The Inheiritance of the Crimson Sun (Legacy of Fire AP in Dark Sun)

Game Master Sebecloki

Maps and Images:

Battlemaps:

Current Encounter Maps:

Myceloid Cavern
Earth Drake Layer: Overview
Earth Drake Layer w/our Grid
Earth Drake Layer w/ Grid

Battlemaps
Hex Grid

The Ruins of Kalidnay
The Ruins of Kalidnay I: The Ceramic Desert and Outskirts of New Kalid
The Ruins of Kalidnay II: Elder Kalidnay and the Diamond Mines of Khnum-Khamunkhephres
The Ruins of Kalidnay III: The Iridescent Desert and Magma Lake

Setting Maps

The Free City of Tyr
The Ruins of Yaramuke
The City State of Raam

The World of Athas

World Map I
World Map II
World Map III

Some additional ideas from the 'Arena' discussion forums of Athas.org that I will be using for this fan-created expansion of the Dark Sun world map include ideas from the following threads:

East side of the Sea of Silt

Beyond the Tablelands

And here are some ideas I will be incorporating in some fashion if Spelljamming ever comes up:

Dark Sun Sphere

The Tablelands and Beyond

The Tablelands I
The Tablelands II
The Tablelands and Beyond I
The Tablelands and Beyond II

Giuestenal

The Ruins of Giustenal
New Giuestenal

Chapter One: The Howl of the Carrion King

Tyr Region

The Ruins of Kalidnay Overview

The Riese: Levels 1-2
The Riese -- Side Perspective

The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- Overview
The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- The Spires of Apep: The Central Keep

Destiny's Chariot -- Overview
Destiny's Chariot -- Detail

Trading Post of Kelmarane I
Trading Post of Kelmarane II

Battle Market of Kelmarane -- Ground Level
Battle Market of Kelmarane -- Second Level

Temple of Elemental Earth of Kelmarane

Guard Post I
Guard Post II

Sulfuric Baths of Kelmarane -- Overview
Sulfuric Baths of Kelmarane -- Detail

Guild Hall of Kelmarane

Mills


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Male Halfling psion (nomad)/rogue (cutpurse+scout) 6 / elocater 2 / trickster 3 W38 V127 ~ AC33 tch22 ff21 ~ F+12 R+19 W+14 ~ CMD29; Init+17 Per+18; spot traps within 10' d20+22

I'll be taking one gestalt psion/rogue, and two Elocater

That'll give me 4 more powers...
Astral Caravan (astral projection)
Sharpened Edge (adds keen property)
Touchsight (similar to blindsight)
Guarded Sleep (protects from mind-affecting during sleep plus some other stuff)

Four feats
Gravitic Stability (don't take penalties for fighting in air plus other Elocater stuff)
Nomad's Jump (elocater stacks with psion nomad for nomad's step distance - now 60')
Deft Maneuvers
Greater Dirty Trick


ton of Class Abilities:
Aerial Acrobatics (Su)
The elocater adds her ranks in Acrobatics as a bonus to any Fly checks,
and her ranks in Fly as a bonus to any Acrobatics checks, due to her
ability to control her personal gravity. She also treats all Acrobatics
checks to jump as if she had a running start.

Personal Gravity (Su)
As long as the elocater is within 1 foot of a sufficiently stable solid
or liquid surface, she can change her personal gravity with a thought
(free action). As a result, she may move on walls, ceilings, etc. as if
they were level floors, including being able to run, jump, and take 5′ steps.

Personal gravity is constantly active, even when unconscious, unless the
elocater deliberately suppresses it (a free action), is heavily
encumbered, or is slain. If the elocater is carrying a medium load or
wearing heavy or medium armor while using personal gravity, her speed
reduces to 10 feet per round.

Scorn Earth (Su)
At 1st level, an elocater’s feet lift from the ground. From now on, she
can float a foot above the ground, but still move and act as if she
were standing on solid ground. At distances greater than 1 foot from
any sufficiently stable surface, her speed diminishes to 10 feet per
round, but she can move in any direction (including straight up or
down). Melee and ranged attacks suffer increasing penalties as if she
were the subject of the defy gravity power.

Scorn earth is constantly active, even when unconscious, unless the
elocater deliberately suppresses it (a free action), is heavily
encumbered, or is slain. If the elocater is carrying a medium load or
wearing heavy or medium armor while using scorn earth, her speed
reduces to 10 feet per round.

>Gravitic Stability (feat) Any time your movement speed would be reduced to
10 ft. as a result of using personal gravity or scorn earth (such as
from wearing heavy armor or being more than 1 ft. away from a stable
surface), your speed is instead reduced to 10 ft. plus any bonuses to
your movement (such as from freerunning). You do not take any penalty
for attacking while using scorn earth at distances greater than 1 ft.
from the ground or a stable surface. You gain a bonus to your CMD equal
to your elocater class level against any bull rush or trip attempt.

Terminal Velocity (Su)
As long as either personal gravity or scorn earth is active, if the
elocater would be in a position to fall (for example, stepping over a
pit), she instead hovers at her current position, as if standing on
solid ground. As a move action, she can safely float or jump down 30′
(she can float down an additional 30′ per additional move action spent
in this way).

Freerunning (Ex)
Beginning at 2nd level, an elocater’s land speed increases by 10 feet.
This is treated as a circumstance bonus (it does not stack with
terrain-based circumstance bonuses, such as the circumstance bonus from
using skate on a decline). This bonus increases to 20 feet at 5th level
and to 30 feet at 8th level.

Spatial Awareness (Ex)
Beginning at 2nd level, an elocater’s hyperawareness of spatial
relations lets her use the battlefield to her advantage. When she
attacks with a bonus from higher ground or is flanking the attacked
enemy with an ally, the first attack she makes against that enemy each
round gains a +2 insight bonus to her attack roll and damage roll (if
the attack hits). Furthermore, due to her ability to reorient herself,
enemies no longer gain a bonus when attacking her from higher ground.
At 5th level the insight bonus increases to +4, and at 8th level the
insight bonus increases to +6.

...and I agree... most targeting for spells require line of effect if not line of sight.

Also, I took foe-biting last mythic level on my sword, I will change it. I like Hamza's suggestion to make it act as a confirmed crit - if that works for you.


2 people marked this as a favorite.

For foe-biting, that's fine with me -- I think it makes sense for the players to work out stuff like that among themselves so everyone feels like the game is fair.

Ok -- I'm sticking with the ruling based on my research that Total Cover inhibits telekinesis.

Generally, I want to reiterate I'm not a dictatorial GM -- I think I know a decent amount about this game, but I'm just reading reddit and discussion threads, and using optimization netbooks, so I'm not an original-thinking rules maven by any means.

I'm always open to being corrected, or shown something I missed, and I think you can see I'll quickly make adjustments if I'm clearly wrong.

I see the rules to a certain extant as something we're all collaborating on, and I'm just stepping in to make adjudications when necessary.

The main think I see that I'm controlling as the DM is the story and setting.


Damage (0) Wounds (36/44) Vigor (56) AC (34/25/29, +4 Stone Shield, +2 Air) Saves (9/9/15, +4 Hardy) Initiative (+7) Lvl 1 (6/6) Lvl 2 (4/5) Lvl 3 (4/4) Sword Spells (3/5) Mythic (7/9) Sword Surge (2/2) Acid Dart (9/9)

Totally fine with telekenisis ruling.

And for foe biting, am I understanding it that it just means you don’t need to roll to confirm now?

Example: Foe Biting Scythe needs a 20 to crit. No need to roll to confirm and stays x4 damage

Foe Biting Simitar needs an 18-20 to crit. No need to roll to confirm and stays x2 damage.


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield

Whoops, somehow I got un-subscribed from this thread and missed all the discussion.

I would agree that blindsense isn't enough to give "line of sight" for spell effects. It just lets you know what square things are in, it's not precise enough for spell targetting. I'd suggest the exception would be any type of spell that requires an attack roll, as you can fire those at targets you can't see anyway--you'd just have the normal 50% miss chance. Spell grapple attacks are a bit of a gray area since grapples are sort-of attacks, but they'd definitely at least suffer a 50% miss chance. Total Cover (as opposed to concealment/invisibility) pretty much blocks all spell effects unless they specify otherwise.

I'll have to think about leveling up. Watching you guys it's clear that Ri'Kli'Klek isn't even on the same level when it comes to optimization.


Amunet-Ra wrote:

I have to admit with all the special abilities etc. going on this is really difficult.

Blindsense said wrote:


Blindsense lets a creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Perception checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent that cannot be seen has total concealment (50% miss chance) against a creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
Blindsight would make invisibility irrelevant to you, but blindsight doesn't. You could make physical attacks with a 50% miss chance (which could not be done without blindsense that easily), but spells need line of sight/effect.

I think you're right -- I rolled 50% failure chance for some of his attacks, and enough will still hit to kill the invisible rogue, so the outcome is still the same.


Ri'Kli'Klek wrote:

Whoops, somehow I got un-subscribed from this thread and missed all the discussion.

I would agree that blindsense isn't enough to give "line of sight" for spell effects. It just lets you know what square things are in, it's not precise enough for spell targetting. I'd suggest the exception would be any type of spell that requires an attack roll, as you can fire those at targets you can't see anyway--you'd just have the normal 50% miss chance. Spell grapple attacks are a bit of a gray area since grapples are sort-of attacks, but they'd definitely at least suffer a 50% miss chance. Total Cover (as opposed to concealment/invisibility) pretty much blocks all spell effects unless they specify otherwise.

I'll have to think about leveling up. Watching you guys it's clear that Ri'Kli'Klek isn't even on the same level when it comes to optimization.

You can rebuild some if you want -- other characters have done some significant re-tooling along the way. There's always the excuse of 'retraining' to justify it rules wise.


2 people marked this as a favorite.

We've had a lot of turn over and this game has been going on for awhile now, so, in addition to the level-up, be on the lookout for a "The Story Thus Far" post where I'm just going to re-summarize what's happened and who the major people/places/things in the story are.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

Can we officially start to level? There's a lot to do(at least for me) so I'd like to get started asap.


Yeah -- go ahead and start getting it together now that this combat is over, but don't post the final version it in your profile until I give the go-ahead.

I wanted to give about a week for people to work on details because of just the issue you're raising. I think everyone will have a lot of options to weigh.

In the meantime I want to do some pure RP interaction and/or spleunking in the tomb, do my summary post of the story, and introduce Doomed Hero's character.

So, I'm hoping this can be a bit of a 'down time' where we can keep posting and moving the story along, but also sort of pause action/combat wise while we upgrade.


summary post up from Slavathras -- let me know if that works or I need to explain some more stuff.


Male Halfling psion (nomad)/rogue (cutpurse+scout) 6 / elocater 2 / trickster 3 W38 V127 ~ AC33 tch22 ff21 ~ F+12 R+19 W+14 ~ CMD29; Init+17 Per+18; spot traps within 10' d20+22
Rilkus Ironhand wrote:

And for foe biting, am I understanding it that it just means you don’t need to roll to confirm now?

Example: Foe Biting Scythe needs a 20 to crit. No need to roll to confirm and stays x4 damage

Foe Biting Simitar needs an 18-20 to crit. No need to roll to confirm and stays x2 damage.

My understanding is that you spend a legendary surge from your weapon to double your damage.. not including precision or special damage (ie sneak attack and flaming). Therefore whether your weapon is a x2, x3, or x4 crit.. it would just be x2 with the foe-biting.

Taking that further.. where it says to spend two points on a crit to double crit damage, I would say you would still only spend one and add one to the crit multiplier. (So with a legendary surge the crit multiplier for a normally x3 weapon would be x4)


Damage (0) Wounds (36/44) Vigor (56) AC (34/25/29, +4 Stone Shield, +2 Air) Saves (9/9/15, +4 Hardy) Initiative (+7) Lvl 1 (6/6) Lvl 2 (4/5) Lvl 3 (4/4) Sword Spells (3/5) Mythic (7/9) Sword Surge (2/2) Acid Dart (9/9)

Jimbli:

The problem was that doubling damage was too powerful. The proposed fix was to have auto confirm crits. So I was just trying to make sure that I understand the fix right. In that you have to threaten a crit, and can then with foe biting spend a mythic point to auto confirm.


Male Halfling psion (nomad)/rogue (cutpurse+scout) 6 / elocater 2 / trickster 3 W38 V127 ~ AC33 tch22 ff21 ~ F+12 R+19 W+14 ~ CMD29; Init+17 Per+18; spot traps within 10' d20+22

Well for one you are limited by how many legendary surges your weapon has. (It starts with 2, and requires investment to increase it by two)

Also, the real issue I see with it as written is if you have sneak attack or a weapon with a high crit modifier you are going to do insane damage which (with sneak attack) significantly increases as you level.

I can see where you'd read Hamza's suggestion that way, but I read it as what I've stated...

Hamza wrote:
"Personally, I think instead you turn the attack(s) into an automatically confirmed critical hit(s), but with the standard limitations in place. So, you double your strength, but not frost or sneak attack damage."


Damage (0) Wounds (36/44) Vigor (56) AC (34/25/29, +4 Stone Shield, +2 Air) Saves (9/9/15, +4 Hardy) Initiative (+7) Lvl 1 (6/6) Lvl 2 (4/5) Lvl 3 (4/4) Sword Spells (3/5) Mythic (7/9) Sword Surge (2/2) Acid Dart (9/9)

Great breakdown! Thanks for the recap. There's a growing list of dramatis personae, with multiple plot points. That kind of post is very useful.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

It's not just sneak attack that's doubled with foe-biting, it's all damage, including the +2d6 acid from Rilkus weapon.

Note that this is just the base damage. Ie, Hamza hit with his weapon(and had foe biting) it would double whatever 1d6+3 is.

However, for the sake of argument, let's say he gets 2d6 sneak attack(through stances) and a +1 weapon with 1d6 frost.

You then double the full final total.

Now, here's where it gets extra ridiculous: That's without a crit.

Hamza's weapon is only a x2, but imagine it was a x3 weapon:

You roll 3d6+12(base dmg) for the crit but then you still double the result via foe biting.

3d6 + 12 ⇒ (3, 2, 3) + 12 = 20 x2 = 40 + 2d6 ⇒ (6, 4) = 10 sneak attack and 1d6 ⇒ 3 cold x2 = 26 extra damage.

That ends up being 66 total damage on one hit. At level 4.

That's without any sort of extra attacks, or maneuver strikes, or buffing, or any other ways to increase his damage output.


Damage (0) Wounds (36/44) Vigor (56) AC (34/25/29, +4 Stone Shield, +2 Air) Saves (9/9/15, +4 Hardy) Initiative (+7) Lvl 1 (6/6) Lvl 2 (4/5) Lvl 3 (4/4) Sword Spells (3/5) Mythic (7/9) Sword Surge (2/2) Acid Dart (9/9)

Honestly it seems best to ban it. If we can use is then so can our enemies. And I’d prefer not to be one shotted


Male LN Human gestalt unchained monk/psion (kineticist) 6 | overmind 3 | Vigor 137/137 | Wound 36/36 | AC 30 t 23 ff 23 | CMB+21 CMD 36 | F+11 R+12 W+11 | Init +12 | Perc +13, SM +13 | Speed 50ft | Stunning Fist: 6/6 | Ki: 7/7 | Power Points: 55/73 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Extended Attack: 8/8 | Empowered Attack: 7/7 | Active conditions: none

Level 5 vigor point roll: 1d10 ⇒ 9


Male LN Human gestalt unchained monk/psion (kineticist) 6 | overmind 3 | Vigor 137/137 | Wound 36/36 | AC 30 t 23 ff 23 | CMB+21 CMD 36 | F+11 R+12 W+11 | Init +12 | Perc +13, SM +13 | Speed 50ft | Stunning Fist: 6/6 | Ki: 7/7 | Power Points: 55/73 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Extended Attack: 8/8 | Empowered Attack: 7/7 | Active conditions: none

Will probably finalize and update character sheet by end of this coming weekend.

[u]Unchained Monk/Psion (Kineticist) 5, Overmind 3 (Mythic)[/u]

Vigor Points +17 (1d10+8: FCB+1, Psionic Body+4, Mythic+3)
Base Attack Bonus +1
Feats
- Psionic Meditation: Become psionically focused as a move action
- Psionic Talent (+3): Gain additional power points

Skills:

Acrobatics +1
Autohypnosis +1
Heal +1
Knowledge (planes) +1
Knoweldge (psionics) +1
Perception +1
Sense Motive +1
Spellcraft +1
Stealth +1
Survival +1
Handle Animal (background) +1
Knowledge (geography) (background) +1
Knowledge (history) (background) +1
Sleight of Hand (background) +1

Unchained Monk class features:

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Style Strike (Ex): At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.

Defensive Spin: The monk spins about, confounding his foe. If the attack hits, the monk gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of his next turn. This bonus does not stack with itself. The monk must attack with a fist to use this style strike.

Elbow Smash: The monk follows up a punch with a strike from his elbow. If the attack hits, the monk can make an additional attack using the same attack bonus as the punch at a –5 penalty. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal. The monk must attack with a fist to use this style strike.

Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk's flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.

Foot Stomp: The monk stomps on a foe's foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe's movement is restricted. Until the start of the monk's next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk's CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike.

Hammerblow: The monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The monk must attack with a fist to use this style strike, but must have both hands free.

Head-Butt: The monk slams his head into his enemy's head, leaving his foe reeling. If the attack hits and the foe is of the same size or one size smaller than the monk, the monk can make a free combat maneuver check against the target of this strike (using the base attack bonus of the attack used to hit the foe). If the foe is not of the same creature type as the monk, the monk takes a –8 penalty on this check. If the check is successful, the target is staggered for 1 round. Creatures without a discernible head are not affected by this style strike (subject to GM discretion). The monk must attack with a head-butt to use this style strike.

Knockback Kick: The monk attempts to knock his foe back with a powerful kick. If the attack hits, the monk can attempt a free combat maneuver check against the foe (using the base attack bonus of the attack used to hit the foe). If the check is successful, the foe is knocked 10 feet directly away from the monk. This distance increases by 10 feet for every 5 by which the check exceeds the foe's CMD, to a maximum distance equal to the monk's fast movement bonus. This movement does not provoke an attack of opportunity. The foe stops moving if it strikes another creature, barrier, or otherwise solid object. The creature is not knocked prone by this movement. The monk must attack with a kick to use this style strike.

Leg Sweep: The monk attempts to sweep his foe's leg, knocking the opponent down. If the attack hits, the monk can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. The monk must attack with a kick to use this style strike.

Shattering Punch: The monk delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. The monk must attack with a fist to use this style strike.

Spin Kick: The monk spins about, delivering a kick his foe did not expect. The monk makes his attack against the foe's flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The monk must attack with a kick to use this style strike.

Psion Class features:

Power Points: +13 (Psion+8, INT+2, Psionic Talent+3)
Manifester Level 5 (max 5pp per manifestation)

New powers
3rd-level
- Energy Bolt, Lanis’: Deal 5d6 energy damage in 120-ft. line.
- Energy Cone: Deal 5d6 energy damage in 60-ft. cone.

Overmind features:

Mythic Power+2
Mythic feat Psionic Meditation (Mythic) - don't provoke AoO, regain all foci at once, expend mythic power to re-focus as a free action
Path ability Pyrokinetic Maelstrom

Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Strategies
- Repeated Psionic Fist big shot: Per Psionic Fist (and Psionic Fist Mythic), when Rokan expends his psionic focus he deals and extra 4d6 damage on unarmed strike. Psionic meditation means he'll be able to regain his focus much quicker (a move action) and practically use this ability many more times in a single combat encounter.
- High energy: continue augmenting Energy Missile (but with a higher cap, more damage dice).Energy bolt and energy cone provide extra shapes for versatility. Pyrokinetic Maelstrom takes the place of Energy Burst, fixed on fire energy type but at much higher damage (2d6 per tier).


Rilkus Ironhand wrote:
Great breakdown! Thanks for the recap. There's a growing list of dramatis personae, with multiple plot points. That kind of post is very useful.

I'll probably try to do this intermittently -- we're at a number of posts now (well beyond 1,000), that I don't think we can expect any newcomers to read through the previous game, and the high turn over has also, I am afeard, made the story difficult to follow in places with the rapidly rotating cast of characters.

I think you and Rokan are the only two left out of the original group at this point!


Male LN Human gestalt unchained monk/psion (kineticist) 6 | overmind 3 | Vigor 137/137 | Wound 36/36 | AC 30 t 23 ff 23 | CMB+21 CMD 36 | F+11 R+12 W+11 | Init +12 | Perc +13, SM +13 | Speed 50ft | Stunning Fist: 6/6 | Ki: 7/7 | Power Points: 55/73 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Extended Attack: 8/8 | Empowered Attack: 7/7 | Active conditions: none

I would even suggest linking the latest relevant summary post(s) in the campaign header for quick reference.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

Seb,

I would like to take 2 levels in Mage Hunter but need to put 5 ranks into Spellcraft and take Step Up as my 5th level feat to do so. I can do both of these things with this level up.

Will you allow me to take the 2 levels now, or must I wait till I'm 6th level?


AC 39/36/36 | CMB/D 27/45 | Vig 151/151 Wnd 68/68 (20) | F+20 R +19, W +18; +2 vs. enchantments, +2 charm Init +24; Senses darkvision 120 ft., low-light vision*4; Perception +42 | Speed: 90 (Spider Climb + Dandelion Treat) | Defensive Abilities danger sense +2, evasion, uncanny dodge, vigor; DR 5/silver; Immune sleep, disease, enchan; Resist cold 10, electricity 10, fire 12; Fast Healing 2

Real good idea!

So many questions though. For my part, this new level comes very fast after building the character and then the template.
It's right, this is very much rocket tag now somehow, i'm scared to go into melee!

How would taking the two levels of PrC instead of a mythic tier work?
Horizon Walker would bring some nice abilities, the question though is, what favored terrains to take and where the campaign will go in that regard.
I reckong we should also meet all the criteria of the prestige class?


Male LN Human gestalt unchained monk/psion (kineticist) 6 | overmind 3 | Vigor 137/137 | Wound 36/36 | AC 30 t 23 ff 23 | CMB+21 CMD 36 | F+11 R+12 W+11 | Init +12 | Perc +13, SM +13 | Speed 50ft | Stunning Fist: 6/6 | Ki: 7/7 | Power Points: 55/73 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Extended Attack: 8/8 | Empowered Attack: 7/7 | Active conditions: none
Stunning Fist (combat), Core Rulebook wrote:
Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Gestalt clarification question: does gestalting count the two classes as separate levels for such a purpose? I.e., would the psion levels count as "classes other than monk", or is it (as my intuition tells me) levels in a "gestalt combo" that simply conveys the benefits of each class but are still inseparable levels?


Male LN Human gestalt unchained monk/psion (kineticist) 6 | overmind 3 | Vigor 137/137 | Wound 36/36 | AC 30 t 23 ff 23 | CMB+21 CMD 36 | F+11 R+12 W+11 | Init +12 | Perc +13, SM +13 | Speed 50ft | Stunning Fist: 6/6 | Ki: 7/7 | Power Points: 55/73 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Extended Attack: 8/8 | Empowered Attack: 7/7 | Active conditions: none

Character sheet updated.


Hamza Mīnakshi wrote:

Seb,

I would like to take 2 levels in Mage Hunter but need to put 5 ranks into Spellcraft and take Step Up as my 5th level feat to do so. I can do both of these things with this level up.

Will you allow me to take the 2 levels now, or must I wait till I'm 6th level?

I'm a little confused by your question -- if you qualify at 5th level, you can take the prestige class levels, you don't need to qualify at 4th.


Rokan the Ascetic wrote:
Stunning Fist (combat), Core Rulebook wrote:
Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Gestalt clarification question: does gestalting count the two classes as separate levels for such a purpose? I.e., would the psion levels count as "classes other than monk", or is it (as my intuition tells me) levels in a "gestalt combo" that simply conveys the benefits of each class but are still inseparable levels?

yeah, you count as a 5th level, not a 10th level character, if I understand your question.


Amunet-Ra wrote:

Real good idea!

So many questions though. For my part, this new level comes very fast after building the character and then the template.
It's right, this is very much rocket tag now somehow, i'm scared to go into melee!

How would taking the two levels of PrC instead of a mythic tier work?
Horizon Walker would bring some nice abilities, the question though is, what favored terrains to take and where the campaign will go in that regard.
I reckong we should also meet all the criteria of the prestige class?

What are your specific questions about the PrC option?

For terrain, the next locations I have in mind besides the current ones in the ruins of Kalidnay are Kelmarane, which is a desert oasis town, Balic, which is a costal city on the shores of the estuary of the forked tongue, Raam, which is an inland city in the desert.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

Since we're getting both base class levels and PrC levels, I wanted to make sure I could take levels in the PrC at the same time I would meeting the pre-reqs.

Normally, you need to wait the till the level after you meet the pre-reqs to take the first level. So, if you needed BAB+5 and you're a fighter, you would gain that at fifth level, and then take your first PrC level at 6.

However, with this, it's not an either or. I'll meet the pre-reqs with the levels I get in Harbinger/Stalker, and being 5th level, so can I also take the PrC?

I'm guessing if we chose the two levels in a PrC option, we don't get a feat for technically being 7th level right?


Hamza Mīnakshi wrote:

Since we're getting both base class levels and PrC levels, I wanted to make sure I could take levels in the PrC at the same time I would meeting the pre-reqs.

Normally, you need to wait the till the level after you meet the pre-reqs to take the first level. So, if you needed BAB+5 and you're a fighter, you would gain that at fifth level, and then take your first PrC level at 6.

However, with this, it's not an either or. I'll meet the pre-reqs with the levels I get in Harbinger/Stalker, and being 5th level, so can I also take the PrC?

I'm guessing if we chose the two levels in a PrC option, we don't get a feat for technically being 7th level right?

yeah that's fine -- you can take it as long as you qualify at 5th.

You'd get one extra feat too I suppose, I hadn't thought of that.


Damage (0) Wounds (36/44) Vigor (56) AC (34/25/29, +4 Stone Shield, +2 Air) Saves (9/9/15, +4 Hardy) Initiative (+7) Lvl 1 (6/6) Lvl 2 (4/5) Lvl 3 (4/4) Sword Spells (3/5) Mythic (7/9) Sword Surge (2/2) Acid Dart (9/9)

Traveling with family for next three days. Will try to post if able.

Also man...2 lvls of a prestige class or Druid+Mythic. It’s really hard! I mean...lvl 5 or lvl 6 caster...


Lion Heart: Witch/Godling(6) | Vitality: 119 | Wounds: 62 | AC: 50 | T: 44 | FF: 37 | DR: 10/silver | Fort: +30 | Ref: +36 | Will: +29 | CMD: 39 | Init: 20 | Per: 22 | Speed: 150' | Low-light Vision | Darkvision: 60' | See in darkness | Immunity: Electricity / Inhaled poisons, gas, fog, or cloud-based attacks and spells | Resistance: Cold:10 |

Is there a plan for balancing the level difference in the party? Some people will be 5th level and some 7th. Do that a couple more times and you have 7th and 13th level characters in the same party.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

I'm not positive, but I *believe* the mythic tiers those who don't take a PrC get will help balance things out.

While I got a +1 to attack, and my saves, a bunch of skill points, and a feat, those who are took the mythic tier got a bonus mythic feat, and can now take tier 3 path abilities, which are pretty strong.


AC 39/36/36 | CMB/D 27/45 | Vig 151/151 Wnd 68/68 (20) | F+20 R +19, W +18; +2 vs. enchantments, +2 charm Init +24; Senses darkvision 120 ft., low-light vision*4; Perception +42 | Speed: 90 (Spider Climb + Dandelion Treat) | Defensive Abilities danger sense +2, evasion, uncanny dodge, vigor; DR 5/silver; Immune sleep, disease, enchan; Resist cold 10, electricity 10, fire 12; Fast Healing 2

Mythic won't balance that out, PrC gets you higher BAB, saves, more vigor etc.. Level my character last night and then ditched it because of so many unclear things.

I'm actually of a mind to say let's leave that PrC thing and only take mythic right now.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

You really need to look over the tier 3 path abilities, lol

There's a slew of powers that are better than just the above bonuses you mentioned.

I took levels in the PrC because Mage Hunter fits Hamza thematically, but trust me, if no PrC made sense for him, mythic tiers are definitely the way to go.

Also, I really do not want to undo all the changes I've made to my sheet so far.


I think it will pretty much balance out -- I'm also not going to go up this many levels each time. There will be more like 1 level or 1 mythic tier at a time.


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield
Sebecloki wrote:
Ri'Kli'Klek wrote:

Whoops, somehow I got un-subscribed from this thread and missed all the discussion.

I would agree that blindsense isn't enough to give "line of sight" for spell effects. It just lets you know what square things are in, it's not precise enough for spell targetting. I'd suggest the exception would be any type of spell that requires an attack roll, as you can fire those at targets you can't see anyway--you'd just have the normal 50% miss chance. Spell grapple attacks are a bit of a gray area since grapples are sort-of attacks, but they'd definitely at least suffer a 50% miss chance. Total Cover (as opposed to concealment/invisibility) pretty much blocks all spell effects unless they specify otherwise.

I'll have to think about leveling up. Watching you guys it's clear that Ri'Kli'Klek isn't even on the same level when it comes to optimization.

You can rebuild some if you want -- other characters have done some significant re-tooling along the way. There's always the excuse of 'retraining' to justify it rules wise.

I'm just not even sure how I would *reach* the same level of optimization. It's not something I've ever done before. And to be frank I'm not sure I'm interested in doing so. Maybe I'll just be fine with not being combat-relevant and stick around just because I find Ri'Kli'Klek's story interesting.


Does everyone see the image I uploaded of Hamza's map? The idea is to have an ingame device to navigate and also summarize the areas we've seen, as well as those you might wish to explore. You can play around with it to access different maps, explore locations etc.


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield

I have, though I'll admit I'm having issues understanding a lot of the smaller maps on it.

Oh, and thank you for the plot summary. Someone will have to fill Ri'Kli'Klek in on some of that at some point. :D I'm a bit fuzzy on what the current goal is, though--exploring the tomb? For what? Does something need to be done to make sure the Fingers don't reawaken?


The idea is Hamza can zoom in on the maps of locations -- the arrows point out the place where the maps go to. There are larger versions of all of those, some of which I've already uploaded before. So if you choose a box to explore, you can see the zoomed up version of the map, as well as the captions the magical map's creator appended to each image.

As you tell me what you want to look at, explore, I'll alter the image to reflect that. It's currently in a specific configuration because it was given to Hamza with a specific end in mind to display particular information relevant to his goals.


Ri'Kli'Klek wrote:

I have, though I'll admit I'm having issues understanding a lot of the smaller maps on it.

Oh, and thank you for the plot summary. Someone will have to fill Ri'Kli'Klek in on some of that at some point. :D I'm a bit fuzzy on what the current goal is, though--exploring the tomb? For what? Does something need to be done to make sure the Fingers don't reawaken?

One of the leaders of the Serpent Singer Elf tribe is trading her knowledge of the art of aura-reading, necessary to unmask the dray, for the heroes to obtain treasures from the tomb for her.


Lion Heart: Witch/Godling(6) | Vitality: 119 | Wounds: 62 | AC: 50 | T: 44 | FF: 37 | DR: 10/silver | Fort: +30 | Ref: +36 | Will: +29 | CMD: 39 | Init: 20 | Per: 22 | Speed: 150' | Low-light Vision | Darkvision: 60' | See in darkness | Immunity: Electricity / Inhaled poisons, gas, fog, or cloud-based attacks and spells | Resistance: Cold:10 |
Hamza Mīnakshi wrote:

I'm not positive, but I *believe* the mythic tiers those who don't take a PrC get will help balance things out.

While I got a +1 to attack, and my saves, a bunch of skill points, and a feat, those who are took the mythic tier got a bonus mythic feat, and can now take tier 3 path abilities, which are pretty strong.

A full BAB prestige class can have +2. And then there is the saves, plus higher skill caps as well as extra skills. Build rules are a feat every level, so that is 2 feats ahead. And a level+ of vigor is no joke in this game.

Mythic is certainly powerful, but that is a lot. I'm open to being persuaded, I would just like to hear people's thoughts.


Lion Heart: Witch/Godling(6) | Vitality: 119 | Wounds: 62 | AC: 50 | T: 44 | FF: 37 | DR: 10/silver | Fort: +30 | Ref: +36 | Will: +29 | CMD: 39 | Init: 20 | Per: 22 | Speed: 150' | Low-light Vision | Darkvision: 60' | See in darkness | Immunity: Electricity / Inhaled poisons, gas, fog, or cloud-based attacks and spells | Resistance: Cold:10 |

Vigor: 1d8 ⇒ 8


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

Who needs a bonus to bab, when you could take Precision?

Precision (Ex): Your deadly attacks are far more likely to hit their target than those of others. Whenever you make a full attack, your attack bonus on the additional attacks you gain by having a high base attack bonus is 5 higher. This ability can't give any of these attacks a higher attack bonus than your base attack bonus. For example, a 12th-level fighter normally has a base attack bonus of +12/+7/+2; with this ability, his base attack bonus is +12/+12/+7. This ability doesn't reduce the penalties from two-weapon fighting or other situational penalties on attack rolls (such as Combat Expertise, Power Attack, fighting defensively, or harmful conditions). You can select this ability more than once. Each time you select it, the attack bonus on additional attacks increases by another 5.

You get Vigor increases from Mythic too(the bonus HP I believe is added to Vigor).

Of course, that requires you to be hit, which might be a little difficult:

Earth Protection (Su): As long as you're in contact with earth or unworked stone, you can expend one use of mythic power as a standard action to draw energy from the earth and radiate it outward, granting yourself and allies within 30 feet DR 10/adamantine for 1 minute.

Impervious Body (Su): You gain DR 5/epic. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it's taken, the DR increases by 5.

Even if you do get hit, healing is a thing:

Abundant Healing (Su): When you use a spell or class ability to heal a creature's hit point damage, you can apply excess healing (over the target's full hit points) to one ally adjacent to you. You can continue to apply excess healing to other adjacent allies until no injured allies are adjacent or you run out of excess healing. For example, if you could cure 40 points of damage with your cure critical wounds spell and the target has taken only 20 points of damage, you can apply the remaining 20 points of healing to an adjacent ally; if that second ally has taken only 15 points of damage, you can apply the remaining 5 points of healing to another adjacent ally.

Life Current (Su): You are more attuned to the source of life or unlife and better able to access its power. When casting a cure or inflict spell or use a class feature that uses positive or negative energy (such as channel energy or lay on hands), treat any natural 1s on the dice rolled to heal or deal damage as 2s. You can select this ability up to four times. The second time you select it, treat natural 1s and 2s as 3s. The third time you select it, treat natural 1s, 2s, and 3s as 4s. The fourth time, treat natural 1s, 2s, 3s, and 4s as 5s.

If all else fails, actually dying is still pretty difficult:

Aura of Perseverance (Ex): Your leadership keeps your allies going even when they're at death's door. Allies within 30 feet of you don't become unconscious or disabled when reduced to 0 hit points or fewer. As soon as you and an ally at 0 hit points or fewer are more than 30 feet apart, that ally becomes unconscious or disabled. You can expend one use of mythic power to stabilize all dying allies within 30 feet and let all allies within this range ignore the staggered condition for a number of rounds equal to your tier.

Regarding saving throws, it's not that easy to fail those:

Words of Hope (Su): As a standard action, you can expend one use of mythic power to inspire allies within a 30-foot radius, granting each of them the ability to roll twice and take the higher result on one attack roll, saving throw, skill check, or ability check. An ally can use this ability once per round for a number of rounds equal to half your tier, and must choose whether to roll twice before rolling the die. This is a language-dependent emotion effect.

Skill ranks are cool, sure, but so is:

Perfect Lie (Ex): When telling a lie, you can expend one use of mythic power to make the lie indiscernible from the truth by both Sense Motive and magic. Obvious proof of your falsehood still reveals the lie for what it is, but in absence of proof, those who hear your lie believe it.

or

Perfect Mimic (Su): You can use the Disguise skill as a full-round action. When you attempt to impersonate a specific person, those familiar with the individual receive only half the normal bonus from familiarity to see through your disguise. If you expend one use of mythic power when creating a disguise to impersonate an individual, you can read that creature's mind as if using detect thoughts with a range of 1 mile. This allows you to better mimic the individual, granting you a further +10 bonus on opposed Disguise skill checks. The target of your impersonation receives a Will saving throw (DC 10 + your tier + your Charisma modifier) to negate the detect thoughts aspect of this ability.

or

Vanishing Move (Su): When you wish to not be seen, you aren't. As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.

************************************

These are only *some* of the mythic tier 3 abilities one could take. There's a fair amount of others that are just as awesome, depending on build.

Of course, if those aren't good enough for you, you could always take any of the rather great tier 1 powers.

OR, should you have access to them, any of the Legendary Games mythic powers, for either your Path or Class.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

Also, don't sleep(ha!) on

Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Which every one gets at 3rd tier, regardless of path.

Need to drop all your badass spells vs a big bad?? Use your top tier, limited class features to help kill the boss? Used up too much of your healing? BUT gotta push on?

Spend 1 point of mythic power, and take a nap, and you get them all back.

Also, not there's no limit(aside from hours and mythic points) to how often you can do that in a day.


Damage (0) Wounds (36/44) Vigor (56) AC (34/25/29, +4 Stone Shield, +2 Air) Saves (9/9/15, +4 Hardy) Initiative (+7) Lvl 1 (6/6) Lvl 2 (4/5) Lvl 3 (4/4) Sword Spells (3/5) Mythic (7/9) Sword Surge (2/2) Acid Dart (9/9)

For me I just find the two levels of prestige class to be confusing. So much to keep track of already.

Plus for me...Mythic 3 means more spell casting from my Mythic Item. So it works out fine :)


Male LN Human gestalt unchained monk/psion (kineticist) 6 | overmind 3 | Vigor 137/137 | Wound 36/36 | AC 30 t 23 ff 23 | CMB+21 CMD 36 | F+11 R+12 W+11 | Init +12 | Perc +13, SM +13 | Speed 50ft | Stunning Fist: 6/6 | Ki: 7/7 | Power Points: 55/73 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Extended Attack: 8/8 | Empowered Attack: 7/7 | Active conditions: none

Yeah, I was pretty happy to get recuperation.

I'm considering one adjustment for my character, which is to drop the two instances of Psionic Talent and add Deep Focus (maintain two psionic focuses to spend, providing more benefit to my psionic meditation feat you saw above) and Power Channeler, allow me to direct a psionic power via melee attack (so, spellstrike for psions?).

Will make up my mind on this by sometime monday.


This campaign is a constant process of inspiration and mashups and improvisation based on player actions -- but I've been thinking about it some more and I think I have a general idea where I'd like this to go, and maybe it will be helpful to outline that for your consideration:

I think we started in April -- I'd like to conclude this part of the Kalidnay story in the spring, and move on to the Kelmarane situation. What I'm thinking about right now is that the heroes will achieve a measurable but provisional solution to the current situation, and there might be one or more returns to the Kalidnay ruins later on. I'm imagining some of the factions continuing to have an important influence later on in the campaign.

I know people have expressed openness on direction, but I did want to do some urban adventuring in Raam or Baalic, and not spend the entire campaign exploring Kalidnay -- which would be easy to do, I certainly have enough material to make that the entire thing. I'm now thinking of the off world bit more as an epic conclusion to the whole shebang, and connected with Dregoth Ascending.

Towards that end, it'd be helpful if we could try to up the post rate a bit when we return from leveling up and Thanksgiving -- I'm hoping in another 1,500 or so posts we can get to the beginning of the Kelmarane storyline, though we'll just have to see how things go.


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield

I just want to hurry up and get outside so Ri'Kli'Klek can see what color the sun is now. :D


AC 39/36/36 | CMB/D 27/45 | Vig 151/151 Wnd 68/68 (20) | F+20 R +19, W +18; +2 vs. enchantments, +2 charm Init +24; Senses darkvision 120 ft., low-light vision*4; Perception +42 | Speed: 90 (Spider Climb + Dandelion Treat) | Defensive Abilities danger sense +2, evasion, uncanny dodge, vigor; DR 5/silver; Immune sleep, disease, enchan; Resist cold 10, electricity 10, fire 12; Fast Healing 2

Leveled up and took the mythic option. There's really some amazing and nice stuff there.

Tickling Ri'Kli'Klek on that blue sun a bit :D


AC 39/36/36 | CMB/D 27/45 | Vig 151/151 Wnd 68/68 (20) | F+20 R +19, W +18; +2 vs. enchantments, +2 charm Init +24; Senses darkvision 120 ft., low-light vision*4; Perception +42 | Speed: 90 (Spider Climb + Dandelion Treat) | Defensive Abilities danger sense +2, evasion, uncanny dodge, vigor; DR 5/silver; Immune sleep, disease, enchan; Resist cold 10, electricity 10, fire 12; Fast Healing 2

Sheesh i'm looking forward to level 8 when i get dimension door and the dimensional savant feat line! Flitting over the battlefield, tapping enemies on the shoulder and then slapping them from somewhere completely else, that's a real fun picture with this character!

I hope we make it that far and can de-rocket tag combats a bit, so we can have fun in melee over several rounds :)

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