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The Man of 1,000 Stitches

DmRrostarr's page

Pathfinder Adventure Path, Campaign Setting, Companion Subscriber. Pathfinder Society Member. 521 posts (529 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Ok Erik, I finally received my order. Not sure if you resent me these 3 books or if the post office gods found the order but I finally received it!!

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

DM because I mostly DM games. Rrostarr comes from the random name generator from the second edition D&D Forgotten Realms drow book. I liked the name for some reason and many many years later I still use it.

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Rust Monster

Any creature that teams up with a rust monster can prove deadly. Bye bye plate mail after 2 strikes by a rust monster and the creature that teams up with it just basically got a +8 to its attack roll. :(

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Thanks Erik....I'll let you know if the originals ever arrive, but I won't hold my breath (I don't have a high enough Constitution score). :)

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

I waited until yesterday (monday 3/5) and still nothing yet. :(

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Date shipped says Feb 17, so today makes 2 weeks and I have received nothing yet. Wasn't sure if there was any issues shipping this time around? Usually I receive my stuff in about 6 days, so I just wanted to bring it to someone's attention just in case something odd has happened (like another freak snowstorm).

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

James Fenix wrote:
Where is the cleric's workshop/lab? Could furnish it with a zombie strapped to a table half dissected but still moving and moaning.

I like that idea as well especially if you put half a man being molded from clay (she could be 'starting' to create a clay golem or making the PCs think she is)

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

I have always increased the mooks by 1.5 for stronger groups or groups with more than 6 PCs. For example, in Ft Rannick, instead of the 12 ogres in barracks, I used 18.

Also, with all named NPC's I give them max hit points.

But stick with your normal creative ways as well, maybe they will have a terrible session rolling to hit and and making saves..

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Yeah!! Its here!!

Wait...I dont know anybody on these boards....dang it!!

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

JrK wrote:
20, 20 does not mean auto death and it doesn't mean max damage either. It simply means a confirmed critical hit, since natural 20 is an automatic hit. Just look up the critical hit part in the combat section.

Yes we are all aware of that...hence this is a house-rules thread :)

The question at hand now is: Is the 20, 20, comfirm OPTIONAL rule is in PF as it once was in 3.5.

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Beckett wrote:
DmRrostarr wrote:
6) 20, 20, confirm no longer means death. Instead its a max damage critical hit.
Snorter wrote:
The 20, 20, + confirm = auto death was always a houserule, so no need to repeal it.
I was actually curios, is this even a <house> rule in PF? I know it was in the DMG for 3E, but did that even carry over to PF?

I never saw it in PF but I wasnt looking real hard either...

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Snorter wrote:
DmRrostarr wrote:
6) 20, 20, confirm no longer means death. Instead its a max damage critical hit.

The 20, 20, + confirm = auto death was always a houserule, so no need to repeal it.

DmRrostarr wrote:
8) Tumbling DCs are now based on CBM+10 NOT CMD.

Is there a reason for this? Was Tumbling not happening often enough?

CMB+10 is effectively CMD without the Dex factor.
I can see why a more agile foe could anticipate the tumbler's movement, so why it was included. Though a fellow player in this week's game did point out that it would be tough for a dedicated tumbler to keep pace with a full-BAB defender boosting both Str and Dex, vs his Dex alone.

1) Your fellow player brought up the same concern I did apparently. At some point in the game (usually higher levels) that its impossible for a PC to tumble past foes..which really sucks for the player who built his PC to have it nerfed 95% of the time...

2) I consider 'tumbling' to be a defensive action. CMD is a defensive modifier. I dont like how those mesh like that (defense vs defense). What really bothers me about using CMD the most is that it allows a deflection bonus, luck bonus, ect to help you defeat a tumbler's action. I am a firm believer that CMB should be used since you are trying to make an offensive action to make an attempt to hit a tumbling foe. It sounds better in my brain then how I am putting it on screen...

(edited for errors)

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

3d6 nine times...choose best six...arrange in any order

i like it old school...

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

From my PDF "Dans les jours plus heureux, le Le Pavillon de Galtan à Woodsedge, où le Gorrish Le fleuve rencontre les frontières de l'est
du Bois Verudran ancien, servi comme l'entrepôt d'un peu de Galt le plus réputé objets fabriqués historiques et magiques. Remarquable parmi
ces trésors fabuleux étaient le Thorncrown d'Iomedae, La Rapière de Vêpres (sauvé d'un extralucide petit connu l'enclave au coeur de la forêt) et de la Voiture D'or de Gaspar Longfellow, qui a à merveille porté un roi de Vieux Galt à le headwaters du système Sellen vaste de rivière, dans le du Nord royaume de Numeria. Le pavillon est tombé au brigandage trois ans
, en étendant ses trésors et secrets à tous les coins de le
royaume et au-delà. Les révolutionnaires fanatiques mettent le pavillon
le capitaine d'aventure à l'épée et accroché ses domestiques de le
hauts parapets des trois tours du pavillon."

Autant que je sais, il n'y avait aucune information supplémentaire sur la Couronne, mais pourrait faire pour très l'aventure de côté d'amusement.

Bon chance!

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

One of my favorite dungeon builds/placement comes from a 2e module called "A Paladin in Hell" by Monte Cook. Geryon's underwater iceberg fortress really rocks, especially since you have to dive below the River Styx to get to it...

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Some of my houserules:

1) No stat can start above 18 at level one. Example, if you play an elf you you put your Dex at 17 and then add your racial bonus, it can only go to 18 NOT 19.

2) Players roll TWO dice for hit points and take the better of the two.

3) Horse goes back to 5x10 on the battlemat.

4) Rogues (or anyone with trapfinding) no longer have to search for traps. Instead they gain a sixth sense and the DM will roll to see if their sixth sense picks up on the trap.

5) Quick draw allows you to sheath a weapon as a free action and allow you to switch hands as a free action.

6) 20, 20, confirm no longer means death. Instead its a max damage critical hit.

7) Dispel magic no longer removes permanency spells. Instead it just supresses them for 1d4 hours.

8) Tumbling DCs are now based on CBM+10 NOT CMD.

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

You can pretty much grapple anything unless there is something that prevents you from doing so (i.e it being too big). Even if you have two creatures flying high, you can grapple.

Now if both are flying, I can see you being able to move the creature, but I dont see the likelihood of being able to "pin" while both are in mid-air, unless you can move your opponent to the ground or against a cliff wall.

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Somewhere in the thread someone posted a link for a mini-adventure on Chopper's Isle that had potential... It would keep them local and give them a lil more background to Sandpoint

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

HangarFlying wrote:
I'm in the process of converting Justice Ironbriar to PF, and while doing so, noticed that the spell "Cat's Grace" is not on the cleric's spell list. Is he receiving this from another source that I'm not aware of? I'm planning on just giving him a Potion of Cat's Grace, and then filling up that last slot with another appropriate spell.

Its an error, unless you want to give him the 3.5 Elf domain instead of the Charm Domain.

Otherwise go with potions of cats grace OR max out his Use Magic Device skill and give him a wand of cats grace...

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

"Creatures: The first time the PCs pass by this area, a few sickly
looking ravens are perched atop the foundation stones; they fly
clumsily away once approached. The second time the PCs pass by
(likely on their way out of the manor), hundreds upon thousands
of ravens sit quietly in this area, covering every square foot of the
ruins. These ravens are disturbingly silent and still, watching as
one as the PCs approach. As soon as anyone comes within 30 feet,
the ravens take to the air and swoop to attack, only then revealing
their true natures. These ravens are, in fact, three swarms of
undead birds known as carrionstorms, created when carrion birds
feed upon ghoul-tainted flesh. The carrionstorms can sense Vorel’s
influence in the area, and although the evil spirit cannot control
them directly, the birds do their best to kill anyone attempting to
escape the manor. They pursue foes as far as the Lost Coast Road,
but do not follow those who flee back into the manor—their goal,
after all, is to return the intruders to Vorel’s cradle for him to deal
with personally."

Based off this, I wouldnt have them attack the horses once they go inside. I think it would be more telling that as soon as they step out of the manor, feeling relieved that they got out of there, THEN have the swarms attack the mounts.

There is two thoughts to this to me....

1) Ever see a movie where someone is like "ahhh we're saved when the see the cavalry approach only to have it wiped out by some bomb. Love seeing that reaction with my players...

2) If they are leaving the manor in a hurry then most likely they will be down a few spells and hit points making it harder for them to save their mounts....

Carrionstorms (5) CR

Haladir wrote:

Horses and Foxglove Manor...

My PCs tend to ride their horses everywhere, and they did so to Foxglove Manor. They just arrived at Foxglove Manor as the session ended last night, and left me with a dilemma: They tied up their horses to the ruins of the servant's quarters, which they assumed was the remains of the carriage house, and entered the Manor. [Shot: Front door of the manor. The party enters, and the door closes behind them. Fade to black, "To Be Coninued..." Roll credits.]

So, I'm not sure what I should do with the horses vis-a-vis the carrionstorm swarms that roost there?

I assume that they will attack and eat the horses (alas, poor Shadowmist!), but what what do you think I should use as the time delay? And how much noise should the horses make when they're attacked? (And what Perception DC to hear the frantic whinnying?)

Thanks for any suggestions!

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Back in the 2ed Box-set, "Return to the Tomb of Horrors" there was a "brine dragon", but they never really expanded on it. It had an acidic cloud as its breath weapon.

EDIT: Hey look at that PF has a brine dragon

http://pathfinderwiki.com/wiki/Brine_dragon

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Tracking doesnt always mean looking for footprints on the ground. Sure it helps, but tracking can mean looking for broken branches, displaced rocks, deer rubs on trees, etc. Those things can be spotted while on a mount...

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Might I suggest that you get your hands on a copy of "The Fantasy Roleplaying Gamer's Bible" by Sean Patrick Fannon. It has wonderful advice for players and DMs of all genres like D&D, sci-fi, etc..

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

90% of the time we are in Carrollton near Kelley and Keller Springs.

Every once in awhile we have to move the game to Southlake/ Trophy Club area, but most of us carpool for that trip....

Shoot me an email: rrostarr@yahoo.com

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

I currently run an alternating game with another DM on Friday nights. I am seeking an additional player in my game when those nights when I DM arrive.

We try to play every Friday night from about 7pm until 2am. My game is mostly 3.5 rules with a sprinkle of Pathfinder stuff mixed in. We are all guys aged 36+, most with families, and we all are pretty normal...well as normal as grown adults playing a game with dice and mini's can be. :)

Female gamers are welcomed.

If anyone is interested please drop me a line here.

Thanks

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

If you have enough move and make your acrobatics check then pounce should work as normal....

Tandriniel wrote:
DmRrostarr wrote:

.

3) Not sure what you mean from this....

I meant if you have the pounce ability, namely to full round attack after a charge.

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

1) Jumping is a part of movement. So in theory, you can use jump in a charge provided that you succeed your acrobatics check AND have enough movement to get to the nearest square where you can attack.

2) There shouldnt be any reason why you cant provided that your charge ends in the nearest square where you can make an attack.

3) Not sure what you mean from this....

4) I dont have my books in front of me to answer this one.

Tandriniel wrote:

Inspired by the jumping and attacking thread:

1. Can you jump as part of a charge action?

2. If you jump high enough, can you get high ground bonus?

3. What happens if you are a pouncer?

4. And do Death from Above feat apply?

Thanks.

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

The first time, I allowed my group to burn the fortress down. It didnt burn entirely and they had to remove rubble and debris to even find ways to the levels below.

The group I DM now, defeated the goblins but ran across the bridge to hide and recover from their wounds. While they were camped, I had some of Nualia's cronies light the fortress on fire to deter the group to continue searching, so that they would think that there was nothing to the fortress and go away, leaving Nualia and her fellow 'longshanks' to continue their work in the levels below. Alas, my group sifted through the rubble for hours and found a door 'lying' over a staircase that led below....

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

godsDMit wrote:

I like the idea of Karzoug setting up the dimension to his advntage over the millenia.

While my group is still 3 books out from facing him, Ive been thinking about him lately. My current plans to make the fight with him more memorable are either:

A) Karzoug is actually an ancient red wyrm in disguise. (Not my idea. Came from another board member.)
B) Karzoug has several clones (per the spell) of himself about, including one on the material plane. Once the PCs leave the dimension, they go back to find him their as well.
C) A and B...meaning several clones of the ancient red wyrm.

I dont want to be a bastard and keep throwing stuff at them until they run out of resources and all eventually die, but considering how OP I believe my party will be at that point, Im going to make it one b*&^% of a fight.

I saw that post too, except I made him into an evil bronze dragon :)

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Current group which just completed "Burnt Offerings":

Bennock...Catfolk(adjusted for no ECL)...Ranger4

Kaine...Human...Fighter3/Barbarian1

Illdian...Trumpet Archon...Archon4 (Savage Species)

Cyphus...Sorcerer (arcana bloodline)...Human

one more to be added as soon as he figured out his PC's concept

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Just a quick discussion between me and another player brought this issue up...

If a creature has been affected by a slow spell, can he still use the pounce ability when it charges? I know the slow spell only allows him to move his move action speed rate.... So could he move 20 ft in a charge and gain the benefits of the pounce ability?

I say yes, but my buddy isnt so sure...

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Official roll for Rob's sorcerer...

1d20 ⇒ 1

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Rupe wrote:
Rupe wrote:

Official Roll for Ton'ess:

1d20

YES!

Nice dude!!

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Ok here is my official result

1d20 ⇒ 14

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Crap that didnt work....

1d6 ⇒ 1

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Ok to the players in the group..... type the following inside the quotes as is and hit post and it will bring up your result

"1d20 ⇒ 13"

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Hi nothing to see here people just trying to get something solved in our table top game...

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

testing here...nothing to see

1d20 ⇒ 13

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

I have not had this happen to me, but why not work the object of the affection be an object instead of a person. Perhaps a special item that the party picked up at loot and showed the people of Sandpoint and Aldern sees it and becomes obsessed. Yes it will take a little working, but I am sure it can be done without too much issue.....

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Bookkeeper wrote:

My players have currently planted themselves in the heart of Jorgenfist and are trying to figure out how to deal with Mokmurian. On my 2nd reading of books five and six, I've hit upon an idea for a somewhat radical change for ol' Karzoug.

The second half of this campaign involves a tremendous number of spellcasters in the role of BBEG. Barl Breakbones, then Mokmurian, then the many and varied wizards of Runeforge, finishing up with the the big Transmuter-of-Doom at the end. While themes can be good, it feels like two big problems could erupt:

1) The players develop a sense of tedium: One more spellcaster, one more battle with loads of annoying spells combined with the occasional explosion that ruins everyone's day.

2) As the players develop anti-spellcaster tactics, the possibility of them giving the arch-villain of the campaign a righteous pasting becomes more and more likely. The couple of threads I've seen noting games in which he was wiped from the field in a big hurry have reinforced this concern.

So I did some thinking about Karzoug's nature: As the Runelord of Greed, he's incredibly old, fantastically greedy, and highly intelligent. While a ten thousand-year-old wizard certainly fits the bill, I think there's something else that might fit as well, if not better.

I'm thinking of making him a Dragon.

Now the party will face two dragons en route - Freezemaw and Ghlorofaex, but there has been a surprising dearth of dragons in this particular campaign. It's also worth noting that I have a very simple reason I would like to make this change - that Colossal Red Dragon "miniature" sitting on my bookshelf. Making Karzoug into a Great Wyrm Red Dragon changes up a couple of things about the final encounter:

1) It makes combat a lot more visceral - the Burning Glaive notwithstanding, Karzoug as written will spend most of his time slinging high-powered magic at the party. While this presents interesting tactical challenges, the melee folks are at the mercy of necessary fly-items to get...

I like this idea ALOT.... Not sure why I never made the connection. In redoing alot of the major NPCs in the arc I actually made Karzoug a half-blue dragon wizard, never made that leap to a full dragon.

Now I am going to have to re-think this.... :)

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Steve May 294 wrote:

I have really enjoyed reading the wealth of knowledge over the years here and finally have a group to run through this AP. Thus I am finally coming out of lurk mode and posting.

I want to tie the PCs into the story and the festival, but I do not want them to be from Sandpoint. Thus I was going to use the oldest gag in the book and have the character guard a transport that was carrying something of importance to the festival and the rededication ceremony at the church.

I was thinking of having the caravan ambushed by Bruthazmus, Lyrie and the obligatory goblins. The PCs would survive (with possibly Shalelu saving the day), but the item they were bringing to the ceremony gets stolen because Nualia needs it for her offerings to Malfeshnekor.

What kind of item would she need?

Any thoughts or ideas would be of great assistance and appreaciated.

Steve

In my game:

The monk PC was sent to Sandpoint to help build things for the church and festival.

The fighter was sent because of guarding a caravan through town.

The cleric was sent to attend the re-opening of the church.

The sorcerer was sent to find a rare herb that only seems to grow around Sandpoint...

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

I actually used RotRL as a base for the real adventure arch which involves a deposed Lord of Hell from the Fifth layer....

I have decided that Geryon needs the souls gathered in the Runewell to open a gate to the Prime for his army of minions to spread all over Varisia and create a new Realm for him since he cant have the Fifth layer anymore. Plus, his old buddy Amon is helping him along the way as an advisor-type role to Karzoug. Geryon needs to have the PCs to defeat Karzoug so that his soul goes into the Runewell making it powerful enough to power up a gate from Hell to Varisia.

From there, the PCs have to find Geryon's lair, stop the former Lord, and make sure the gate doesnt open....

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Howie23 wrote:

There is no text that limits copying a spell into a spellbook based upon the level of the spell. If he can make the spellcraft check (take 10 is ok as well), he can copy it.

+1

Heck he could have even casted it off the scroll provided he made the check to do so.

The only requirements to add a spell to a spellbook is to understand it (spellcraft check or read magic)and have enough money (spell ink) to do so. If he had a 9th level spell on that scroll he could have added it if he met the requirements..

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Sara Marie wrote:
sarokcat wrote:
hmm i didn't get one in my shipment either... and i like cards!
Added to the list!

So can we refuse the card and have Liz send us cookies?

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

My party never accepted the hunting trip with him, they were on a separate side mission i created for them.

They only got to know him through the initial encounter when the PCs saved him from the goblin.

I would do your best to leave him as a 'vague' NPC or better yet, really work up another NPC so the party might focus on him instead of Aldern

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

This might be tough to pull off since Karzoug has been trying to kill the PC's since the beginning.

So what to do.....

1) Have Karzoug create a clone and thrust him into the battle while Karzoug is off hiding somewhere else?

2) Actually make Karzoug a pawn to higher power. In my RotRL, I actually have a higher power group using Karzoug to gather the souls for his runewell to return and when Karzoug is ready the party (or other higher power) slay him and the souls of the Runewell go to the higher power so they can raise their dead god.

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Spanky...do they have mini's at Hobbytown in Rockwall? I know the Walnut Hill had some D&D and Warhammer stuff but not alot. Since you live near me I didnt know if you ventured across the lake...

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Speaking of open/closed places...

Is the place in Valley View Mall still open....i think it was called "The Game Chest"... i havent been there in about 6-7 yrs.... I mostly end up at Lonestar in Mesquite since its so close...

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

I have not ever seen any reference to the Sihedron tattoos being magical. It states that they can be removed with an 'erase' spell.

HOWEVER

IMO I would think that they are except that they have a type of 'nondetection' spell on them OR that they are simply dormant until the person with the tattoo dies, then becomes magic so that the person's soul can feed the Runewell.

Cheliax (Pathfinder Adventure Path, Campaign Setting, Companion Subscriber)

Mairkurion {tm} wrote:
Nah, it was down on Skillman near Live Oak.

Hell I didint even know there was one there..... Maybe Heathy knows?

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