2_________DF________2 (Inactive)

Game Master Brian Minhinnick


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HP 9 / AC 12, T 12, FF 10 / CMD 10 / Perception +0 / Init +2 Appearance

This is the discussion thread for DF Team 2.


Hello :)

Sczarni

M

Hey there

Sczarni

M

So I am working up a Fire Elementalist Wizard with the Shadow Archtype.


dhampir anti paladin. lord of darkness

Sczarni

M

What url are you wanting for all this stuff? d20pfsrd.com page?


The lord of darkness archetype

http://www.d20pfsrd.com/classes/alternate-classes/antipaladin/archetypes/fi re-mountain-games---antipaladin-archetypes/lord-of-darkness

Sczarni

M

I mean in the template. I am trying to fill it in. There are lines for URL's all over in it. Are these necessary?


Uhm sorry. :P gm better to help atm. Im using phone. But if im home and u still need help. Ill help out

Sczarni

M

I believe that is a 3rd party archtype.


Well. Its an idea. Gm has to say Y/N. Otherwise ill stick to basic AP

Sczarni

M

crunch:

Male Tiefling (Scaled Skin) Wizard (Fire Elementalist Shadow Archtype) 3 Age 60
LN Medium Outsider (Native)
Init + 10; Senses Darkvision; Perception +4

--------------------
DEFENSE
--------------------

AC 15, touch 14, flat-footed 11 (+4 dex)
HP 23(3d6)
Fire Resistance 5
Electricity Resistance 5

Blood of Dragons+2 trait bonus on saving throws agains sleep or paralysis

Fort +3, Ref +6, Will +4

--------------------
OFFENSE
--------------------

Speed 30 ft.

Melee
Dagger +5 1d4

Ranged
Light Crossbow +5 1d8

Space 5 ft., Reach 5 ft.

--------------------
SPECIAL ABILITIES
--------------------
Darkness 1/day as a Spell Like Ability
Fire Jet - 20 Foot line of fire 1d6+1 damage, Reflex for Half, Failed save takes 1d6 following round
Scaled Skin - +1 Natural Armor and +5 Resistance to Electricity
Arcane School Fire
Prohibited School Water
Shadow Spells
Arcane Bond - Ring

--------------------
STATISTICS
--------------------

Str 8, Dex 18, Con 12, Int 20, Wis 11, Cha 7

Base Atk +1; CMB +14 (misc mods); CMD +0

Traits:
Reactionary -
Blood of Dragons

Feats:
Scribe Scroll
toughness
Improved Inistiative

Skills (X Points - 1 class, 1 race, etc):
Acrobatics +5 (1 rank, 4 dex)
Craft Calligraphy +9 (1 rank, 5 int, 3 class)
Fly +10 (3 rank, 4 dex, 3 class)
Knowledge Arcana +11 (3 rank, 5 int, 3 class)
Knowledge Dungeoneering +10 (2 rank, 5 int, 3 class)
Knowledge Nature +9 (1 rank, 5 int, 3 class)
Knowledge Planes +9 (1 rank, 5 int, 3 class)
Knowledge Religion +9 (1 rank, 5 int, 3 class)
Preception +4 (3 rank, 0 wis, 1 Trait)
Spellcraft +11 (3 rank, 5 int, 3 class)
Stealth +9 (3 rank, 4 dex, 2 Racial)

Racial Modifiers:
Bluff +2
Stealth +2

Languages:
Common
Infernal
Draconic
Gnome
Orc
Dwarven
Elven

--------------------
GEAR/POSSESSIONS
--------------------
Location: On Persons
Carrying Capacity Light: 26 lbs. Medium: 27-53 lbs. Heavy: 54-80 lbs.

Money: 1840 GP 1 SP 0 CP

Backpack
Bedroll
dagger
light crossbow
10 bolts
Cloak of Resistance +1

Total Weight: 14 lbs.

[spoiler=Advancement Choices]
1st: Wizard (Shadow Caster);
2nd: Wizard (Shadow Caster);
3rd: Wizard (Shadow Caster);

===================================================

Background:

Wondering_Monster is a nickname given by his wizard master. When he was studying to be a wizard, he would occasionally summon

creatures on accident. This become a running joke, and thus the nickname.

Personality:

Extremely happy go lucky, until it is time to fight. He is then very ruthless.;

Description
Ht: 6' 0"
Wt: 190 lbs
Age: 60
Hair: Black
Eyes: Black
Skin: Blue

Spell Book:

All Zero Level

1-Level
Burning Hands
Magic Missile
Mage Armor
Shield
Grease
True Strike
Vanish
Monkey Fish
Expeditious Retreat
Enlarge Person

2-Level
Flaming Sphere
Hideous Laughter


Prepared Spells:

0-Level
Light
Detect Magic
Read magic
Spark

1-Level
Mage Armor
Shield
Magic Missile
Monkey Fish
Vanish
Magic Missile

Burning Hands

2-Level
Hideous Laughter
Hideous Laughter

Flaming Sphere

Description here....

He is a tall lanky Tiefling wearing only robes and boots. No hat to speak of as he has 2 very long horns, about 8 inches in

length. He has a tail lined with barbs but it is tucked under his robes out of site.
[/spoiler]

Sczarni

M

Correction:

crunch:

Male Tiefling (Scaled Skin) Wizard (Fire Elementalist Shadow Archtype) 3 Age 60
LN Medium Outsider (Native)
Init + 10; Senses Darkvision; Perception +4

--------------------
DEFENSE
--------------------

AC 15, touch 14, flat-footed 11 (+4 dex)
HP 23(3d6)
Fire Resistance 5
Electricity Resistance 5

Blood of Dragons+2 trait bonus on saving throws agains sleep or paralysis

Fort +3, Ref +6, Will +4

--------------------
OFFENSE
--------------------

Speed 30 ft.

Melee
Dagger +5 1d4

Ranged
Light Crossbow +5 1d8

Space 5 ft., Reach 5 ft.

--------------------
SPECIAL ABILITIES
--------------------
Darkness 1/day as a Spell Like Ability
Fire Jet - 20 Foot line of fire 1d6+1 damage, Reflex for Half, Failed save takes 1d6 following round
Scaled Skin - +1 Natural Armor and +5 Resistance to Electricity
Arcane School Fire
Prohibited School Water
Shadow Spells
Arcane Bond - Ring

--------------------
STATISTICS
--------------------

Str 8, Dex 18, Con 12, Int 20, Wis 11, Cha 7

Base Atk +1; CMB +14 (misc mods); CMD +0

Traits:
Reactionary -
Blood of Dragons

Feats:
Scribe Scroll
toughness
Improved Inistiative

Skills (X Points - 1 class, 1 race, etc):
Acrobatics +5 (1 rank, 4 dex)
Craft Calligraphy +9 (1 rank, 5 int, 3 class)
Fly +10 (3 rank, 4 dex, 3 class)
Knowledge Arcana +11 (3 rank, 5 int, 3 class)
Knowledge Dungeoneering +10 (2 rank, 5 int, 3 class)
Knowledge Nature +9 (1 rank, 5 int, 3 class)
Knowledge Planes +9 (1 rank, 5 int, 3 class)
Knowledge Religion +9 (1 rank, 5 int, 3 class)
Preception +4 (3 rank, 0 wis, 1 Trait)
Spellcraft +11 (3 rank, 5 int, 3 class)
Stealth +9 (3 rank, 4 dex, 2 Racial)

Racial Modifiers:
Bluff +2
Stealth +2

Languages:
Common
Infernal
Draconic
Gnome
Orc
Dwarven
Elven

--------------------
GEAR/POSSESSIONS
--------------------
Location: On Persons
Carrying Capacity Light: 26 lbs. Medium: 27-53 lbs. Heavy: 54-80 lbs.

Money: 1840 GP 1 SP 0 CP

Backpack
Bedroll
dagger
light crossbow
10 bolts
Cloak of Resistance +1
4 X Potions of Cure Light wounds

Total Weight: 14 lbs.

[spoiler=Advancement Choices]
1st: Wizard (Shadow Caster);
2nd: Wizard (Shadow Caster);
3rd: Wizard (Shadow Caster);

===================================================

Background:

Wondering_Monster is a nickname given by his wizard master. When he was studying to be a wizard, he would occasionally summon

creatures on accident. This become a running joke, and thus the nickname.

Personality:

Extremely happy go lucky, until it is time to fight. He is then very ruthless.;

Description
Ht: 6' 0"
Wt: 190 lbs
Age: 60
Hair: Black
Eyes: Black
Skin: Blue

Spell Book:

All Zero Level

1-Level
Burning Hands
Magic Missile
Mage Armor
Shield
Grease
True Strike
Vanish
Monkey Fish
Expeditious Retreat
Enlarge Person

2-Level
Flaming Sphere
Hideous Laughter


Prepared Spells:

0-Level
Light
Detect Magic
Read magic
Spark

1-Level
Mage Armor
Shield
Magic Missile
Monkey Fish
Vanish
Magic Missile

Burning Hands

2-Level
Hideous Laughter
Hideous Laughter

Flaming Sphere

Description here....

He is a tall lanky Tiefling wearing only robes and boots. No hat to speak of as he has 2 very long horns, about 8 inches in

length. He has a tail lined with barbs but it is tucked under his robes out of site.
[/spoiler]


Male (he/him) Aberration (bodysnatcher)

So, arcane and melee roles are filled. I was going to make blaster Wizard, but I'll go divine instead. Most likely a Cleric or Oracle, but I'll peruse the new ACG stuff during work. Probably won't have a character up until tomorrow due to my schedule, but I'll do what I can.


Welcome though :)


Male (he/him) Aberration (bodysnatcher)

I'm seeing a need for skills and healing. Any suggestions?

Sczarni

M

Investigator?


Male (he/him) Aberration (bodysnatcher)

That covers skills but not healing. They heal about as well as a Druid.

Sczarni

M

Maybe a shaman. You could do heals and battlefield control.


Multiclass. You have three levels.

No thrid party publishing, as I stated in the character creation rules.

Wondering_Monster - You don't have to do URLs, but I usually do them for d20pfsrd.com. Makes referencing stuff later easier. But no, they are not required. If it's an obscure feat or something I don't know, I might ask you to so I'm not constantly looking it up though.


You need someone who can open locks, or you won't get far. There are a fair amount of locked doors. Traps would also be nice, though you could conceivably just set them all off and still survive....maybe.


Male (he/him) Aberration (bodysnatcher)

I'm actually reading through the Shaman right now. Worst case, I'll go with my original Wizard idea and memorize control spells and infernal healing.


One level of Ranger (trapper) can get you favored enemy human and disable device. There are other useful dips that give access to disable device too. Trapfinding wouldn't hurt anything, but it's not 100% necessary.


Male (he/him) Aberration (bodysnatcher)

Are campaign traits allowed? There's a really nice one from Mummy's Mask.


What is it?


Male (he/him) Aberration (bodysnatcher)

It grants Trapfinding. Posting from my phone, otherwise I'd link it.


Trap Finder?

If so, that's fine.


Male (he/him) Aberration (bodysnatcher)

That's the one!


Before we get started we'll need to set up a standard marching order, and which direction you'll go if I need to DMPC the team at any point.

For example, "We always follow the right hand wall, checking for traps at doors and intersections by having (Player X) take 10 (or 20) on perception."


Male (he/him) Aberration (bodysnatcher)

Okay, I'm going Master of Many Styles 2/Evoker 1. He'll focus on ranged touch attacks with Kirin Style and also fill the Scout/Trapmonkey role. I'll get him crunched out during my day off tomorrow.


Will put up crunch soon.


Zinkov:

Zinkov
Moroi-Born Dhampir (Svetocher) Antipaladin 3
CE Medium humanoid (dhampir)
Init +4; Senses darkvision 60 ft., low-light vision; Perception -1
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 28 (3d10+6)
Fort +9, Ref +8, Will +7; +2 bonus vs. disease and mind-affecting, -1 vs positive energy damage
Defensive Abilities negative energy affinity; Immune disease; Resist undead resistance
Weakness weakness to positive energy
--------------------
Offense
--------------------
Speed 20 ft.
Melee (L) masterwork greatsword +6 (3d6+4/19-20)
Special Attacks smite good
Spell-Like Abilities (CL 1st; concentration +6)
. . At will—detect good
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 14, Wis 8, Cha 20
Base Atk +3; CMB +6; CMD 18
Feats Spell Focus (conjuration), Weapon Focus (greatsword)
Traits defender of the society, hermean paragon (steaming sea)
Skills Bluff +11, Handle Animal +11, Intimidate +11, Sense Motive +5
Languages Common, Elven, Halfling
SQ aura of cowardice, aura of evil, cruelties (cruelty [sickened]), resist level drain, touch of corruption, unholy resilience, vampiric empathy, variant channeling (rulership variant channeling)
Combat Gear wand of inflict light wounds (50 charges), durable arrow (8); Other Gear masterwork full plate, masterwork greatsword, backpack, masterwork, pathfinder's kit, spider's silk rope (50 ft.), tent, small, silver unholy symbol (Asmodeus), 2 gp
--------------------
Special Abilities
--------------------
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Cruelty (Sickened, DC 16) (3 rds, DC 16) (Su) When you use your Touch of Corruption ability, you may also make your target sickened for 1r/Antipaladin level

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Hermean Paragon (Steaming Sea) You gain a +2 trait bonus on Initiative checks.
Immunity to Disease You are immune to diseases.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Rulership Variant Channeling (±1 Profane) Diplomacy bonus/dazed
Smite Good (1/day) (Su) +5 to hit, +3 to damage, +5 deflection bonus to AC when used.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Touch of Corruption (1d6, 6/day) (Su) You can inflict 1d6 damage, 6/day
Undead Resistance +2 save vs. disease, mind affecting effects.
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Vampiric Empathy Speak with bats, rats, and wolves and +2 Diplomacy dealing with them.
Wand of inflict light wounds (50 charges) Add this item to create a wand of a chosen spell.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.


Male (he/him) Aberration (bodysnatcher)

Two quick questions as I finish up. How are we doing HP? Also, is it possible for me to add additoonal spells to my spellbook (paying the costs of course)?


Male (he/him) Aberration (bodysnatcher)

Here we go. I went PFS-style for HP.

Skivven:
Ratfolk Monk (master of many styles) 2 / Evoker 1
Alignment: N
Languages: Common, Draconic, Dwarven, Goblin, Orc, Ratfolk, Undercommon
Arcane Bond (amulet)
Opposition Schools: divination, enchantment
Intense Spells +1
Force Missile 8/day (1d4+1)

STR 9
DEX 19
CON 12
INT 20
WIS 13
CHA 8

Darkvision 60ft
Speed: 20ft
Initiative: +4
HP: 21 (2d8 + 1d6 + 3con + 1class)

BAB: +1
AC: 16; Touch: 16; Flat-Footed: 12 (+4 dex, +1 wis, +1 size) +2 vs. animals
CMB: +0; CMD: 14
Saves: Fortitude +4; Reflex +7; Will +6
Evasion

Skills
*Acrobatics +10, *Craft(alchemy) +7 (untrained), *Disable Device +13, *Knowledge(arcane, dungeoneering, local, religion) +11 (+2 to identify creatures), *Perception +9, *Stealth +14, UMD +2 (1 rank)

Traits
Magical Knack (wizard)
Trap Finder

Alternate Racial Traits
Cornered Fury
Unnatural

Feats
Improved Unarmed Strike (1d4-1)
Kirin Strike
Kirin Style
Point Blank Shot
Precise Shot
Scribe Scroll
Stunning Fist (2/day, DC 12)

Money: 500gp

Melee +1
Ranged +6 (+1 if within 30ft)

Consumables
Acid Flask x1
Alchemist’s Fire x2
Holy Water x2
Liquid Ice x1
Potion – cure light wounds x2
Vermin Repellent x1

Other Gear: adventurer’s outfit (free, weightless), MW thieves’ tools, pearl of power (level one) x2, spell component pouch x2, wizard’s kit

Spellbook (CL 3)
(3/day) Cantrips: acid splash, arcane mark, bleed, breeze, dancing lights, disrupt undead, drench, flare, ghost sound, haunted fey aspect, jolt, light, mage hand, mending, message, open/close, penumbra, prestidigitation, ray of frost, resistance, root, scoop, spark, touch of fatigue

(3/day + school) Level One: adhesive spittle, burning disarm, burning hands, expeditious retreat, feather fall, grease, infernal healing, liberating command, mage armor, magic missile, magic weapon, monkey fish, obscuring mist, shield, silent image, thunderstomp, unseen servant, vanish


Correct choice for HP.

You can add spells as long as you could make the spellcraft roll by taking 10 and pay the cost, yes.

Or alternatively you can roll spellcrafts here.


Okay guys, lets get these characters put in their own aliases. Need to do that before we can start.

Also, Whack-a-Rogue, can you please at least rearrange your stats to be grouped how they are in my statblock? Thanks.


I should also point out, that I ended up not putting the flag in the center of the dungeon so much as a roughly even number of rooms away from the starting points of both teams. That seemed more fair, since the dungeons aren't really symmetrical, and it would be no fun if it was two rooms away for one group and seven for another.


Male (he/him) Aberration (bodysnatcher)

Sounds good. :-) I can easily make the Spellcraft by taking 10 (it's just a bunch of situational Level One spells). I'll have my alias up shortly, and everything will be formatted as per your specifications.


Great, thanks.


Human Sorcerer 9 HP: 52/56 | AC:20 T: 16 FF: 12 | Fort: +8 | Ref: +9 | Will: +10 | Perception: +18 Initiative: +5

Alias for Wondering_Monster

Profile is setup


Avatar
Vitals:
HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Whack's alias.


Male Dhampir
VITALS:
AC: 21, T: 11, FF: 20; HP: 28/28; F9, R:8, W:7;(+2 vs Enchant) CMD 18; CMB +6; Init: +4 ; Perc:-1
Anti-Paladin 3
Skills:
Bluff +11, Handle Animal +11, Intimidate +11, Sense Motive +5 

Heres mine


Zinkov wrote:
Heres mine

Can you put the statblock in the profile please?


Male Dhampir
VITALS:
AC: 21, T: 11, FF: 20; HP: 28/28; F9, R:8, W:7;(+2 vs Enchant) CMD 18; CMB +6; Init: +4 ; Perc:-1
Anti-Paladin 3
Skills:
Bluff +11, Handle Animal +11, Intimidate +11, Sense Motive +5 

Just did


Ok. Just waiting on the other team now.


Avatar
Vitals:
HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Sounds good. :-) We should probably establish a matching order and some go-to tactics to make GM's life easier in case of bottling.

I'm thinking I could scout 20-30ft ahead of everyone. If I notice anything, I can signal or something. During combat, I plan on focusing on enemy squishies with ranged touch attacks (I can deal up to 1d3+13 with ray of frost) but will try to keep a slot open for emergency spells if we get in over our heads. Thoughts?


Male Dhampir
VITALS:
AC: 21, T: 11, FF: 20; HP: 28/28; F9, R:8, W:7;(+2 vs Enchant) CMD 18; CMB +6; Init: +4 ; Perc:-1
Anti-Paladin 3
Skills:
Bluff +11, Handle Animal +11, Intimidate +11, Sense Motive +5 

Will be just behind you. Also smite will be reserved for other PC or powerful good outsiders

Touch of corruption as swift action to heal myself during combat


Avatar
Vitals:
HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Once the fighting starts, I'll be hiding behind you. I have decent AC and HP but am still a Wizard. Plus, because I'm using Kirin Style, my crazy cantrip damage takes 3rds to activate, and I'm a full spell level behind. Out of curiosity, why'd you take Spell Focus (conjuration)? I've never played an Antipaladin, so I don't know all their tricks.


From level 5 they gain either a weapon or a companion. Like the summon monster spell. So at level 5 i take augment summon and my companion will be buffed.

Just to give u a scary idea
At lvl17 my companion will be a :

Advanced Demon, Glabrezu (Pathfinder RPG Bestiary 0) 
CE Gargantuan outsider (chaotic, demon, evil, extraplanar) 
Init +1; Senses darkvision 60 ft.; Perception +28 
-------------------- 
Defense 
-------------------- 
AC 29, touch 7, flat-footed 28 (+1 Dex, -4 size, +22 natural) 
hp 234 (12d10+168) 
Fort +22, Ref +5, Will +13 
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 
-------------------- 
Offense 
-------------------- 
Speed 40 ft. 
Melee bite +19 (2d6+23) and 
. . 2 claws +19 (1d8+23) and 
. . 2 pincers +19 (2d10+23/19-20) 
Space 20 ft.; Reach 20 ft. 
Special Attacks rend (2 claws, 2d10+22) 
Spell-Like Abilities (CL 14th; concentration +21) 
. . Constant—true seeing 
. . At will—chaos hammer (DC 21), confusion (DC 20), dispel magic, greater teleport (self plus 50 lbs. of objects only), mirror image, reverse gravity, unholy blight(DC 21), veil (self only) (DC 23) 
. . 1/day—power word stun, summon 
. . 1/month—wish (granted to a mortal humanoid only) 
-------------------- 
Statistics 
-------------------- 
Str 41, Dex 13, Con 39, Int 20, Wis 20, Cha 24 
Base Atk +12; CMB +27; CMD 42 
Feats Cleave, Great Cleave, Improved Critical (pincer), Persuasive, Power Attack, Vital Strike 
Skills Bluff +30, Diplomacy +23, Intimidate +23, Knowledge (history) +20, Knowledge (local) +20, Perception +28, Sense Motive +20, Stealth +4, Use Magic Device +19; Racial Modifiers +8 Bluff, +8 Perception 
Languages Abyssal, Celestial, Draconic; telepathy 100 ft. 
-------------------- 
Special Abilities 
-------------------- 
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC. 
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks. 
Darkvision (60 feet) You can see in the dark (black and white vision only). 
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks. 
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. 
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks. 
Immunity to Electricity You are immune to electricity damage. 
Immunity to Poison You are immune to poison. 
Power Attack -4/+8 You can subtract from your attack roll to add to your damage. 
Spell Resistance (24) You have Spell Resistance. 
Summon Monster (level 4, 1 glabrezu 20% or 1d2 vrocks 50%, 1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr 
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language. 
Vital Strike Standard action: x2 weapon damage dice. 


Avatar
Vitals:
HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Very nice!

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