Order of the Gate (Inactive)

Game Master SOLDIER-1st

Enforce tyranny! Save the world! Probably die!

Map of Crowhollow


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This looks quite fun.

A question: What does the place the barbazu is fought in look like? Or simpler put: Are there enough weeds to casts Entangle?


Cuàn wrote:

This looks quite fun.

A question: What does the place the barbazu is fought in look like? Or simpler put: Are there enough weeds to casts Entangle?

No plants.


I'n going to swap out my first character with an exploiter wizard. If he manages to make it through the test, he'll take another level in exploiter wizard before taking armor proficiency (medium) at 7th to progress into hellknight signifier.

Do our character's know what they are going up against? Can they have made a knowledge roll beforehand to get information about it?


"The Lucky Halfling" wrote:

I'n going to swap out my first character with an exploiter wizard. If he manages to make it through the test, he'll take another level in exploiter wizard before taking armor proficiency (medium) at 7th to progress into hellknight signifier.

Do our character's know what they are going up against? Can they have made a knowledge roll beforehand to get information about it?

Good, we need more wizards.

Feel free to meta this one fight to your hearts content. Your character will have been preparing for this fight for the past several years. They would reasonably know everything possible there is to know about it.


I might not join this after all. No matter what I try to come up with, it just doesn't feel right. Plus it looks like you will have enough players anyways. Sorry.


SOLDIER-1st wrote:
Whiskey and a Bonesaw wrote:

Chej

Appearance
** spoiler omitted **...
Really enjoyed the fluff, good job. You need at least 3 ranks in Knowledge Planes to get the Hellknight Obedience feat, so you'll have to correct your skill ranks.

Whups. I had it budgeted in my master sheet but had forgotten to copy it over; all fixed now.

Chej

Fluff:

It was cold, where Chej grew up. Even in the middle of summer, the wind came down off the mountains smelling of snow and the river ran too cold to swim in. It was a small town, large enough for orphans but too small for an orphanage, and its buildings clustered too close together like sheep expecting a storm. Almost-touching roofs created layers of summer- and winter-streets always more empty than they should have been. Dressed in rags and calluses, Chej was running through the lower roads now.

He was being chased by the other boys, and it was his fault. Every kid in their little gang had their own corner, their own little kingdom carved out where they could beg or steal to their hearts content. If anyone violated that... he pushed himself to run a little faster. He hadn't had a choice, though, and they knew that. Pickings had been slim near the caravans, ever since those bandits came to town. He would've starved. Not that that mattered now.

He turned, caught a sniff of turnips and old fish, and bolted for it. Right before he reached it, though, he dove behind a pile of crates and sat perfectly still. He was fighting to control his breathing, and everything he had was focused on being invisible - just that, his body and mind curling up around that one idea. The other kids ran past him, cursing when they saw the crowd. Sheathing their knives, they spread out among the adults with beatific smiles or pitiful frowns. All but one. Izem - Che had always hated Izem - stayed behind and looked behind the boxes. And then something strange happened. Chej's breath caught in his throat and Izem looked straight at him - no, straight through him without a flicker of recognition. Frowning, the other boy moved off and Chej breathed again.

Izem stepped out into the street, and saw something strange. Three men, armored in ghastly full plate , were stepping through the market crowd like it didn't exist. People parted like water before them, and the poor boy was too enraptured to notice the fear on their faces. Opportunities like this came one in a lifetime, and what did he have to lose? His fingers were already itching as he stepped through the crowd towards them.

The crack of the Hellknight's backhand echoed through the market and the beggar boy went flying still clutching the knights purse in a death grip. The knight never broke his stride. Watching from the alley in awe, Chej could feel his life turning on a coin. The knight had left his purse behind. Chej could take it, and buy passage out of this town for good, or maybe, just maybe, he could make something out of this wretched life. He stole up to Izem's body, the other boy's neck at such an unnatural angle it almost made him sick, and took the purse. It wasn't their strength that made him chase after the Hellknights, nor was it the respect they commanded. It was their surety. Then, and now, he was certain that whatever else came if he could just join them, he would never doubt again.


Crunch:

Half-Elf Vexing Daredevil Mesmerist

Ability Scores: STR 18; DEX 14; CON 14; INT 10; WIS 10; CHA 18

Traits:
Desperate Focus
Cold Heart

--------------------------------------
Skills:
--------------------------------------

Acrobatics +7 (+9 to move through threaned areas), Bluff +14 (+16 to Feint), Diplomacy +12, Intimidate +12, Knowledge (History) +8, Kn. (Planes) +3, Perception +5, Perform (Comedy) +12, Sense Motive +8

--------------------------------------
Defenses:
--------------------------------------

AC: 18, Touch: 12, Flat-footed: 16
HP: 50
Fort: +4 Ref: +7 Will: +9 (+11 vs Emotion Effects)
CMD: 16

--------------------------------------
Offenses:
--------------------------------------

Initiative: +2, Speed: 20ft
BAB: +3, CMB: +7
Melee:
- Masterwork Greatsword +8 (2d6 + 6, 19-20, x2)
- Mithril Dagger +7 (1d4 + 4, 19-20, x2, 10ft increment)
Ranged:
None
Other:
Hypnotic Stare: As a swift action, a target within 30ft takes a -2 to Will saving throws. This lasts until the mesmerist stares at a new target, the target moves more than 30ft away, the mesmerist falls unconcious, or the target dies. This is a mind-affecting effect.
Painful Stare: Once per round as a free action, when the target of the mesmerist's Hypnotic Stare takes damage the mesmerist can increase that damage by 1/2 her class level (min 1). If the mesmerist uses this to increase her own damage, the damage is increased by 1d6 per three class levels.

--------------------------------------
Feats:
--------------------------------------

Power Attack, Order Obedience, Improved Feint, Furious Focus

--------------------------------------
Class Features:
-------------------------------------

Mesmerist Tricks:
- Mesmeric Mirror: The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. One duplicate of the subject appears, and the attacker must determine randomly which it hits (as mirror image). For every 5 class levels the mesmerist possesses, one additional image appears, to a maximum of five images at 20th level. Each image lasts for 1 minute per mesmerist level or until destroyed. This is an illusion (figment) effect.
- Mask Misery: The mesmerist can trigger this trick when the subject becomes affected by the fascinated or shaken conditions. The subject can ignore the effect of that condition for 1d4 rounds, after which the subject takes the full effect. This has no effect on any conditions affecting the subject other than the triggering condition. The rounds during which the subject ignores the triggering effect still count against that effect’s duration; if the duration of mask misery is longer than the effect lasts, the subject isn’t affected by the condition at all. If an effect that imposes more than one condition triggers this trick, the subject ignores all eligible conditions. If the mesmerist is 6th level or higher, he adds confused, dazed, frightened, and sickened to the conditions he can ignore with this trick, and this trick ends minor conditions entirely instead of suppressing them temporarily.

Dazzling Feints:
- Outmaneuver: If her next attack hits, the vexing daredevil gains a +4 circumstance bonus on Acrobatics checks to move through the target’s space or threatened area for 1 round. She can also move up to half her speed after the attack hits as a free action. If she wants to use Acrobatics to move through the target’s threatened area or an enemy’s space during this movement, she must reduce her speed or the DC of the Acrobatics check increases by 10, as normal.

--------------------------------------
Spells:
--------------------------------------

Concentration: +11

Spells Known:
- Level 0: Detect Magic, Ghost Sound, Read Magic, Mage Hand, Prestidigitation
- Level 1: Obscuring Mist, Vanish, Expeditious Retreat, Heightened Awareness
- Level 2: Blur, Mirror Image, Object Reading

Spells Per Day:
- Level 1: 5
- Level 2: 3

--------------------------------------
Equipment:
--------------------------------------

Masterwork Greatsword (Free), Masterwork Breastplate (Free), Mithril Dagger (Free), Fighter's Kit (9g), Common Dungeoneering Kit (15g), Weapon Blanche (Silver) (5g), Skeleton Key (85g), Cloak of Resistance (1000g), Headband of Alluring Charisma (4000g), Retraining (100g) 286g

--------------------------------------
Alternate Racial Traits:
--------------------------------------

Kindred Raised: Gain a +2 bonus to Charisma and one other ability score of your choice. This racial trait replaces the half-elf’s usual racial ability score modifiers, as well as adaptability, elven immunities, keen senses, and multitalented.


Whiskey and a Bonesaw wrote:
Whups. I had it budgeted in my master sheet but had forgotten to copy it over; all fixed now.

What is your alignement, if I may ask?


Whiskey and a Bonesaw wrote:
SOLDIER-1st wrote:
Whiskey and a Bonesaw wrote:

Chej

Appearance
** spoiler omitted **...
Really enjoyed the fluff, good job. You need at least 3 ranks in Knowledge Planes to get the Hellknight Obedience feat, so you'll have to correct your skill ranks.

Whups. I had it budgeted in my master sheet but had forgotten to copy it over; all fixed now.

Chej
** spoiler omitted **...

Do you have a last name or surname?


A note, in reply to that.

Jathal doesn't have either a last name or sirname, having never accepted one from thier adoptive parents. "The red" is just there because I'm rsther sure just "Jathal" would be taken.


That's fine. That's pretty much what I would have expected given those circumstances.


Here is a link to my submission. Should he pass the test, then I will create him a avatar. I still need to choose some spells to fill out his spell book, but he does have his current allotment chosen. I can deepen his background, but I would prefer to do that after seeing if he survives or not.


SOLDIER-1st wrote:
Do you have a last name or surname?

Nope, he's an orphan and has never really seen the need.


"The Lucky Halfling" wrote:
Here is a link to my submission. Should he pass the test, then I will create him a avatar. I still need to choose some spells to fill out his spell book, but he does have his current allotment chosen. I can deepen his background, but I would prefer to do that after seeing if he survives or not.

I am compelled to tell you that Intensified Spell will do nothing for you at your current level. What it does is increase the maximum number of dice that you can roll, not the actual number of dice that you would roll.


leinathan wrote:
"The Lucky Halfling" wrote:
Here is a link to my submission. Should he pass the test, then I will create him a avatar. I still need to choose some spells to fill out his spell book, but he does have his current allotment chosen. I can deepen his background, but I would prefer to do that after seeing if he survives or not.
I am compelled to tell you that Intensified Spell will do nothing for you at your current level. What it does is increase the maximum number of dice that you can roll, not the actual number of dice that you would roll.

While that is normally the case, I can change that by spending a point from his arcane reservoir to up the caster level by 2.


"The Lucky Halfling" wrote:
leinathan wrote:
"The Lucky Halfling" wrote:
Here is a link to my submission. Should he pass the test, then I will create him a avatar. I still need to choose some spells to fill out his spell book, but he does have his current allotment chosen. I can deepen his background, but I would prefer to do that after seeing if he survives or not.
I am compelled to tell you that Intensified Spell will do nothing for you at your current level. What it does is increase the maximum number of dice that you can roll, not the actual number of dice that you would roll.
While that is normally the case, I can change that by spending a point from his arcane reservoir to up the caster level by 2.

Ah, nice. I'm not too familiar with the arcanist. That feature combines really well with intensified spell, wow.


leinathan wrote:
Ah, nice. I'm not too familiar with the arcanist. That feature combines really well with intensified spell, wow.

It worked out well for the full progression of spells and is usable a good number of times per day. One of my earlier builds was a bit more powerful, but it was more of a one shot build that would be significantly less powerful after the first shot. Would be interesting to see the Barbazu go down with shot now though.


Another question: how long have the character's known their test was coming?

I'm interested in making a Diviner Wizard and want to know how much he can plan ahead for the test.


I'm going to rebuild into a force arcanist. I'll be back.


leinathan wrote:
Snowball is, you're right, a far superior choice... but it's still something that only air-elemental sorcerers and admixture evokers can use in this fight.

I've been looking at this for my next character but I don't see where snowball isn't just a spell on the wizard / sorc spell list?


Shadowtail24 wrote:
leinathan wrote:
Snowball is, you're right, a far superior choice... but it's still something that only air-elemental sorcerers and admixture evokers can use in this fight.
I've been looking at this for my next character but I don't see where snowball isn't just a spell on the wizard / sorc spell list?

Devils have resist cold 10, and those are the only characters who could change snowball's cold damage into something else which they don't resist, like electricity or sonic.


The Sesquipedalian Thaumaturge wrote:
Shadowtail24 wrote:
leinathan wrote:
Snowball is, you're right, a far superior choice... but it's still something that only air-elemental sorcerers and admixture evokers can use in this fight.
I've been looking at this for my next character but I don't see where snowball isn't just a spell on the wizard / sorc spell list?

Devils have resist cold 10, and those are the only characters who could change snowball's cold damage into something else which they don't resist, like electricity or sonic.

ok, so it's not that you can't learn it, it's that it wouldn't be helpful. That makes more sense, thanks.


I have finished my rebuild. This link will lead you to it.


The Sesquipedalian Thaumaturge wrote:
Shadowtail24 wrote:
leinathan wrote:
Snowball is, you're right, a far superior choice... but it's still something that only air-elemental sorcerers and admixture evokers can use in this fight.
I've been looking at this for my next character but I don't see where snowball isn't just a spell on the wizard / sorc spell list?

Devils have resist cold 10, and those are the only characters who could change snowball's cold damage into something else which they don't resist, like electricity or sonic.

Of course, there's always the Elemental Spell + Magical Lineage combo, but that's a waste of resources if you're not planning on using it later. Still, better waste some resources and survive than die at the trial, I guess. Even if you're not going to be a blaster, having a dirty trick up your sleeve when you need some damage can never hurt.

On the other hand, you can always invest in feats to help you bypass SR. Specially if you're planning on dealing a lot with outsiders.


Cuàn wrote:

Another question: how long have the character's known their test was coming?

I'm interested in making a Diviner Wizard and want to know how much he can plan ahead for the test.

You've been preparing for approximately 2-3 years. As a diviner wizard, I expect that that might just be enough time for you to get ready =P


I made a few adjustments:

-Traded out a trait for reactionary.
-Modified one trait to a different spell.
-Posed the possibility of casting Heightened AWareness before the battle with a point from his reservoir as this would give the duration an hour and ten minutes.
-Removed one of the three opposition schools as it looks like I should have been choosing two, not three.
-Updated his spell listing. Seems like he can prepare a spell with a metamagic feat, but the part that makes me hesitant is whether or not he can use it spontaneously then. You can assume most of his spells or going to be dedicated towards toppling magic missiles though.

I'm ready to go now though.


"The Lucky Halfling" wrote:

I made a few adjustments:

-Traded out a trait for reactionary.
-Modified one trait to a different spell.
-Posed the possibility of casting Heightened AWareness before the battle with a point from his reservoir as this would give the duration an hour and ten minutes.
-Removed one of the three opposition schools as it looks like I should have been choosing two, not three.
-Updated his spell listing. Seems like he can prepare a spell with a metamagic feat, but the part that makes me hesitant is whether or not he can use it spontaneously then. You can assume most of his spells or going to be dedicated towards toppling magic missiles though.

I'm ready to go now though.

Two minor things. One is what I'm assuming is a typo, where it says Transmuter spells prepared. The other is we're using background skills, which I don't believe you accounted for. Other than that looks good. That Hedonistic drawback is going to be... amusing 3:)


Transmuter is a carry over from the NPC stat block I used as an outline. The background skills were put into the four allowed knowledge skills. It gave me the points necessary to place at least a few ranks into each one.

I'll fix wording when I get to work.


"The Lucky Halfling" wrote:

Transmuter is a carry over from the NPC stat block I used as an outline. The background skills were put into the four allowed knowledge skills. It gave me the points necessary to place at least a few ranks into each one.

I'll fix wording when I get to work.

If you could break that down I'd appreciate it. I would imagine you put two ranks each into Knowledge (Engineering, Geography, History, Nobility) and Linguistics. Which unless I'm missing something, means you should only have a +11 mod (2 ranks, +3 class skill, +6 int).

I only looked at the background skills because they're static and thus easier (I'm lazy), but please break all of them down.

ALso: Shouldn't your spells per day be 5 1st and 4 2nd?


The 22 intelligence is where the extra spell of each level is coming from.

I can break them down further when I get to work, but I put full ranks into everything besides 8 knowledge skills. Those knowledge skills got either 2 or 3 ranks, thusly why some have a bonus of 11, while the others have a bonus of 11.

I updated Knowledge (local) to 12. I realized it was set to 13.


"The Lucky Halfling" wrote:

The 22 intelligence is where the extra spell of each level is coming from.

I can break them down further when I get to work, but I put full ranks into everything besides 8 knowledge skills. Those knowledge skills got either 2 or 3 ranks, thusly why some have a bonus of 11, while the others have a bonus of 11.

I updated Knowledge (local) to 12. I realized it was set to 13.

Ah gotcha. Was getting the spells prepared vs spells per day confused.

Excellent.


Skill breakdown has been added.


Linguistics is a background skill.


SOLDIER-1st wrote:
Linguistics is a background skill.

Are you not allowed to spend normal ranks on things that are considered background skills? My understanding was you get 2 background skill points per level, I spent those on knowledge skills and was choosing to spend normal ranks on linguistics.

While linguistics is a background skill, my notations were to mark where I spent my background skill points.


"The Lucky Halfling" wrote:
SOLDIER-1st wrote:
Linguistics is a background skill.

Are you not allowed to spend normal ranks on things that are considered background skills? My understanding was you get 2 background skill points per level, I spent those on knowledge skills and was choosing to spend normal ranks on linguistics.

While linguistics is a background skill, my notations were to mark where I spent my background skill points.

Huh. Learn something new every day.


I don't think they were designed to restrict your ability to spend your normal ranks, but give some extra reasoning to include skills that might not be considere as useful in your character's creation and progression.

Any other concerns? I'm getting antsy to see how my character fares against the bearded devil.


Nope, looks good, I'll start you and Chej here in a bit.


Sounds good. Thank you.


Go get'em!


Baul Dredgmoor wrote:
Go get'em!

Thanks for the encouragement. As a wizard specialized in force, he'll hopefully have no issues pushing around this devil.


Urashu Statblock:

Urashu Trasalor
Male elf wizard (spellslinger) 5 (Pathfinder RPG Ultimate Combat 74)
LN Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 35 (5d6+5)
Fort +1, Ref +5, Will +5
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee mithral dagger +3 (1d4/19-20)
Ranged mwk heavy crossbow +7 (1d10/19-20) or
mwk pistol +7 (1d8/×4)
Wizard (Spellslinger) Spells Prepared (CL 5th; concentration +10)
3rd—summon monster III (2)
2nd—invisibility (3)
1st—color spray (DC 16), infernal healing[ISWG], protection from evil, shocking grasp, vanish[APG] (DC 16)
Opposition Schools Divination, Enchantment, Necromancy, Transmutation
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 11, Int 20, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 16
Feats Craft Wand, Gunsmithing[UC], Point-Blank Shot, Precise Shot, Rapid Reload
Traits unblemished barrel, warrior of old
Skills Appraise +9, Craft (alchemy) +10, Craft (firearms) +14, Craft (jewelry) +9, Fly +10, Heal +2, Intimidate +2, Knowledge (arcana) +11, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (planes) +13, Linguistics +9, Perception +4, Sense Motive +2, Spellcraft +13 (+15 to identify magic item properties), Use Magic Device +1; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Gnoll, Gnome, Goblin, Infernal, Sylvan
SQ arcane focus[ARG], arcane gun, elven magic, mage bullets
Combat Gear potion of cat's grace, potion of cure light wounds (2), potion of cure moderate wounds (2), potion of fly, potion of greater invisibility, silver crossbow bolts (50), wand of infernal healing (50 charges), wand of vanish (50 charges); Other Gear mwk kikko armor[UC], black powder[UC] (20), mithral dagger, mwk heavy crossbow, mwk pistol[UC], paper cartridge[UC] (25), silver bullet[UC] (30), alchemy crafting kit[APG], bedroll, belt pouch, flint and steel, gunsmith's kit[UC], masterwork backpack[APG], masterwork gunsmithing tools, masterwork jewelrycrafting tools, mess kit[UE], pot, powder horn[UC], torch (3), trail rations (5), waterskin, wizard starting spellbook, 510 gp, 8 sp, 5 cp
--------------------
Special Abilities
--------------------
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Gun (Su) Imbue two firearms with magic; cast spells thru the firearms.
Divination You must spend 2 slots to cast spells from the Divination school.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mage Bullets (Su) Sacrifice a spell to grant an enhancement bonus or special ability to arcane gun.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.

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Statblock is in the last post, quick background is below.

Notes:
-Level 6 will be gun tank, 7 will get me arcane armor training, and 8 will be level 1 of signifier

-I would also get false life greater cast on me. The 280 gold cost isn't reflected in my current gold total.

quick background:

- magical lineage parents wanted him to continue with spell casting

- didn't really want to, took a job as a blacksmith apprentice

- was tutored as a wizard anyway

-A man from the Mana Wastes brought in a gun to have fixed. The master apprentice wouldn't touch it so he had Urashu take the job. The man showed him what needed to be done. Urashu repaired the gun, but was so fascinated by it that he made sketches, plans and notes for how to create his own. When it was created he asked for some power and bullets so he could work on crafting ammunition as well.

-Created his own gun and practiced with it. He would often just work on drawing and aiming, or running stopping and aiming without shooting. At one point he was practicing in the woods outside the village when he was startled by an animal. The gun wasn't loaded and Urashu panicked and cast a prepared spell. Instead of casting from his hand it show from the gun. Urashu thought that was awesome, so he tried it again and it worked. He thought this would be a great way to continue the magical ability his family wanted but also to do it his own way.

-threw himself into his lessons, started studying magic for the purposes of pairing with the gun.

-he helped stop a crime in his village with the gun, and loved the feeling. Decided he want to fight crime, and thought that the hell knights would be the best place for that. He also thought that in the city he could get proper training with his gun.


Shadowtail24 wrote:
Statblock is in the last post, quick background is below.

Judge Dredd?


Shadowtail24 wrote:

Statblock is in the last post, quick background is below.

Notes:
-Level 6 will be gun tank, 7 will get me arcane armor training, and 8 will be level 1 of signifier

-I would also get false life greater cast on me. The 280 gold cost isn't reflected in my current gold total.

** spoiler omitted **

Build looks good. Make sure you remember to mark that gold off. Will start you here shortly. GUN MAGE IS GO!


Done, I'm at 230 now


Any idea when recruitment might close?

Also, do you need anything else?


Luc-Missepe de Litran wrote:

Any idea when recruitment might close?

Also, do you need anything else?

Barring a large influx of interest, recruitment will end on the 18th. Or I suppose if no one else applies for several days.


SOLDIER-1st wrote:
Shadowtail24 wrote:

Statblock is in the last post, quick background is below.

Notes:
-Level 6 will be gun tank, 7 will get me arcane armor training, and 8 will be level 1 of signifier

-I would also get false life greater cast on me. The 280 gold cost isn't reflected in my current gold total.

** spoiler omitted **

Build looks good. Make sure you remember to mark that gold off. Will start you here shortly. GUN MAGE IS GO!

I thought you were requiring two levels by no later than 8th-level.


No, just the first one by then. Otherwise a magus or other 6/9 caster wouldn't be able to fulfill the requirement at all.


I'm kind of envisioning a character that smacks the barbazu in the face with a sap and then puts manacles on it.


"The Lucky Halfling" wrote:
I'm kind of envisioning a character that smacks the barbazu in the face with a sap and then puts manacles on it.

So Commander Sam Vimes of the Ankh-Morpork city watch?

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