Jotunheimr (Inactive)

Game Master Torvald Torvaldson

Can our heroes defeat the coming giant menace?


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Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

Damn Daardra, you’ve been hitting the books hard!


Daardra feels confident that although the stones detect as strong magic (evocation) they seem to be from this plane. She confirms Eng's fire geode theory and remembers reading that the geodes needed to be fed fire from a dragon or similar source of extraordinary heat. She believes that they can be 'cracked' open with sufficient force if the word of opening is not known.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

Rest for the night in the secret room.

perception: 1d20 + 10 ⇒ (19) + 10 = 29


Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Saves:
Fort+12/Ref+8/Will+8(+10)
Skills:
Acro11,Clb15,Hel2,KnNat6,Percep19,Ride2,SM4,Stealth7,Surv11,Swim10

perception: 1d20 + 19 ⇒ (8) + 19 = 27


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

perception: 1d20 + 14 ⇒ (12) + 14 = 26


Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)

perception: 1d20 + 15 ⇒ (6) + 15 = 21


The party rests without incident.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

Gather up the stones and head back out into the foyer.

"A row of five half-columns splits this foyer, their crowns carved into small stone offering bowls. Beyond the foyer, a wide set of stairs descends to a recessed central chamber with three long prayer benches. The stone benches are cracked and covered with moss. Much of the ceiling has collapsed into piles of giant slate shingles. Shrubs and weeds grow through the floor, covering everything in verdant tangles. Along the west wall, two flights of stairs climb to raised balconies with cracked stone railings. The first staircase coils around a slender menhir topped with the crudely carved countenance of a heavy-browed fire giant. To the north, a set of steps climbs to a broad dais facing the benches. A huge fire pit fashioned from sheets of hammered black iron, bent and riveted together, stands upon the dais atop an ornately forged cast iron frame. A wide stone altar stands behind the fire pit, engraved with a giant helm with huge fangs. The altar and dais are draped in a thick blanket of stringy greenish moss."

Did we fully explore this area, go up the staircases, or did the battle prevent? Looking for other doors or anything we might have missed.

perception: 1d20 + 10 ⇒ (20) + 10 = 30


Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Saves:
Fort+12/Ref+8/Will+8(+10)
Skills:
Acro11,Clb15,Hel2,KnNat6,Percep19,Ride2,SM4,Stealth7,Surv11,Swim10

Assist looking around.

perception: 1d20 + 19 ⇒ (10) + 19 = 29


A thorough inspection of the ruins reveals nothing else of interest.


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

Rest before we move on to Minderhal.


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

um, do we know where Minderhal is?


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

Onward, continue up the valley.

perception: 1d20 + 10 ⇒ (6) + 10 = 16


Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Saves:
Fort+12/Ref+8/Will+8(+10)
Skills:
Acro11,Clb15,Hel2,KnNat6,Percep19,Ride2,SM4,Stealth7,Surv11,Swim10

Takes point.

perception: 1d20 + 19 ⇒ (6) + 19 = 25


You continue back along the branch of the valley you have been following. Perception rolls from the other 2 heroes please.


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

Follow the others, keeping eyes peeled.

perception: 1d20 + 14 ⇒ (17) + 14 = 31


Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)

Brings up the rear...always alert

perception: 1d20 + 15 ⇒ (1) + 15 = 16


Daardra cries out a warning just before a massive shadow passes over the party-Dragon!....

know nature DC 18:
It's actually a massive drake, distant non-magical cousin to dragons

....and a ball of caustic gas launches at the party bursting into a deadly cloud upon impact.

acid damage: 8d10 ⇒ (3, 8, 5, 8, 1, 3, 4, 7) = 39 + slowed if damaged
DC 22 FORT save for 1/2

Minit: 1d20 ⇒ 8
Dinit: 1d20 ⇒ 10

Daardra is able to act before the creature makes another pass, the rest of the party is still surprised and flat-footed.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

fort: 1d20 + 15 ⇒ (7) + 15 = 22

-19


Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Saves:
Fort+12/Ref+8/Will+8(+10)
Skills:
Acro11,Clb15,Hel2,KnNat6,Percep19,Ride2,SM4,Stealth7,Surv11,Swim10

fort: 1d20 + 12 ⇒ (16) + 12 = 28

-19


Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)

fort: 1d20 + 10 ⇒ (1) + 10 = 11

-39hp slowed


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

fort: 1d20 + 5 ⇒ (11) + 5 = 16

Cast Haste

-38 hp


on: 1d4 ⇒ 1 Daardra

The massive creature (14'+ long and 2,500+ pounds) flys by ripping at Daardra with its savage fangs:
bite: 1d20 + 18 ⇒ (2) + 18 = 202d8 + 10 ⇒ (2, 7) + 10 = 19

Flying out of melee as it passes and banking, preparing for another attack run.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

channel 1: 4d6 + 1 ⇒ (2, 5, 4, 5) + 1 = 17

-2


Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Saves:
Fort+12/Ref+8/Will+8(+10)
Skills:
Acro11,Clb15,Hel2,KnNat6,Percep19,Ride2,SM4,Stealth7,Surv11,Swim10

Attack it as it flies by and bites.

ghpa: 1d20 + 17 + 1 ⇒ (6) + 17 + 1 = 24
ghpa: 3d6 + 17 ⇒ (4, 3, 2) + 17 = 26

ghpa: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
ghpa: 3d6 + 17 ⇒ (4, 1, 6) + 17 = 28

ghpa: 1d20 + 17 + 1 ⇒ (13) + 17 + 1 = 31
ghpa: 3d6 + 17 ⇒ (5, 1, 3) + 17 = 26


Ghûn wrote:

Attack it as it flies by and bites.

You were surprised and unable to respond that round.

Initiative for the next round.

Minit: 1d20 + 7 ⇒ (16) + 7 = 23


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

Wasn’t that the second round? Breath weapon first round and bite second round?

Init: 1d20 ⇒ 13


Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Saves:
Fort+12/Ref+8/Will+8(+10)
Skills:
Acro11,Clb15,Hel2,KnNat6,Percep19,Ride2,SM4,Stealth7,Surv11,Swim10

Init: 1d20 + 2 ⇒ (5) + 2 = 7


Engwarth wrote:

Wasn’t that the second round? Breath weapon first round and bite second round?

[dice=Init]1d20

Because of her superior perception Daardra was able to act a round prior to the rest, who were still surprised.

Init for D and E.


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

-40 hp

-slowed & hasted-

init.: 1d20 + 9 ⇒ (14) + 9 = 23

cast heal hex on herself heal: 2d8 + 8 ⇒ (2, 2) + 8 = 12

-28 hp


Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)

-21 hp

init.: 1d20 + 5 ⇒ (5) + 5 = 10


on: 1d4 ⇒ 1

The lumbering beast flies by again, snapping at Daardra again and passing by before the party can respond with melee attacks.

1d20 + 18 ⇒ (6) + 18 = 242d8 + 10 ⇒ (2, 3) + 10 = 15


Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)

Throw Shuriken

Shuriken: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 1d2 + 6 ⇒ (2) + 6 = 8

Flurry of Blows 2: 1d20 + 11 ⇒ (18) + 11 = 29
damage: 1d2 + 6 ⇒ (2) + 6 = 8

Last Attack: 1d20 + 6 ⇒ (1) + 6 = 7

initiative for next round
init.: 1d20 + 5 ⇒ (20) + 5 = 25


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

initiative for next round
init.: 1d20 + 9 ⇒ (3) + 9 = 12

-43 hp

-sickened-


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

Channel 2: 4d6 + 1 ⇒ (2, 2, 6, 6) + 1 = 17

Exclude bad guy


Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Saves:
Fort+12/Ref+8/Will+8(+10)
Skills:
Acro11,Clb15,Hel2,KnNat6,Percep19,Ride2,SM4,Stealth7,Surv11,Swim10

Init : 1d20 + 7 ⇒ (20) + 7 = 27


Minit: 1d20 + 7 ⇒ (7) + 7 = 14

As the creature circles for another run Orett hits it with a shuriken. This time the party is ready for it and all but Daardra (need init for Eng) can get in a standard action before it flies past.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

init: 1d20 ⇒ 12


Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Saves:
Fort+12/Ref+8/Will+8(+10)
Skills:
Acro11,Clb15,Hel2,KnNat6,Percep19,Ride2,SM4,Stealth7,Surv11,Swim10

RAGE!

GHPA: 1d20 + 19 ⇒ (20) + 19 = 39
dam: 12d6 + 76 ⇒ (4, 6, 1, 6, 3, 3, 4, 4, 6, 3, 4, 1) + 76 = 121


With one might swing of his hammer, Ghun crushes the skull of the drake sending it spinning to its death before landing nearby in a heap.


Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Saves:
Fort+12/Ref+8/Will+8(+10)
Skills:
Acro11,Clb15,Hel2,KnNat6,Percep19,Ride2,SM4,Stealth7,Surv11,Swim10

Was it carrying any treasure or a map to its lair?

perception: 1d20 + 19 ⇒ (6) + 19 = 25


Ghûn wrote:

Was it carrying any treasure or a map to its lair?

[dice=perception]1d20+19

Sadly the map was destroyed during its death crash landing.


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

-maybe it ejected in a treasure map pod...any little parachutes floating down?-


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

Keep on towards Minderhal


The party continues on its way through the giant valley and late in the day make there way to a section where a small river runs through the center of the valley. The precipitous slopes of the rocky canyon walls are dotted with a few dozen dark cave entrances.


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

Peer at the cave entrances more intently perception: 1d20 + 14 ⇒ (9) + 14 = 23


Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)

I too shall look more intently at the caves.

perception: 1d20 + 15 ⇒ (13) + 15 = 28


Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Saves:
Fort+12/Ref+8/Will+8(+10)
Skills:
Acro11,Clb15,Hel2,KnNat6,Percep19,Ride2,SM4,Stealth7,Surv11,Swim10

Ghun joins Daardra and Orett.

perception: 1d20 + 19 ⇒ (13) + 19 = 32


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

perception: 1d20 + 10 ⇒ (5) + 10 = 15

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Pick your stats! 25 point pool. No more than one stat at 8 or lower.

Table: Ability Score Costs
Score Points
7 –4
8 –2
9 –1
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17


Download the player's guide

http://paizo.com/products/btpy9bsv?Pathfinder-Adventure-Path-Giantslayer-Pl ayers-Guide


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

I will join this adventure for whoever dares fight the giants will need healing!


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

I hate giants, count me in.

Coming soon as a Bloodrager.


Welcome noble Engwarth. I wish you well in the struggles to come.


'Naugrimm'-only OUR people can use that word!


Maybe someone will roll up Noldor.... ;p


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

Silmarillion is always a source of inspiration for names.


Naugrimm-You aren't worried about CHA being a primary stat for Bloodrager?


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

Bloodrager is totally MAD! Unless I am missing something (and please let me know if I am) you only need Cha for spells and you don't get spells until 4th level. Will try to get a magic item to boost Cha to 14.


That is a little wonky. The only thing that balances maybe is that they are a lot of combat focused and you have to spend a standard action to cast.


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

And going to do my best to avoid any spells that have a saving throw.

Probably similar spells to Uuranx, the class itself seems to have many similarities to Uuranx even though he is not at all a bloodrager.


Naugrimm-I like the claws abyssal power. 2 attacks (on full attack) at 1d6+3 each, then level up to magic, then 1d8, then fire damage. With demonic bulk (enlarge person) the damage dice is increased.

You can buff with magic by:
Greater magic fang + permanency (+5 hit/damage) or amulet of might fists
Deliquescent gloves +1d6 acid

A gang of related feats plus PA etc:
http://www.d20pfsrd.com/extras/community-creations/aliga-s-lab/feat-lists/u narmed-natural-weapon-feats/

Just throwing it out there in case you had not considered.


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

Interesting idea that I had not considered.

On the downside, you only have the claws while raging so you would need to have a decent magic weapon for times when you aren't raging. Also natural weapons only crit on a 20 and natural weapons also do not get iterative attacks, so at 11th level you will still only have 2 claw attacks when a regular weapon would get 3 attacks.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

where are Clint and Don?

We need some more arcane casting and some more damage dealers!

I think Ranger with favored enemy giant would be a good choice.


I've kind of soured on Ranger as a class. Great for tracking and some versatility but I don't think there is anything they do that a fighter doesn't do better. I think Hunter/Slayer are even better in most cases.

I think summoner is pretty cool-especially synthesist.

Inquisitor and Arcanist are interesting.

I don't think anyone has ever played a bard. Might be the only core class never played (NPCed once).


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*
Giant GM wrote:

I've kind of soured on Ranger as a class. Great for tracking and some versatility but I don't think there is anything they do that a fighter doesn't do better. I think Hunter/Slayer are even better in most cases.

I think summoner is pretty cool-especially synthesist.

Inquisitor and Arcanist are interesting.

I don't think anyone has ever played a bard. Might be the only core class never played (NPCed once).

Aragorn just rolled over in his grave.


I think Aragorn just made my point.

Gimli and Legolas were both much better killers. Gandalf beat all the heavy hitters-Saruman; Balrog; Great Orc; faced down the chief of the Nazgul at the gate; was the master strategist for the entire series of events up to and through the war.

Aragorn killed some uruk-hai sure, but can you list off all the things he killed otherwise?

Not best with a bow. Not best with a blade. Good at tracking. Good with Kingsfoil. Good at summoning the dead to do his dirty work.

Bah!

Rangers...

Weak sauce.

You could at least have gone with Drizzt to make a semi-real argument.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

Aragorn was a badass, he contested wills with Sauron using the palantir! And he was also good with the ladies, can you say Arwen and Eowyn!


I love that you continue to make my point for me.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

If I hadn't already created 2 characters that I am really interested in trying out I would create a human or half-elf ranger to show you the error of your ways.


And I would promptly make sure you were rolling up another character or make the Ranger beg for help from the rest of the party over and over again..


If Ranger is so awesome, why have you never single classed one? It's always trapper plus levels of rogue or some such. That tells me a ton of ranger levels by them self don't mean much. Besides tracking, what does Ranger do best?


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

I single classed Ranger a lot back in D&D and AD&D.

One of the main reasons I don't really want to play them or druids is because I don't like having to deal with an animal companion, druid at least gives you a choice to take a cleric domain, the ranger choice to bond with your other companions is kind of lame in my opinion. Another reason why I haven't played them in a while is because I loved playing me a Paladin for a while because Divine Grace is just so damned good. I love having good saves.

Rangers are good at killing stuff like fighters and barbarians. They can make good melee or ranged combatants. Though less hp than Barbs and worse armor than Fighters.

In a campaign like this where you know what flavor of bad guy you are fighting against favored enemy can be a fairly powerful ability.

They have 4 more skills than fighters, 2 more than barbarians. Almost as many skills as a rogue but with Full BAB instead of 3/4. Skills are a nice fringe benefit.

They gain spells which fighters and barbarians do not. Another fringe benefit.

They have two good saves where fighters and barbarians only have one.

If you pick the animal companion it can be a good flanking buddy, I just think they are a pain in the butt to deal with. I also feel that summoning is a pain in the butt too cause you have to deal with all the extra stats, attacks, etc, but think I am going to have suck it up with my Oracle and do summoning because of the limit on spells known and summoning monsters is pretty much always useful.


So that's a good argument to have a Ranger if the party size is 2-3 as it will cover a lot of bases.

If the party size is 4-5+ then you should go for more killing firepower provided by fighter/barb.

Rogue is I think at least as good with 2-3 PCs, especially unchained, as you can load in the sneak attack and flat-footed action.

I think slayer may be the best mix. Good BAB, 10HP/level, decent saves, sneak attack, traps/locks, plus studied opponent/quarry, and slayer talents. No worries about companion animal and no weak spells.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

When I was playing Caldir I compared Slayer v. Ranger/Rogue multi-class and it seemed to me that it was pretty much a wash. Slayer does have slightly better BAB.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

I just read bloodrager again and realized bloodline powers only apply while raging unless they specify otherwise. This makes a huge difference so I may rebuild Naugrimm as another class or scrap him entirely.


Makes the class much less appealing; Not a problem.


Ghun rocking the Paladin saves!


Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Saves:
Fort+12/Ref+8/Will+8(+10)
Skills:
Acro11,Clb15,Hel2,KnNat6,Percep19,Ride2,SM4,Stealth7,Surv11,Swim10

Not quite, but pretty respectable with the +2 luck bonus. And studied target is much better than favored enemy, it should be up almost all the time.


But you get the bonus at L1; Paly doesn't get the bonus until L2. Studied target is WAY better than favored enemy! See how much Ranger sukcs! :D


Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)
Saves:
Fort+12/Ref+8/Will+8(+10)
Skills:
Acro11,Clb15,Hel2,KnNat6,Percep19,Ride2,SM4,Stealth7,Surv11,Swim10

Now you got me thinking about a half-orc pally with Sacred Tattoo and Fate's Favored. Never fail a save!


Uuranx seems to do pretty well.


What does an Oread Monk 25 point buy look like? My guesses below:

Str 16
Dex 16
Con 16
Int 11
Wis 16
Cha 8

Str 18
Dex 14 (16)
Con 16 (14)
Int 10
Wis 15
Cha 8

Str 19
Dex 14
Con 14
Int 10
Wis 14
Cha 8

Str 20
Dex 13
Con 13
Int 10
Wis 14
Cha 8


All my guesses wrong!


Sad!

Regards,

The Donald


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

Forgot your “Defense” for Orett


Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)

Thanks!


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

Is Orett missing his unchained monk bonus feat?

Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

What am I missing with his AC?

+2Dex/+3Wis/+1Granite Skin=16


Male Oread Unchained Monk 8 AC:27/FF26/T24 HP:92 Init:+5 Melee: +15/+10 2d6+13 (x2) Ranged: +11/+6 1d2+6(x2)

Thanks, I had Dodge listed, than later thought it was my regular feat and changed it. ugh.

The AC includes the mage armor bonus, which hopefully is up.


TPK by young wolves! I love 1st level....


Why is Engwarth attacking himself?

HAHAHAHAHAHA!


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

That's the way I read it also, Classic!


Female Elf Witch 8 AC:19/FF16/T13 HP:60 Init:+9 Melee: run Ranged: +7 1d8 (19-20x2)

My first italics, I'm so excited!!


That's the spirit Clint! You are BOLD! You are italiced!

Well not sure about the italiced part, but you are bold. :D

Watch out for wolves Ang!


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

Eng felt sorry for the dogs and wanted to help them.


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

For real life gaming I am going to roll up some sort of healer.

If Gabe doesn't show, I can run my healer, if he does show I can run the wizard/EK.

What is the stat buy you gave to new guys?


Clint?


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

It was the 25 pt build on the d20 site


Human Oracle1/Pally(Hosp)7 AC:26/FF20/T17 HP:98 Init:+0 Melee: +13/+8 1d8+1d6+5(19-20x2) Ranged: +8/+3 1d8+5(x3)
LOH:
LOH:9/4d6+9
Channel:
Channel:9/4d6+9
O spells:
5/CLW, Bless
P spells:
1:Hero's Defiance,Divine favor,Lesser restore 2:Pally's Sacrifice,Shield other
Saves:
Fort+15/Ref+15/Will+15 (+2 v death)
Skills:
Acr:0 App:0 Blf:6 Cli:8 Dip:14 Dis:6 EA:0 Fly:0 HA:10 Hea:5 Int:6 Know-arc,dun,his,loc,nat,pla,rel:10 Per:10 Pro-Sail:5 SM:6 Spe:4 Ste:0 Sur:5 Swm:4 UMD:*

Each character gets 115 gp from the previous fight.

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