Doug M's Way of the Wicked (Inactive)

Game Master Douglas Muir 406

Follow the Way of the Wicked, the award-winning AP from Fire Mountain games.

The wickedness continues in Way of the Wicked Part II: The Dark Tower!


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Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Don't forget, I get some pretty useful spells, many at lower levels that the full casters. For instance, I get haste at level 4. I think that I might use the feat to get +1CL on haste unless someone else thinks another is better. That way I could haste 1 more of us per level from levels 4-6 (after level 7 I would be able to haste the whole party and Morsum anyway). Also, it will last one extra level which is nice.

If someone else thinks there is another good spell for a +1CL, let me know. Another thought was shield - it already lasts 2 minutes, but an extra minute is never a bad thing.

I would take the +2 Init trait, but that just seems like copping out and taking Reactionary at the beginning.

@DMDM - does Morsum get a trait as well? I assume that he and Bref will be doing sneaky training stuff together and learning to work as a flank and spank team.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

As far as the teamwork feat Stealth, Doug did you ever read my feedback on it? Do you agree it works as I said? It's effectiveness is lowered in that form but still very useful.

At this point I would still vote for it.

Trait proposal:

Empowered Madness:

Cardinal Thorn works with Dren to make his ability to infuse madness into the human mind more powerful.
* Gift of Madness (Su): You tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become confused for 1 round. A successful Will save negates the effect. This is a mind-affecting compulsion effect. At 7th level, the confusion lasts for a number of rounds equal to your oracle level. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 8x/Day.
You count your effective level in this ability as two levels higher than your current Oracle level. Effectively your DC for the save will increase by 1 and the confusion power will change how long it lasts at 5th level.

It's not as powerful as a feat like Spell Focus since that applies to many spells. It just fits in with his general character approach but I can certainly pick something else if you think it is too much for a trait.


Judge Tohram Quasangi wrote:


Thats a good boy. You follow your master and you will have much more like this, only fresher. The meat will be for you. The blood for me.
At this the Judge lets out an evil chuckle that reeks of one who enjoys causing pain to others.

I said to Gary a while back that I think this is a campaign that people have been waiting for for a long time without knowing it.

-- Okay, some personal stuff going on today and over the weekend, so posting will probably be light between now and Monday evening.

Doug M.


Judge Tohram Quasangi wrote:
Don't forget, I get some pretty useful spells, many at lower levels that the full casters. For instance, I get haste at level 4. I think that I might use the feat to get +1CL on haste unless someone else thinks another is better.

Ugh, Haste. -- No, it's okay. I allow it. It's just probably my single least favorite buff (as a DM).

Judge Tohram Quasangi wrote:

@DMDM - does Morsum get a trait as well?

No, and neither does Grumblejack. Knot members only.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]
Douglas Muir 406 wrote:
Judge Tohram Quasangi wrote:


Thats a good boy. You follow your master and you will have much more like this, only fresher. The meat will be for you. The blood for me.
At this the Judge lets out an evil chuckle that reeks of one who enjoys causing pain to others.

I said to Gary a while back that I think this is a campaign that people have been waiting for for a long time without knowing it.

-- Okay, some personal stuff going on today and over the weekend, so posting will probably be light between now and Monday evening.

Doug M.

If you want, I can switch him to a maniacal kill and maim uncontrolled evil psychopath, but that just does not seem like this module.

Also, I will look at the spells again and decide on which one would be most useful at +1CL.


Dren of the Dark Tapestry wrote:
As far as the teamwork feat Stealth, Doug did you ever read my feedback on it? Do you agree it works as I said?

I need to go back and look at that. Will do.

Gift of Madness, hm. You're giving a boost to what's already one of the most powerful domain abilities. At 5th level you'll have a pretty awesome Save-or-Suck blast... you'll be able to spam a 4th level spell equivalent 8 times/day with a DC 18 or higher Will save.

[sucks teeth] Well, I'll allow it.

Doug M.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

I think that I will just use the +1 CL on Shield. This will give the +4 shield bonus for an extra minute - might get 2 combats out of it occasionally.

When we get to level 4 I will take haste, but it will just be normal for that level.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

Trait

"For some their is honor in combat. For others there is survival and victory only. You Goblin are one of those.

Benefit: When you hit a foe you are flanking, you deal an additional 2 points of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

I just reskinned the existing Dirty Fighter Trait and then made it a little bit better because I am a greedy greedy goblin. The original trait is only a +1. What say you?


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'
Douglas Muir 406 wrote:
Dren of the Dark Tapestry wrote:
As far as the teamwork feat Stealth, Doug did you ever read my feedback on it? Do you agree it works as I said?

I need to go back and look at that. Will do.

Gift of Madness, hm. You're giving a boost to what's already one of the most powerful domain abilities. At 5th level you'll have a pretty awesome Save-or-Suck blast... you'll be able to spam a 4th level spell equivalent 8 times/day with a DC 18 or higher Will save.

[sucks teeth] Well, I'll allow it.
Doug M.

Thanks, if it ends up being too powerful then we can review it.

I think the big difference is that it only affects 1 creature vs. full fledged confusion affects a bunch. Confusion still has some limitations to it...like the creature can always act normally :]

I will add it to my character.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

confusion just removedm y character from a PFS game final fight the other night. 7 rds, I rolled a 26, 26, 27, 25, 28 and then attacked my party the other two times. We got incredibly lucky we didnt wipe. :)

You can cast it on Bref cause he is always confused so I assume it wont do anything to him


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Oh I have dropped many a confusion into a group of mooks and watch them destroy each other to my cleric's glee...usually doesn't catch the BBEG but it's useful to take a low level monster out of combat.

Wow that was a series of craptacular rolls...yes under those circumstances it would be very effective. That's why someone in your party should have cast dispel magic or maybe protection from evil on your character...


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

I already had pro eviled myself, just failed the role. We had already used out dispel magic earlier and I had the other scrolls lol


Okay, I'd like everyone to review their PC sheets now. Make sure you have all equipment and ready spells, if you would.

Doug M.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

We have our list now?


Edmin Al'Roth wrote:
We have our list now?

It's been more than three working days, or five in the event of adverse weather or national holidays. So, yes.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Since we got our spellbooks back, we still have a scroll of Shocking Grasp and a scroll of Invisibility. At the moment I have them scribbled onto Jax's sheet, but wanted to bring it up again in case Cimu wants the invisibility one. (Figured shocking grasp wouldn't have much use for anyone else!)
Edit: Jax's sheet should also be fully updated with all applicable spells/etc.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

yup updated


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Updated...and ready to go forth and confuse the world!!!! :]

Okay, I am done for the day, will check back in tomomrrow morning oh fellow evil beings...


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

After all that thinking, I went with +2 on the Initiative. Yeh, I am boring, but the +1 CL would have been great with a damage doing spell, but I don't have any and the extra round/minute just seem too situational. And I have good, not great, Will saves, so the other ones seemed to be less useful.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

@ Cy - did you contribute some to the cost of my Wand of Mage Armor?

@all - how much did we end up with? I thought it was 800 gold, please correct me if I am wrong.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

800 total


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

DM DM, do you want me to roll, take half +1 or either for Animal hp?


Init +4; Senses: low-light vision, darkvision 60 ft, scent; Perception +6, AC:32, HP:110/110; SR:10; Fort +12, Ref +8, Will +5; DR 5/good

Made Ragnar a alias also, to track him better.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Even the bloody dog has more health than jax does.

Edit; I re-read over what Dren said about stealth synergy and I think he's right .We don't get to use Bref's amazing stealth bonus, we just all get to roll and take whoever rolled highest. That doesn't mitigate the low stealth bonuses that a number of the party already have.

I'm going to change my vote and vote for Lookout It allows all of us to act on a surprise round as long as one ally can and if we can all normally act on a surprise round we get a move action in addition to the normal standard we get!!


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

I think that Lookout is very useful. We will be able to cast Invisibility before long if we really need our tanks to be stealthy. With Lookout, as long as we are close together, we all get to act in the surprise round which negates FF AC in the first round - also, players get a move and a standard action if both could normally act, which is very sweet. We need to be adjacent to each other, but we likely will be as long as Edmin bathes his hounds with reasonable frequency.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

Whatever folks want. Bref tends to be the wandering off and scouting type, so lookout is not the best for him. But I am easy on this one. I will abstain my vote and go with whatever folks agree on.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Judge Tohram Quasangi wrote:

@ Cy - did you contribute some to the cost of my Wand of Mage Armor?

@all - how much did we end up with? I thought it was 800 gold, please correct me if I am wrong.

Yep, earlier in this thread I said put me in for 20 percent of the wand and save a 5th of the charges for me.

On my notes and with a help of a friend to keep my game math straight, after adding the 300 from joining Team Evil I have 816 gp, that counts the normal rings (except the one we gave Rosa) and three additional books (not just the expensive ones we found). It was actually a little more but I just rounded down.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

I assumed all 5 rings + the expensive books were sold as part of party loot and divied them up to get that 500 per person number previously.


Stealth Synergy means that everyone rolls, you take the highest. Mind, if five people are rolling, your average roll is going to be about a 17 and it would be unusual to roll under an 12. But yes, it doesn't negate negative modifiers.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Jax Naismith wrote:
I assumed all 5 rings + the expensive books were sold as part of party loot and divied them up to get that 500 per person number previously.

There were also three other books not as valuable at 30 a piece or some such.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Douglas Muir 406 wrote:
Stealth Synergy means that everyone rolls, you take the highest. Mind, if five people are rolling, your average roll is going to be about a 17 and it would be unusual to roll under an 12. But yes, it doesn't negate negative modifiers.

My real world math sometimes screws up with my game math, would not the average still be 11? Is the 17 from Bref's bonus?

I will go with what the group deems best. I see advantages for Stealth and Lookout (although isn't that rather very situational? Surprised and we have to be all adjacent? If we do that we are just asking to be jumped.) I got some suggestions regarding the Arcane Team feats but is it true that we wont be able to use it for the spellcasters because we are too varied on our spells?


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

I will be at -3 Stealth with my armor check. So you know.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Examples

5d20 ⇒ (11, 18, 9, 3, 12) = 53 = 18 stealth base

5d20 ⇒ (2, 1, 9, 6, 19) = 37 = 19 stealth base

5d20 ⇒ (17, 15, 1, 5, 5) = 43 = 17 stealth base


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Douglas Muir 406 wrote:


-- Okay, some personal stuff going on today and over the weekend, so posting will probably be light between now and Monday evening.

Have a good weekend DM, I can actually post today but have finals coming and work the whole weekend. I will still post though.

Cуровую has been leveled up since you let us know but I will finish up her gear no later than Monday, I'll also work on a trait suitable for the three months of training.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Edmin Al'Roth wrote:
Examples

I see, it's NOT technically the average which I was looking at, its the best roll, got it.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Douglas Muir 406 wrote:
Did anyone ever throw a rank at Knowledge (Dungeoneering)?

I have most (not all) Knowledge skills, Cуровую's Knowledge Dungeoneering +8


Okay gang, I'm getting on a plane. Nothing for the next 12 hours or so.

cheers,

Doug M.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

Since DMDM is gone and so many of you were sharing pics and all. For your entertainment here is the trailer of a movie that I was involved with. I was one of the three guys

HERE


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond
Edmin Al'Roth wrote:

Examples

5d20 = 18 stealth base

5d20 = 19 stealth base

5d20 = 17 stealth base

Well if we rolled like that it might be useful. I guess both will be pretty circumstantial. How frequently will we be walking in a line during an ambush and how frequently will we be trying to sneak as a group, given that we may have a giant and a warrior with -3 stealth along? Possibly about equal..maybe we should roll for which to get :D Odds/Evens?


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond
Bref wrote:

Since DMDM is gone and so many of you were sharing pics and all. For your entertainment here is the trailer of a movie that I was involved with. I was one of the three guys

HERE

That was..vaguely creepy! Did it get shown in indie theatres?


Have fun!


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

played for myers film fest. had a few screenings in NYC. thats all i know of


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

That does look creepy.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

I figure that we have players with decent perception. As long as one person adjacent to another makes their perception check, then it is free actions. Also, with Bref and his mega-dex, we want him to go in the surprise round so that he is not being caught FF. Obviously this is very situational, but could easily be the difference between TPK and success.

Stealth is also important, but if we are sneaking, even if we get a natural 20 - which should be about 1 in 3, this is still only a 17 for Edmin, decent, but he ain't gonna sneak past anyone who is not asleep or drunk.

Morsum can take a teamwork feat, but he has very few feats, so this would be expensive.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Next level I can take stealth as a skill giving me a big +6 - 5 armor check = +1 !

I am not a ninja.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Team work feat are very situational, and at times hard to execute. I would think Morty would be better off taking combat or any other non TM work. I am going to have my hound take a few once he gits his 3 Intel. but that is because he is basically an extension of my DPS and goes pretty much where I go.


Init +4; Senses: low-light vision, darkvision 60 ft, scent; Perception +6, AC:32, HP:110/110; SR:10; Fort +12, Ref +8, Will +5; DR 5/good

Rolling for HP.
1d8 ⇒ 5


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Edmin and Ragnar are ready and equipped.


I'm likely out of pocket for another day, but you may want to discuss party marching order and such. Also, let's finalize those teamwork feats...

You got through orientation and training at the mansion without any casualties (though it was a close-run thing -- Bref nearly got a Level Two Correction, and a bad roll would have ended Jax's career). Let's see how y'all do with the Final.


Bref wrote:


I just reskinned the existing Dirty Fighter Trait and then made it a little bit better because I am a greedy greedy goblin. The original trait is only a +1. What say you?

I'll let you have either +1 as per Dirty Fighter, or +2 but it's treated like sneak attack damage (doesn't get multiplied and doesn't work against foes that are immune to SAs).

Doug M.

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