had where the players all had max hp, did you just use the hp listed in the monster blocks or did you also max their hp (as monsters are assumed to have average hp/hit die). This means if you maximize the monster hp they also have some more staying power.

As I stated before. I'm not advocating max hp all the way, only for a characters first hit die (be they players, companions, monsters ...), so that those with unlucky rolls aren't dying due to the first 2 hits on them or something like that. Unless that's something you want to have as a possibility, because then I at least know what to expect and I might have to change a thing or 2 in order for more survivability :)


1d10 + 2 ⇒ (8) + 2 = 10


Can I know I can't be a drow, but can I be a half-drow?

Dark Archive

HP: 3d8 ⇒ (4, 7, 3) = 14


Finishing my character's background and changing a few minor details (spell selection/languages)

HP: 3d8 + 6 ⇒ (2, 8, 8) + 6 = 24
Eidolon HP: 1d10 + 1 ⇒ (9) + 1 = 10

Should have it ready soon.


Sorry for double post, but here's my finished character with background and all :

Ilamin Dracus:

Male Aasimar (Agathion-Blooded)
Summoner 3 [Master Summoner Archetype]
NG Medium Outsider(Native)
Init +2; Senses Perception +3, Darkvision
--------------------
Defense
--------------------
AC : 16 | T : 12 | F : 14 (+4 Armor +2 Dex)
hp 24 (3d8+6) [rolled: 2,8,8]
Fort +2, Ref +2, Will +3
Resistance Acid 7, Cold 7, Electricity 7
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longspear +2 (1d8 | x3 | P) [brace, reach]
Ranged Light crossbow +5 (1d8 | 19-20/x2 | P) [80 ft range]
--------------------
Statistics
--------------------
STR 10 DEX 14 CON 14 INT 14 WIS 12 CHA 18
BAB +2; CMB +2; CMD 14
Feats Spell Focus (Conjuration), Augment Summoning, Evolved Summoned Monster,
Traits Unscathed, Outcast’s Intuition
ACP -1
Skills [FCB=Skills]
Class Skills:Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession(Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
[ranks]+CS bonus+Stat Bonus+ACP+other=Total
Handle Animal [1]+3+4=8
Knowledge (Arcana) [1]+3+2=6
Knowledge (Dungeoneering) [1]+3+2=6
Knowledge (Nature) [1]+3+2=6
Knowledge (Planes) [1]+3+2=6
Knowledge (Religion) [1]+3+2=6
Linguistics [3]+3+2+2=10
Perception [2]+0+1=3
Stealth [1]+2-1=2
Sense Motive [1]+3+1+1+2=8
Spellcraft [1]+3+2=6
Use Magic Device [1]+3+4=8

SQ
Aasimar (Agathion-Blooded)
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Summon Nature’s Ally II 1/day
Celestial Resistance acid resistance 5, cold resistance 5 and electricity resistance 5
Summoner
Summoning Mastery Summon Monster II 9/day
Lesser Eidolon
[i]Life Link (Su)

Languages Common, Celestial, Draconic, Sylvan, Auran, Aquan, Ignan, Terran, Tien

Combat Gear MW living steel Chainshirt, Longspear, MW underwater light crossbow, ammunition;
Magic Gear Muleback Cords;
Other gear explorer's outfit, MW backpack, 2 belt pouches, spell component pouch, canteen, small steel mirror, compass, hammock, blanket x 2, signal whistle, mess kit, gear maintenance kit, MW thieves’ tools;
--------------------
Magic
--------------------
Spells Known
Level 0: (6) Acid Splash, Daze, Detect Magic, Guidance, Mending, Read Magic
Level 1: (4) Daze Monster, Unfetter, Lesser Rejuvenate Eidolon, Mage Armor

Spells per day
Level 1: 3+1

Background:

Ilamin Dracus is a 112 year old Agathion-Blooded Aasimar with green and yellow dragon scales dotting his beautiful skin, hinting at his Draconal Agathion ancestry. He is a gentle and kind person, but as an adventurer he has learned not to take everything at face value. He will go through great lengths to help and protect his friends and allies.

Ilamin hails from the beautiful country Tianjing in distant Tian Xia. He lived there for 82 years in one of the smaller villages. As a young lad he spent many a day reading through old books on various academic subjects which were given to him by his father.

During his adolescence his studies got a more practical nature, as he learned the art of Summoning and spent his time calling forth creatures from various planes and playing or conversing with them until they returned back home.

On one of these days he formed a more permanent connection with one of these creatures, Excetra, a serpentine creature from the realm of Nirvana, Ilamin’ ancestral home plane.

Ilamin is fiercely protective of Excetra and does his best to keep him from harms way, summoning other creatures to help him if he needs to fight.

Although Ilamin has spent most his time on magical and scholarly pursuits, it was not his only interest. He has a curious nature and a love for adventure, so when a band of adventurers came to his home town looking for anyone willing to help them with the quest they were on, he gladly accepted. From that point on he came back home only sporadically, mostly to tell his father about the amazing adventures he had been a part of and where he was off to next.

In this manner he spent the last 30 years adventuring, joining up with several groups of adventurers, making some lasting friendships along the way.

Currently, Ilamin stands in the middle of what seems to be a gladiatorial arena, surrounded by people unknown to him. The last thing he remembered was sitting in the Copper Dragon Inn drinking and talking with Caladrel and Cronwier in celebration of a job well done. They had been hired to defend a trade caravan going travelling to Goka. Along the way it got attacked by band of Orc raiders which they expertly fended off. But as far as he can tell, he’s not in Goka anymore and none of his companions are with him ...

Allies/Friends
Cronwier, an Aasimar cleric of Qi Zhong, a dedicated healer and one of the adventurers that came to Ilamin’s village for help in a quest. They are good friends, but have differing opinions when it comes to the elements and how they are connected. Which has lead to many discussions about the subject.

Caladrel Undovir, a skilled ranger and one of the Elves of Jinin. He became a close friend after Ilamin helped him rescue some of his brethren from the clutches of the creatures in the Darklands. They went on many an adventure together from that point on, several of which involved venturing into the Darklands, which means there may be a few of its denizens that have a score to settle with Ilamin, Caladrel and several other adventurers.

Huu Tai, the human (Tian-Dan) owner of the Copper Dragon Inn in the city state of Goka. The Copper Dragon Inn is Ilamin’s’ “home away from home”. Here he meets up with his adventuring friends or relaxes after a succesful quest. Huu Tai is a former adventurer who bought the Inn when he retired. He’s not the best of hosts, but as long as you don’t cause any trouble and pay your tab, he tries to be polite.

Goals/Wishes
Before he got transported to this arena, his goal in life was to acquire enough power/wealth in order to be able to travel to his ancestral home plane Nirvana to converse with the beings there and learn from them.

Current short term goals : Survival! Figuring out what happened!

Starting Equipment:

Muleback cords 1000 GP | 0.25 lbs
MW backpack 50 GP | 4 lbs
explorer's outfit - | 8 lbs
belt pouch 1 GP | 0.5 lbs x 2
Spell component pouch 5 GP | 2 lbs
MW Living Steel Chainshirt 750 GP | 25 lbs
Longspear 5 GP | 9 lbs
MW crossbow, light (underwater) 370 GP | 4 lbs
crossbow bolts (10) 1 GP | 1 lb x 5
acid bolt (1) 40 GP | 0.1 lb x 5
fire bolt (1) 50 GP | 0.1 lb x 5
mess kit 2 SP | 1 lb
canteen 2 GP | 1 lb
hammock 1 SP | 3 lb
blanket 5 SP | 3 lbs x 2
compass 10 GP | 0.5 lbs
mirror, small steel 10 GP | 0.5 lbs
Gear Maintenance Kit 5 GP | 2 lbs
MW Thieves’ tools 100 GP | 2 lbs
Signal Whistle 8 SP | -
Flask of oil 1 SP | 1 lb x 9
Tindertwig 1 GP | - x 5
Acid 10 GP | 1 lb x 2
Potion of CLW 50 GP | - x 4
trail rations 5 SP | 1 lb x 16

Excetra, the Eidolon:

Serpentine Eidolon
NG Medium Outsider
Init +3; Senses Perception +14, Darkvision
--------------------
Defense
--------------------
AC : 15 | T : 13 | F : 12 (+2 NA +3 Dex)
hp 10 (1d10+1) [rolled: 9]
Fort +1, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Climb Speed 20 ft
Melee bite +2 (1d6+1 B/S/P) [10 ft reach]
. . Tail Slap -3 (1d6 B)
--------------------
Statistics
--------------------
STR 12 DEX 16 CON 13 INT 7 WIS 10 CHA 11
BAB +1; CMB +2; CMD 15
Feats Additional Traits
Traits Trap Finder, Spirit Sense
Base form Evolutions bite, climb, reach (bite), tail, tail slap
Evolutions limbs (arms), Skilled (Ex) [Disable Device], Skilled (Ex) [Perception]
ACP 0
Skills 4 skills
Class Skills:Bluff (Cha), Craft (Int), Disable Device (Dex), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (planes), Perception (Wis), Sense Motive (Wis), Stealth (Dex) and Use Magic Device (Cha).
[ranks]+CS bonus+Stat Bonus+ACP+other=Total
Disable Device [1]+3+3+8+1=16
Perception [1]+3+0+8(+2)*=12(14)*
Stealth [1]+3+3=7
Sense Motive [1]+3+0=4
*Only to avoid being surprised and to detect invisible or incorporeal creatures.

SQ
Darkvision
Link (Ex)
Share Spells (Ex)
Languages Same as Summoner

As stated before, feedback/comments are appreciated.

Will make an alias if selected.


Alright guys, so far so good. I'm liking everyone's statistics and backgrounds. I've got everyone keyed into my list of possible people, not everyone's gonna make it, but the numbers aren't too daunting, so a decent portion will.

Friday and Saturday are the final days to submit full characters with resume's, backgrounds etc. Final decision being made sunday night after I get home from work.

Grand Lodge

Checked my character and realised I had deleted a trait and not replaced it, so I've added Highlander and tweaked his background to reflect it.


Cara Santa Maria

Female

Monk(Hamatulatsu) - lv 3

Stats:

Rac Mod
Str 13
Dex 16
Con 12
Int 10 + 2 = 12
Wis 16
Cha 10

--------------------
Racial Abilities
----------------

Ability Score Racial Trait:
Size:
Base Speed:
Elven Immunities:
Keen Senses:
Elf-Blood:

-----------------------
Alternate Racial Trait
-----------------------

Drow Blooded:
Drow Magic:

--------------------
Class Abilities
----------------

AC Bonus: +3
Bonus Feat: Dodge, Improved Grapple
Furry of Blows: +1/+1
Unarmed Strike:
Evasion:
Fast Movement: +10 ft.
Maneuver Training:
Still Mind:

-------
Traits
-------

Half-Drow Paragon
Heavy Hitter

------
Feats
------

Weapons Finesse
Dodge
Improved Grapple
Nature Soul

----------
Languages
----------

Common, Elven, Undercommon

Skills:

Acrobatics: 3 + 3 + 3 = 9
Appraise:
Bluff: 3
Climb:
Craft:
Diplomacy:
Disable Device: 3 + 1 + 3 = 7
Disguise:
Escape Artist:
Fly:
Handle Animal:
Heal:
Intimidate: 1 + 1 + 3 = 5
Knowledge(Arcana):
Knowledge(Dungeoneering):
Knowledge(Engineering):
Knowledge(Geography):
Knowledge(History): 1 + 1 + 3 = 5
Knowledge(Local):
Knowledge(Nature):
Knowledge(Nobility):
Knowledge(Planes):
Knowledge(Religion): 1 + 1 + 3 = 5
Linguistics: 1 + 1 + 3 = 5
Perception: 3 + 1 + 3 = 7
Perform:
Profession:
Ride:
Sense Motive: 3 + 1 + 3 = 7
Sleight of Hand:
Spellcraft:
Stealth: 3 + 1 = 4
Survival:
Swim:
Use Magic Device: 1 + 3 = 4

Combat Stats:

Initiative: +3

--------
Offense
--------

BAB: +2
CMB: 2 + 1 = 3
Attack Damage
Unarmed Strike 1d20 + 6 1d6 + 2

--------
Defense
--------

HP: 1d8 + 1 + 4 + 1 + 4 + 1 = 19
AC: 10 + 3 + 3 + 1 = 17
Touch AC: 10 + 3 + 1 = 14
Flat-Footed: 10 + 3 = 13
CMD: 10 + 2 + 1 + 3 = 16
Fortitude: 2 + 1 = 3
Reflex: 2 + 3 = 5
Will: 2 + 3 = 5

Equipment:

Monk's Outfit
Monk's Kit
Large Panther
Riding Kit
Training Kit
Training Sleeve
Masterwork Backpack
Exotic Military Saddle
Bracers of Armor
Muleback Chords

Large Black Panther:

Large Black Panther CR 4
XP 1,200
N Large animal
Init +6; Senses low-light vision, scent; Perception +8

DEFENSE
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 45 (6d8+18)
Fort +8, Ref +7, Will +3

OFFENSE
Speed 40 ft.
Melee 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +10, 1d8+6)

STATISTICS
Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +11 (+15 grapple); CMD 23 (27 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (claw)
Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)

Appearance:

Dark of Skin and hair most mistake Cara's Half-Drow heritage for Half-Elven heritage. Then mating of some fair skinned elf and a dark skinned human. She is however noticeably taller than most women and possess the characteristic Drow female dominance. Her hair long and flowing but dark as midnight unlike most Drow. She is ideal at 6' with 36" 24" 36" measurements.

Personality:

Willful, strong, clever, and seductive with a vindictive streak. Cara embodies every aspect of her god.

Character Backstory:

Returning from a surface raid on an Elven village, a proud strong Drow warrior came across a young prostitute of Calastria. The prostitute seeing the dark exotic creature before her, instantly became desirous and took him there and then. This is the story of Cara's birth.

Cara was born in a temple to Calastria to a prostitute of Calastria. As a result of this she had a very religious upbringing. However given the nature of her particular religion it was not the stereo typical conservative upbringing. No, as a follower of Calastria Cara was taught to follow her passions.

Up reaching her majority Cara thought she would serve her god in the best was possible, and follow the road of the Calastrian prostitute, but soon learned this was not enough. The thing that changed Cara's mind about becoming a Calastrian prostitute was seeing one of her friends assaulted by a patron. This prompted her to take a sharp turn and become a monk of Calastria. Not just any kind of monk but one of the Hamatulasu. Her new understanding of both pleasure and pain makes an even more formidable prostitute. Moving between the two roles effortlessly, she follows passions without fear and those who get in her way she destroys.


Cara Santa Maria wrote:

Cara Santa Maria

Female

Monk(Hamatulatsu) - lv 3

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

Mostly alright, being a half drow, but not born in the underdark at all...a little unsure as to why you have a large black panther though...I should also point out that Calastria is Chaotic Neutral, and to be a monk you need to be Lawful something. So really, the only archetype I see as working for that backstory would be Matrial Artist.


Alrighty folks. We are now CLOSED for recruitment.

Here are my picks for the party:

Zinkov:

Male moroi-born dhampir (svetocher) antipaladin (lord of darkness) 3

Caleb Derekson
Male human Fighter 3
NG Medium Humanoid (Human)

Akio Ryuu Kiaba
Fighter 1, samurai 2

Horcas Tobin
Male Devil Born teilfing (hellborn) Fighter 3

Magnus Tate
Race Human
Classes/Levels Arcanist

Thanks to everyone who applied, to the couple who didn't get in, I apologize profusely, and feel free to try again for my next game.

For everyone who was chosen, please add me on Skype: BigLundi, with your character name, and I'll be making the topic in the game forum on Tuesday.


Will add tonight


Good luck to those who got selected :)

Hope you all have fun (and have stocked up on potions of CLW... ;))

If anyone drops out, feel free to pm me.


I haz a wand of ILW all for me


Ya, I retooled it, but I guess I'm too late.

Cara Santa Maria

Female

Monk(Hamatulatsu) - lv 3

Stats:

Rac Mod
Str 13
Dex 16
Con 12
Int 10 + 2 = 12
Wis 16
Cha 10

--------------------
Racial Abilities
----------------

Ability Score Racial Trait:
Size:
Base Speed:
Elven Immunities:
Keen Senses:
Elf-Blood:

-----------------------
Alternate Racial Trait
-----------------------

Drow Blooded:
Drow Magic:

--------------------
Class Abilities
----------------

AC Bonus: +3
Bonus Feat: Dodge, Improved Grapple
Furry of Blows: +1/+1
Unarmed Strike:
Evasion:
Fast Movement: +10 ft.
Maneuver Training:
Still Mind:

-------
Traits
-------

Half-Drow Paragon
Heavy Hitter

------
Feats
------

Weapons Finesse
Dodge
Improved Grapple
Nightmare fist

----------
Languages
----------

Common, Elven, Undercommon

Skills:

Acrobatics: 3 + 3 + 3 = 9
Appraise:
Bluff: 3
Climb:
Craft:
Diplomacy:
Disable Device: 3 + 1 + 3 = 7
Disguise:
Escape Artist:
Fly:
Handle Animal:
Heal:
Intimidate: 1 + 1 + 3 = 5
Knowledge(Arcana):
Knowledge(Dungeoneering):
Knowledge(Engineering):
Knowledge(Geography):
Knowledge(History): 1 + 1 + 3 = 5
Knowledge(Local):
Knowledge(Nature):
Knowledge(Nobility):
Knowledge(Planes):
Knowledge(Religion): 1 + 1 + 3 = 5
Linguistics: 1 + 1 + 3 = 5
Perception: 3 + 1 + 3 = 7
Perform:
Profession:
Ride:
Sense Motive: 3 + 1 + 3 = 7
Sleight of Hand:
Spellcraft:
Stealth: 3 + 1 = 4
Survival:
Swim:
Use Magic Device: 1 + 3 = 4

Combat Stats:

Initiative: +3

--------
Offense
--------

BAB: +2
CMB: 2 + 1 = 3
Attack Damage
Unarmed Strike 1d20 + 6 1d6 + 2

--------
Defense
--------

HP: 1d8 + 1 + 4 + 1 + 4 + 1 = 19
AC: 10 + 3 + 3 + 1 = 17
Touch AC: 10 + 3 + 1 = 14
Flat-Footed: 10 + 3 = 13
CMD: 10 + 2 + 1 + 3 = 16
Fortitude: 2 + 1 = 3
Reflex: 2 + 3 = 5
Will: 2 + 3 = 5

Equipment:

Quarterstaff
Kama
Nunchaku
Siangham
Shurikan
Bandalier
Monk's Outfit
Monk's Kit
Masterwork Backpack
Meditation Crystal
Bronze Gong
Bracers of Armor
Muleback Chords

Appearance:

Dark of Skin and hair most mistake Cara's Half-Drow heritage for Half-Elven heritage. Then mating of some fair skinned elf and a dark skinned human. She is however noticeably taller than most women and possess the characteristic Drow female dominance. Her hair long and flowing but dark as midnight unlike most Drow. She is ideal at 6' with 36" 24" 36" measurements.

Personality:

Willful, strong, clever, and seductive with a vindictive streak. Cara embodies every aspect of her god.

Character Backstory:

Returning from a surface raid on an Elven village, a proud strong Drow warrior came across a young courtesan of Ardad Lili. The warriors were going to take her by force, but instead she seduced their leader instead, receiving for her affections some of the plunder from the raid. This is the story of Cara's birth.

Cara was born into the cult of Ardad Lili by a courtesan of Ardad Lili. As a result of this she had a very religious upbringing. However given the nature of her particular religion it was not the stereo typical conservative upbringing. No, as a follower of Ardad Lili Cara was taught that men are weak and to be taken advantage of.

Up reaching her majority Cara thought she would serve her god in the best was possible, and follow the road of the Ardad Lilian courtesan, but soon learned this was not enough. The thing that changed Cara's mind about becoming a Ardad Lilian courtesan was seeing one of her friends assaulted by a patron. This prompted her to take a sharp turn and become a monk of Ardad Lili. Not just any kind of monk but one of the Hamatulasu. Her new understanding of both pleasure and pain makes an even more formidable courtesan. Moving between the two roles effortlessly, she manipulates men without fear of rebuke and those who get in her way she destroys.

Grand Lodge

Yay! Thankyou

The Exchange

Thank you


Thank you for selecting me! I'll get to fixing on my skills and my backstory ASAP, as well as for the Skype thingy.

Silver Crusade

Akio here, I have had problems with my skype and won't be able to use it. For some reason it wont update.

The Exchange

similar situation it asks or an update then won't update


I don't have that problem, but my internet connection is broken (I'm posting via my kindle at the moment). I don't know when or even if it will be fixed. If it's a problem, I'll have to withdraw, but I'd like to continue if it's possible.


Gavmania wrote:
I don't have that problem, but my internet connection is broken (I'm posting via my kindle at the moment). I don't know when or even if it will be fixed. If it's a problem, I'll have to withdraw, but I'd like to continue if it's possible.

Alrighty guys. Evidently there is some issues with Skype for others. Unfortunate, but we'll roll with the punches. I'm going to go set up the game topic, dot the topic, and we'll go with the ordering of the dotting as the order of posting for now.

The Exchange

ok


http://paizo.com/campaigns/v5748p75hok2j/gameplay

There you go intrepid adventurers, right into the action.

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