Monster Mashup - Table 7 (Inactive)

Game Master CaveToad

Party XP Total: 3310 (level 3) / needed 6000 (for 4th)

Battle Map
Regional Map
Night Camp Fight
Ruined Tower Underground
Battle of the Barge

Meals Remaining: 15.83
Meals per day used: 6.75
(1 large, 4 medium, 1 small, 1 tiny)
Day 3 food deducted


101 to 150 of 285 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Female Lizardfolk Hunter / Bolt Ace / Hawkguard 1

Spoiler:
Worn by Snow:
Cold Weather Outfit: 8 GP, 7 LB
Pocketed Scarf: 8 GP, ½ LB
Belt Pouch: 1 GP, ½ LB
Common Backpack: 2 GP, 2 LB

Inside Belt Pouch:
Compass: 10 GP, ½ LB
Flint and Steel: 1 GP, N/A Weight

Worn by Aurora:
Military Saddle: 20 GP, 20 LB
Saddlebags: 4 GP, 8 LB

Inside Saddlebags:
Waterskin(Full): 1 GP, 4 LB
Small Tent: 10 GP, 10 LB
Blanket: 5 SP, 3 LB
Bedroll: 1 SP, 5 LB
Iron Pot: 4 GP, 2 LB

55.4 GP Spent

Did not spend the full amount so if anyone has suggestions feel free to post them! Trying to keep weight relatively low since both snow and Aurora have fairly low strength scores.


Mr Gibbons:
hp: 6/18
Ghoran Gestalt - Monk/Warpriest/Arcanist (3) HP:36 AC: 23 T:20 FF: 17 CMD:21 F:+4 R:+8 W:+7 Init: +5 Per: +10
Current Info:
AC +10 from spells, HP: 18/36

Requested items:

Cold weather outfits for me and Mr Gibbons
Waterskin
Belt pouch
Backpack
Mess kit
Small Tent
Blanket
Bedroll
Food for Mr Gibbons
50' rope
2 cure light wounds potions
Javelins

Snow, maybe ask for cure light wounds potions?


Female Lizardfolk Hunter / Bolt Ace / Hawkguard 1
Quercus Robar wrote:

** spoiler omitted **

Snow, maybe ask for cure light wounds potions?

Cure Light Wounds potions would be 50 GP a pop which since Ive spend 55 gold puts them outside my range


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

Snow, take a look at my list if you want some inspiration. Not sure if anything there would be useful for you.

As for weight: Goggh can probably carry a little bit for you, if you need. Big Ogre shoulders, you know :)


I will be out of town traveling and visiting friends this weekend so posting will be limited and sporadic.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Ahhhh, I finally have internet again. I've been posting from my phone for the last two weeks. But now I'm all moved in and ready to rock. I'll have my supplies list up shortly.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Requested items:

donkey 8
Potion making supplies 50
backpack 2
bedroll 0.1
ink 8
inkpen 0.1
parchment (7 sheets) 1.4
silk rope 10
sack (x3) 0.3
scroll case 1
cold weather outfit 8
reversable cloak 0.1
acid flask 10
waterskin 1


Ahh ok here it is. Yes all those items are fine, except they aren't supplying anyone with pack animals or mounts etc.


Female Female>MerFolk | AC14/18s TO12 FF 13/14s | HP21/21/SHP24/24 | F +4/5s R +4 W +8 | CMB +0/3s CMD 13/14s | Init+2 | Perc +5 | Hp 3/5 | Chaoic Aura Sorceress (Harrow) [2] Cleric (luck) [2] Summoner (Synthesist) [2]

02 gp 1 x Backpack
01 gp 1 x Flint and steel
08 gp 1 x Cold weather outfit
12 gp 1 x Furs
01 gp 1 x Waterskin
05 gp 10 x Trail Rations
01 gp 5 x Mess kit
05 sp 1 x Blanket
01 sp 1 x Bedroll
10 gp 1 x Tent, small
20sp 4 x Bag, waterproof
2 gp 2 x Pouch, belt


no problem with that gear


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Finally a battle! Yesssssssssssssss.


Lol :)


Female Lizardfolk Hunter / Bolt Ace / Hawkguard 1

I had thought I had done Aurora's tricks but it appears I was wrong! Question Cave, an Animal with int of 2 can know a max of 6 tricks, and as my companion Aurora has a bonus trick, is it fine for me to simply have all of those slots filled? I've had a GM or two make it such that at level 1 a companion has to be taught its 6 non-bonus tricks.

Ideally I'd like to just have the Combat Training purpose(accounting for all 6 of her normal tricks) and the Flank trick as well via bonus tricks.

I was hoping to simply increase Aurora's intelligence over time to remove the need for tricks which is probably why I forgot to list them.


Its fine to assign them. I won't be overly stickly about training and all that since it basically takes forever unless we end up having massive downtime it would prohibit use of the trick for much of the companions time.

Just assign the 6 and the bonus one and Aurora is able to use them currently.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

So, it may still be a bit early, but I expect we will level up at some point in the near future. Is anyone interested in getting Paired opportunist on your special item? My build doesn't need too many combat feats, and that one seems like it could be fun.

I have the Terror ability as a wizard:
Terror (Su): As a standard action, you can make a melee touch attack that causes a creature to be assailed by nightmares only it can see. The creature provokes an attack of opportunity from you or an ally of your choice. Creatures with more Hit Dice than your wizard level are unaffected. This is a mind-affecting fear effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

It is annoying that it can only be used against creatures of my level or lower, but with paired opportunist, If I make it provoke, then everyone who threatens gets an aoo as well. Goggh, can you grapple as an aoo?

For the ranged folks, what other teamwork feats would benefit you now that you have a feel for how your build is working?


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

You guys, seeing how awesome Quercus is with the AoOs, we definitely need to all get the paired opportunist teamwork feat.

Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

Quick question for Cave: Do you read this as characters need to be adjacent to each other to activate this feat, or just threatening the same creature? The forums have it going both ways from what I read.

either

Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten.

is a separate clause from,

Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them

or

The first clause affects the rest of the paragraph meaning that you have to be adjacent to allies with the feat and threatening.

Thoughts?


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

CaveToad, So I was re-reading the Signature Item rules. And it looks like it makes much more sense for me to change what my item is. Since Amulet of mighty fist is considered a combat item, I will just pick one up when I get the chance, because I would much prefer a magic item.

I would like to get a magic item (belt or headband) but I'm still not clear on how the magic item rules work. Obviously it can be enchanted, but what are the limits? For example, can I enchant a belt as a belt of incredible dexterity, and also give it a similar intelligence enchantment like the headband of vast intelligence? Or does it need to be enchantments that are allowed on belts? Can I give it other abilities like rod of extend? If you could give an example of a magic signature item, that would be most helpful. Thanks.


yes there is some confusion from other tables too. When I actually get a free day I am reworking some of the rules to make it clearer, and more flexible. Hopefully it will make it so people can blend items a little more. stay tuned.


Mr Gibbons:
hp: 6/18
Ghoran Gestalt - Monk/Warpriest/Arcanist (3) HP:36 AC: 23 T:20 FF: 17 CMD:21 F:+4 R:+8 W:+7 Init: +5 Per: +10
Current Info:
AC +10 from spells, HP: 18/36

Vamik how does paired opportunist benefits the group in conjunction with my abilities?


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Quercus, if we all had the feat, any time you made an AoO (which is often) everyone else gets to make an AoO, if we threaten the same creature (we might also have to be adjacent to you, it's not clear).

So, effectively it's attack all around whenever one of us gets an AoO.


Mr Gibbons:
hp: 6/18
Ghoran Gestalt - Monk/Warpriest/Arcanist (3) HP:36 AC: 23 T:20 FF: 17 CMD:21 F:+4 R:+8 W:+7 Init: +5 Per: +10
Current Info:
AC +10 from spells, HP: 18/36

The problem is that my attacks are not attacks of opportunities. They are merely retaliatory strikes. Check out Panther Style/Parry/Claw. No where does it say they are attacks of opportunity unfortunately. There may be other teamwork feats that we can benefit from though. I have also not really looked into the Path of War or Psionic material much. I will do some research.

I have realized that Mr Gibbons is pretty delicate and will suffer from area affect spells. His archtype loses the improved evasion ability, so I may need to get him some other protections. In time his hp will improve, but even still he is a weak link for me.

Vamik and other melee people, I will be able to provide decent flank abilities as I intend to wade into melee with impunity. I will take dodge and mobility and I can sort of pick and choose who I choose to take attacks of opportunity against me. With monkey style and a very high acrobatics, I will be able to negate attacks of opportunity by tumbling through threatened areas, and at other times simply moving and ignoring the attacks with a very high AC. Quercus' output damage will increase as well, its a bit hampered right now as he is feat starved.

Eventually he can add wind and or lightning stances to the mix with the mythic versions as well. If I take the snake style line, then I will get attacks of opportunity against opponents that miss me, so at that point the teamwork feat would be useful, but that will be down the road a bit.


I added a regional map (finally) to the campaign tab. This shows the progress of the groups and is a nicer version of the map that Head Marshal Hawke has given the groups, although the one you have it still quite detailed. Feel free to ask any questions.


Female Lizardfolk Hunter / Bolt Ace / Hawkguard 1

As much as I like this game some IRL stuff is limiting my ability to participate here so I may need to drop out or perhaps if Cave is fine with it simply go idle for a while.


How long are we talking? Its ok if you drop and come back, but I would probably have you go back to town or the like and try to fit you in later if you returned. I don't want to have to NPC you for an extended period.


Female Lizardfolk Hunter / Bolt Ace / Hawkguard 1

Not sure specifically at the moment, if say having Snow head back to town would be a good idea for the time being.


Goggh & Zarrisa out there?


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

I am! I was waiting Zarrisa, but decided to post already since Zarrisa isn't the most active member around here.


Just an FYI, light to no posting for me for a few days due to holidays and travel. I suspect the same for most in the US.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

I'm so glad we have someone who can only be hit on a 20. Very handy! I guess it's good be made of wood.


I'll get a post in tonight. It was a long busy weekend.


The other tables I allowed people to reconfig their characters a bit after their first battle. I forgot to do that with you guys, but you didn't level on the first fight anyhow. If you want to rework your characters a bit as you go to level 2, go ahead.

Just let me know the changes if any in detail.


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

Goggh is up-to-date - I sent a summary to your e-mail, CaveToad :)


Female Female>MerFolk | AC14/18s TO12 FF 13/14s | HP21/21/SHP24/24 | F +4/5s R +4 W +8 | CMB +0/3s CMD 13/14s | Init+2 | Perc +5 | Hp 3/5 | Chaoic Aura Sorceress (Harrow) [2] Cleric (luck) [2] Summoner (Synthesist) [2]

So we gained a level? Sorry I missed that


Mr Gibbons:
hp: 6/18
Ghoran Gestalt - Monk/Warpriest/Arcanist (3) HP:36 AC: 23 T:20 FF: 17 CMD:21 F:+4 R:+8 W:+7 Init: +5 Per: +10
Current Info:
AC +10 from spells, HP: 18/36

Yes, we are level 2 now Zar. Working on my level, hopefully done tonight.


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

The only thing I'm actually pending is the "special magic item" - I confess I don't understand exactly how to "level it".


Mr Gibbons:
hp: 6/18
Ghoran Gestalt - Monk/Warpriest/Arcanist (3) HP:36 AC: 23 T:20 FF: 17 CMD:21 F:+4 R:+8 W:+7 Init: +5 Per: +10
Current Info:
AC +10 from spells, HP: 18/36

My level gains:

+13 hp
+1 to all saves
+1 BAB
+1 CMB/CMD
New Feats: Deadly Agility (2nd level item feat), Shattered Mirror Style (MoMS bonus), Extra Arcanist Exploit (Shadow veil)
New skills: added rank 2 to all previous skills
Special Abilities:
Monk: gained Evasion, style feat
Sacred Fist: extra spells, Fervor
Arcanist: extra spells
Mr Gibbons adjustments to HP, BAB, saves and skills

Summary: More defense by adding 2 to AC + concealment, more offensive damage with deadly agility. Fervor adds healing and swift casting spells to allow me to keep the fight moving.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Nice format Quercus. I'm stealing it:

+13 HP
+1 to all saves
+1 BAB
+1 CMB/CMD
New Feats: Extra Discovery: Vestigial Arm wooo 3 arms now, Spell Specialization: Chill Touch (special item)
New skills: 15 skill points to various skills, including linguistics. I think it makes sense that Vamik might have picked up enough dwarven to begin conversing.
Special Abilities:
Alchemist: Feral Mutagen Discovery
Ninja: Ki pool, Ninja Trick: Pressure points
Wizard: None this level

I'm also don't quite understand the special item. I would like to have a magic item, like a belt or headband, but I'm not sure what the limitations on enchanting that type of item are. For a weapon it makes sense. But can I have a belt that grants intelligence? Can it do things that other belts can do all in one?


Basically at level 2 you will have have 1000 magical creation pool points to spend on your items. (It goes off of Wealth by Level). This pretend money lets you enchant your item with perks that you would normally have to spend cash on ( You can still do this too ). 1000 isn't much to get really anything terribly useful so you most likely will bank those points for now, unless there was a really minor thing you wanted.

To answer Vamik's question about magic items. Whatever item slot you chose for your signature item, you can buy enchantments with those points at normal cost for items of that slot ( +int/wis/cha for headbands, +str/dex/con for belts for example ). Bonuses or powers for which no example already exists or for which are not standard for the slot cost extra. Additional enchantments also cost extra. Now, having said these last two statements, I might be reviewing this and reworking the item creation rules a bit to make this more clear and less of a pain in the butt to calculate all these additional taxes.


Female Female>MerFolk | AC14/18s TO12 FF 13/14s | HP21/21/SHP24/24 | F +4/5s R +4 W +8 | CMB +0/3s CMD 13/14s | Init+2 | Perc +5 | Hp 3/5 | Chaoic Aura Sorceress (Harrow) [2] Cleric (luck) [2] Summoner (Synthesist) [2]

+10 hp
+1 to Fort/Wil saves
+0 BAB
+0 CMB/CMD
New Feats: Sythi get Evasion
New skills: Add 7 ranks to skills known
Sacred Fist: extra spells, Fervor
All three Classes get: extra spells per day and spells

Sythic from adjustments to +12HP,EP +2NA, +1Str/+1Dex

Summary: She just got more spells and a bit on saves, skills and her sythic from got better.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Thanks for clarifying CaveToad. I'd like to make my special item a cloak. It fits with my character concept well, and I've always wanted to wear a cool cloak, but couldn't because I needed a cloak of resistance so I wouldn't die. Now it seems I can have it all!

So I would like to spend my 1000 magical creation pool points on my cloak to make it a cloak of resistance +1. From what I understand, I can increase the bonus to that by paying cost, and if I want to add additional enchantments to the cloak, they cost 50% more and must be enchantments that other cloaks have.

So eventually I could have a cloak of resistance +5/Cloak of the Mountebank/Treeform cloak all in one, or something similar.

I would also like to spend my first FPP point on "Tap Inner Power" to increase my ki pool by one.


Yes that is the gist of it. I am looking to make the items a little more flexible, and hopefully the rules are little more understandable, but it seems as though some of you have the hang of it.

Now that everyone is leveled up, I will get the story moving again.


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

I added the special item to the sheet, and finished with the feats :) Not using any of the gold value of it yet. What's that "FPP" point Vamik talked about?


You get Flexible Power Points to spell on special perks to the item, by using your Magic Creation Pool points. If you haven't spent any yet, you don't have any FPP to spend either.

Check the Master Thread Campaign tab for more extended rules on the magic item creation since the original recruitment post.


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

I understand; let me place a couple questions about the Amulet, though. I chose an Amulet (to become an Amulet of Mighty Fists) as my item.

- It says all items are masterwork, however an amulet obviously can't be made masterwork. I see an extra disadvantage here, because the MW in theory gives a +1 to attack. Even if my amulet isn't MW, shouldn't I add a +1 to attacks as a matter of keeping balance? I imagine the same logic would be applied to staffs used to attack.

- The "Weapon Focus"/etc. feats that weapons give automatically... How would these work for an amulet of mighty fists? Since the amulet goes to unarmed strikes and natural attacks, should I add Weapon Focus on these attacks, for example?

Enchanting the Amulet of Mighty Fists is obviously more expensive than enchanting a weapon, but it does make total sense - considering to all the types of attacks influenced by such amulet.


It is masterwork in terms of its quality, but yes obviously it cannot give a +1 to hit since it is not a weapon with a finely honed blade or whatever. So in a sense that is a disadvantage, and of course the extra cost as you mentioned, but since it affects your unarmed attack equally you stand to come out better particularly with multiple attacks, and of course it cant be disarmed, dropped, take up use of your hands, need to be drawn, etc.

In terms of Weapon Focus, you should choose either unarmed strike or natural attack(I am not sure if you have to specify the natural attack itself as well, such as bite or claws) but not both.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Are feats from Path of War allowed? Because I just found
Deadly Agility that makes needing an amulet of mighty fists redundant.
If that's legal I would like to take that in place of pressure points ninja trick.


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

@Cave: it makes sense. Thanks!


Vamik Sheeves wrote:

Are feats from Path of War allowed? Because I just found

Deadly Agility that makes needing an amulet of mighty fists redundant.
If that's legal I would like to take that in place of pressure points ninja trick.

Yes, they are allowed.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Sweet! So to be clear, instead of taking pressure points, I'm taking Ninja Trick: Combat Trick which gives me a combat feat. I'm taking Deadly Agility as that combat feat.


Got it.

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