Sons of Dammerhall: Dark Frontiers (Inactive)

Game Master GM SuperTumbler

Battle Map

Dammerhall Main Level 3

Dammerhall Main Level 1 and 2


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Garnet Ironshanks | Dwarf Fighter 9 | Speed 20 | Initiative +2 | Perception +12 | Hp: 119/114 | AC 25 (Touch 11, FF 24) +2 vs critical | CMD 29, 31 vs Disarm of Longhammer, 33 vs Trip, Bull Rush | Fort +14, Reflex +10, Will +10; +3 vs Poison, Spell, Spell-Like | Fire Resist 2 | Active Conditions:

Garnet will probably take Master Craftsman eventually if someone else doesn’t take the Craft Magic Arms and Armor, but it would take 2 feats (and a lot more training in weaponcrafting) for her to do both.

Level 6 is a Combat Feat level anyway, so I think Garnet will start following the “Cleave” path, as that could be pretty interesting and work reasonably well in PBP as long as we are using tactical maps.

Cleave = take a standard action to attack and -2 AC for a chance to hit a secondary foe adjacent to the first one if the primary attack hits.

Cleaving Finish = If you take down a foe, get a free attack at another foe in reach.

Great Cleave =. Keep going with Cleave

Improved Cleaving Finish = Keep going with Cleaving Finish

Cleave Through = take 5 foot step using Great Cleave


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Ah, I see. That's pretty cool.

And sweet! Next level.

1d5 + 5 ⇒ (4) + 5 = 9


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

6th level, woot!!!

On any given day, I can throw down with a single off list spell to help any of these endeavors, if that can be of assistance to scribing, or cutting, or transferring gems, etc!

HP: 1d4 + 4 ⇒ (2) + 4 = 6


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

At 6th level, I get another Rage Power to hand out to you guys. Since I have Lesser Celestial Totem, I can take Celestial Totem if desired:

Celestial Totem (Su) wrote:
While raging, the barbarian shines with a righteous light. This effect bestows upon the barbarian a halo of gleaming light that shines as if it were daylight and triggers an invisibility purge effect in the barbarian’s square and each adjacent square. The invisibility purge only affects nongood creatures. A barbarian must be at least 8th level to select this rage power.

I love the idea of how much of a PITA that will be to our drow!

Anyone have other ideas?

Quick Reflexes?
Reckless Abandon?
Swift Foot?


Garnet Ironshanks | Dwarf Fighter 9 | Speed 20 | Initiative +2 | Perception +12 | Hp: 119/114 | AC 25 (Touch 11, FF 24) +2 vs critical | CMD 29, 31 vs Disarm of Longhammer, 33 vs Trip, Bull Rush | Fort +14, Reflex +10, Will +10; +3 vs Poison, Spell, Spell-Like | Fire Resist 2 | Active Conditions:
Torvi Stonesinger wrote:

At 6th level, I get another Rage Power to hand out to you guys. Since I have Lesser Celestial Totem, I can take Celestial Totem if desired:

Celestial Totem (Su) wrote:
While raging, the barbarian shines with a righteous light. This effect bestows upon the barbarian a halo of gleaming light that shines as if it were daylight and triggers an invisibility purge effect in the barbarian’s square and each adjacent square. The invisibility purge only affects nongood creatures. A barbarian must be at least 8th level to select this rage power.

I love the idea of how much of a PITA that will be to our drow!

Anyone have other ideas?

Does the 8th level minimum in the description apply to you?

In my FTF game, my Skald has found that Guarded Life is a good choice to keep people from dying in extreme circumstances.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Bahhh, I missed that, yeah, can't take it yet!!!

What's plan B?


Garnet Ironshanks | Dwarf Fighter 9 | Speed 20 | Initiative +2 | Perception +12 | Hp: 119/114 | AC 25 (Touch 11, FF 24) +2 vs critical | CMD 29, 31 vs Disarm of Longhammer, 33 vs Trip, Bull Rush | Fort +14, Reflex +10, Will +10; +3 vs Poison, Spell, Spell-Like | Fire Resist 2 | Active Conditions:

Garnet picked up a rank in Craft/Weaponsmith, and with her Anytool and Craftsman abilities, she is already +9 with just one rank! She will help place gems in weapons as needed.

For more detail, my PFS Skald went defensive, so Guarded Life / Greater Guarded Life / Clear Mind / Deathless Frenzy was his progression. At level 12 that is 24 hp that went to nonlethal once you dropped below 0 hp and you ignored "death" for a round, long enough to get healed (a 2 for 1 hp for the first 24 points due to the nonlethal part). Damage Reduction, Greater Skald's Vigor, +4 Will saves and a Will re-roll once per rage really saved our bacon in some of the fights.

So, we found that useful, but that is by no means the only path. A series of bad will saves can torpedo a party, though, depending on the opponent.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

I will try to level up Dasur tonight.

Dasur already has Craft Wonderous Item, just an FYI. I was going to have him take Craft Magic Weapons and Armor but I think we'll have that covered by this group. Maybe later he will take Forge Ring or something else that can go along with his Craft: Jewelr and Craft: Gemcutting.

I should look through the Archives of Nethys to see if there are any wonderous items he could create right now with just Craft: Jeweler or Craft: Gemcutting. Maybe he could make something with these raw rubies- spell gems or something useful.

I agree with Erebos we should hunker down for a bit. The two wizards have a lot of work to do, and this is only the 3rd downtime of the entire campaign I think.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

With a maxed out spellcraft, you don't need individual crafting skills to make magic items.


Garnet Ironshanks | Dwarf Fighter 9 | Speed 20 | Initiative +2 | Perception +12 | Hp: 119/114 | AC 25 (Touch 11, FF 24) +2 vs critical | CMD 29, 31 vs Disarm of Longhammer, 33 vs Trip, Bull Rush | Fort +14, Reflex +10, Will +10; +3 vs Poison, Spell, Spell-Like | Fire Resist 2 | Active Conditions:
Torvi Stonesinger wrote:
With a maxed out spellcraft, you don't need individual crafting skills to make magic items.

Quite true, if you are actually a spellcaster. For Garnet, qualifying for the Master Craftsman feat, she actually needs 5 ranks per craft skill, and the magical crafting only applies to that skill. Of course, it is nice to have the crafting skill to make the masterwork item in the first place for the eventual enchantment.

Speaking of that, Dasur, with your skill in magic and gemstones, Garnet's burgeoning skill in weaponsmithing, and the example of the Glenda's Dammerhall hammer, is it possible we could adapt Garnet's weapon to receive a gem and thereafter a holy blessing?


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Ohhh, quite right! My bad!


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Hmmm that would be the GM's ruling. I would say no, personally, because Glenda's hammer is a relic of Dammerhall and thus represents the lost skill of dwarven smiths of yore, but I don't make the rules.

I didn't get around to leveling up tonight. I'll try to make time tomorrow.


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Female Dwarf Cleric of Magrim 9 | HP 19/66 | AC 22 T 14 FF 21 | Fort +8 Ref +4 Will +10 | Initiative +1 | Perception +13 | Channel Energy 2/6 | Blast Rune 7/7 | Gentle Rest 7/7

If your longhammer isn't already masterwork, I can at least cast masterwork transformation on it.


Garnet Ironshanks | Dwarf Fighter 9 | Speed 20 | Initiative +2 | Perception +12 | Hp: 119/114 | AC 25 (Touch 11, FF 24) +2 vs critical | CMD 29, 31 vs Disarm of Longhammer, 33 vs Trip, Bull Rush | Fort +14, Reflex +10, Will +10; +3 vs Poison, Spell, Spell-Like | Fire Resist 2 | Active Conditions:
Glenda Dalduraz wrote:
If your longhammer isn't already masterwork, I can at least cast masterwork transformation on it.

Thank you for the offer. It is a masterwork fireforged Dwarven Longhammer, Garnet just couldn’t afford to enchant it at character creation. Maybe there is a gemstone we could put in the pommel as part of the raw materials for an eventual enchantment upgrade once someone has the appropriate feat—especially if there is a garnet available...


The whole gemstone thing is supposed to be lost crafting lore, so you can't replicate the crafting here. You could probably learn it in Dammerhall.

Erebos has Craft Magic Arms and Armor. If you can stomach using a weapon ensorcelled by a drow.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Hahahaah the Drow beat us to craft magic arms and armor! Our Dwarven pride is now wounded beyond repair...


Garnet Ironshanks | Dwarf Fighter 9 | Speed 20 | Initiative +2 | Perception +12 | Hp: 119/114 | AC 25 (Touch 11, FF 24) +2 vs critical | CMD 29, 31 vs Disarm of Longhammer, 33 vs Trip, Bull Rush | Fort +14, Reflex +10, Will +10; +3 vs Poison, Spell, Spell-Like | Fire Resist 2 | Active Conditions:

If the drow has proven a reliable ally and the cost of enchantment does not exceed Garnet’s share, she is fine having an enchantment from a Drow—just because some of their kind are nasty evil creatures, doesn’t mean they all are.

(Garnet doesn’t have any of the racial hatred traits, although she does have the dodging giants bonus)


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Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

I'm going with Reckless Abandon, +2/-2 right now!


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

I'm all set, new HO, new spells, new rage powers, some skill points.

If this was like Wrath of the Righteous, I'd have taken the rage power against Evil Outsiders, but I couldn't justify any particular foe on a regular basis, so none of the foe focused rage powers made sense to me. But lowering AC to hit more often is Torvi's way of playing the game! Sure, it may make Glenda's job more difficult...


How about everyone posts here in discussion what they want to get up to in some downtime and maybe how long you might want?

I guess I'll keep the NPC's level up choices mysterious. Maybe that is more fun. Erebos will definitely spend some time writing spells into his spellbook.

Also, Garnet will have to judge for herself in character, but as a player don't be confused that Erebos is some sort of good drow character. He hasn't done anything openly evil lately, but he is here for his own benefit. For the moment, there hasn't been any direct conflict between the dwarves and Erebos. Torvi hates him, and for good reason I'm sure she would be happy to talk about.

He has been pretty useful. Actually, you might have all died in the wilderness here without his guidance.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Yeah, I'm a bit of a drow hater! Elves in general, but especially those dark ones! Earlier in the adventure, Torvi picked up an item, and was overcome with the vision of our very own drow killing dwarves during the fall of Dammerhall, which caused a fight, etc. I tried hard to kill him then! I've still got my eye out on him too!

Happy to help with spells for crafting if needed.

I can scribe scrolls of just about any spell up to 2nd level. Either for Dasur to add them to his spell book, or just to have around for utility.

Do we have money and materials for scrolls?


Female Dwarf Cleric of Magrim 9 | HP 19/66 | AC 22 T 14 FF 21 | Fort +8 Ref +4 Will +10 | Initiative +1 | Perception +13 | Channel Energy 2/6 | Blast Rune 7/7 | Gentle Rest 7/7

Glenda is taking the long game with Erebos. She doesn't buy the idea that dark elves are inherently evil; she thinks it's culturally mediated, which means that rehabilitation is a long, long process. Also risky.

Also, level 6 cleric: Same biz as always. Couple skill points, few more spells per day, that's about it.

Hit points: 1d4 + 4 ⇒ (4) + 4 = 8


Garnet Ironshanks | Dwarf Fighter 9 | Speed 20 | Initiative +2 | Perception +12 | Hp: 119/114 | AC 25 (Touch 11, FF 24) +2 vs critical | CMD 29, 31 vs Disarm of Longhammer, 33 vs Trip, Bull Rush | Fort +14, Reflex +10, Will +10; +3 vs Poison, Spell, Spell-Like | Fire Resist 2 | Active Conditions:

If Erebos makes the offer in-character, Garnet will assess Erebos’ sincerity and ask the Prince what he thinks. If both of those go well, she will go ahead with it. Is there 1000 gp worth of material available to enchant the weapon to +1?


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Level 6 Dasur:

HP: 1d3 + 3 ⇒ (2) + 3 = 5

+1 BAB

+1 Fort, Ref, Will

+1 2nd level spell slot

+1 3rd level spell slot

Two new spells:

Burrow

Shifting Sand

+9 skill points:

Craft (Jewelry)
Knowledge (Arcana)
Knowledge (Dungeoneering)
Knowledge (History)
+2 Knowledge (Nature):
Knowledge (Planes)
Linguistics: (New language: Elven)
Spellcraft

BACKGROUND skills:

Craft (Gemcutting)

Knowledge (Engineering)

------

I should probably pick up Fireball and Invisibility Sphere next (classics!) but I'm trying to stick to the earth theme at the moment.

So, for downtime. Dasur is going to be copying spells from Balam's spellbook into his own spellbook. For refernece: Writing into a Spellbook He will be trying to copy:

Erase
Acid Arrow
Knock
Dispel Magic
Swarm of Fangs
Waves of Blood

Stinking Cloud (this is from a scroll)

This will cost us 480g worth of materials to copy the spells because it's out of another spellbook, and thankfully we have plenty of money. Now I don't know where Dasur is getting these materials, so unless the GM has a problem with it I was going to say Dasur was getting it from the vampire's magical component stash and subtracting it from our group loot.

Each of these takes 1 hour and a Spellcraft check (DC15+spell lvl) at the end. If it fails Dasur can try again the next day

Day 1:

DC 17 Spells:

spellcraft check Erase: 1d20 + 14 ⇒ (2) + 14 = 16
spellcraft check Acid Arrow, earth spell: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36
spellcraft check Knock: 1d20 + 14 ⇒ (16) + 14 = 30

DC 18 Spells:

spellcraft check Dispel Magic: 1d20 + 14 ⇒ (10) + 14 = 24
spellcraft check Swarm of Fangs: 1d20 + 14 ⇒ (1) + 14 = 15
spellcraft check Waves of Blood: 1d20 + 14 ⇒ (10) + 14 = 24
spellcraft check Stinking Cloud, Earth: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17

Day 2:

DC 17 Spells:

spellcraft check Erase: 1d20 + 14 ⇒ (18) + 14 = 32

DC 18 Spells:

spellcraft check Swarm of Fangs: 1d20 + 14 ⇒ (9) + 14 = 23
spellcraft check Stinking Cloud, Earth: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32

So it will take Dasur a minimum of 2 days to learn all the spells he wants. I can't find any Wondrous Items that he would be able to make at this moment.


Female Dwarf Cleric of Magrim 9 | HP 19/66 | AC 22 T 14 FF 21 | Fort +8 Ref +4 Will +10 | Initiative +1 | Perception +13 | Channel Energy 2/6 | Blast Rune 7/7 | Gentle Rest 7/7

You should be able to make all kinds of Wondrous Items. Remember, you don't need to match the caster level on an item; that's just the typical level for "found" items. Also, you don't need to match the prerequisites if you just increase the Spellcraft DC for creation. So you can easily make things like Cloaks of Resistance, +stat items, and magic boots.

PRD wrote:

Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.

While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

GM, here's the spellcraft check for identifying the magical bag. Dasur will cast Identify beforehand.

spellcraft, identify: 1d20 + 15 + 10 ⇒ (13) + 15 + 10 = 38

Oh, I forgot about that Glenda. Hmm. Okay I may have to take another look later. I really liked these Elemental Gems. Seems like something Dasur would craft.


The bag is a bag of holding type 2.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Snorri has no qualms in working with Erebos. Until he betrays us he'll continue to treat him as part of the team.

I think I've pretty much got Snorri leveled up in herolabs just not in his profile. There's really nothing to him honestly. Just a few skill points and that's pretty much it. The rest of it is just your typical stuff that goes up in level with the pc. Saves/Base Attack/etc. type stuff.

Will try and get his profile updated hopefully before the weekend but it'll probably be the weekend. Been getting slammed at work so it's been some tiring days.


I, too, am taking the long game with Erebos. I honestly don't know how this story plays out. One of my favorite parts of the campaign, really.

As you guys are spending a few days together, this seems like a good time to get to know Garn, and to push relationships with each other and with Iverna and Erebos.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Or hole yourself up in the study and stare at 4500g worth of uncut rubies through various light-refracting devices!

Wow that's a nice bag of holding. Just an FYI, we can't open it while inside of Dasur's Rock Trick.

SRD wrote:
A number of spells and magic items utilize extradimensional spaces, such as rope trick, a bag of holding, a handy haversack, and a portable hole. These spells and magic items create a tiny pocket space that does not exist in any dimension. Such items do not function, however, inside another extradimensional space. If placed inside such a space, they cease to function until removed from the extradimensional space. For example, if a bag of holding is brought into a rope trick, the contents of the bag of holding become inaccessible until the bag of holding is taken outside the rope trick. The only exception to this is when a bag of holding and a portable hole interact, forming a rift to the Astral Plane, as noted in their descriptions.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)
GM SuperTumbler wrote:
I honestly don't know how this story plays out.

Torvi has suggestions on that.


Garnet Ironshanks | Dwarf Fighter 9 | Speed 20 | Initiative +2 | Perception +12 | Hp: 119/114 | AC 25 (Touch 11, FF 24) +2 vs critical | CMD 29, 31 vs Disarm of Longhammer, 33 vs Trip, Bull Rush | Fort +14, Reflex +10, Will +10; +3 vs Poison, Spell, Spell-Like | Fire Resist 2 | Active Conditions:

Garnet is good with helping secure/repair the main doors, cutting up the coffin/spellbook, getting her hammer enchanted, helping Glenda with her vigil, and doing whatever else is needed for the Prince.


Let's say a week takes care of whatever you need to do for downtime. What do we need to get moving again?


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Nothing I'm aware of, we can get moving. If I recall, we're looking for some statues that mark the way to Dammerhall, and they're through the Jungle. Or around the perimeter. I will need to look up what the angel said again, or just ask it to repeat itself.


You do have a choice to make. You can get to the jungle by leaving the main exit and descending. This would be the way that Erebos had discussed earlier that is likely to be watched by the elves there. Your other option is to take the narrow tunnel through which Garn entered. It is marked in blue on the map, though the exit isn't accurate.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

I'm a follower, just here for the adventure, and to record it.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Oh I didn't know about Garn's passage. Well, seems to me that unless we want to negotiate with the elves (whom we have a long-standing grudge with and will likely result in a s$$%-kicking fight), we should use the narrow passage and try to uh "sneak" in.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Right! What could go wrong sticking Torvi in the same room with more elves!?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yeah it sounds like Garnet's way is the best way. No sense in stirring up trouble when we don't have to.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

SO I've got two strategies here:

Use Stinking Cloud and try to drive the dinos away, or use Communal Spider Climb and go around them. If they're still jumpy, at least we can attack them from the western cliffs and drive them back south.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Just an FYI Javell, the GM SuperTumbler treats Prepared casters a little differently than most. I can't find the exact post, but I have been acting under the house rule that they can re-prepare their spell slots by spending 10 minutes studying or praying per spell level of the slot. As such I am much more liberal with Dasur's spellcasting than most wizards.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Well that's cool! Man that is totally cool. And handy. Will keep that in mind.


The primary purpose of the rule is to keep the game from stopping so that characters can sleep and swap out spells. It isn't tactically useful, obviously, but it let's you not worry about filling slots with utility spells you might need.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Oh no... Torvi said the "E" word. The Tolkien Estate lawyers will be in this thread any minute now with cease and desist orders!


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)
Dasur Deepborn wrote:
Oh no... Torvi said the "E" word. The Tolkien Estate lawyers will be in this thread any minute now with cease and desist orders!

That's how I roll!!!!

It was done as satire!

It's not like I said "beholder" or "sahuagin," or "githyanki!"


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

"The only good elf..."


Garnet Ironshanks | Dwarf Fighter 9 | Speed 20 | Initiative +2 | Perception +12 | Hp: 119/114 | AC 25 (Touch 11, FF 24) +2 vs critical | CMD 29, 31 vs Disarm of Longhammer, 33 vs Trip, Bull Rush | Fort +14, Reflex +10, Will +10; +3 vs Poison, Spell, Spell-Like | Fire Resist 2 | Active Conditions:

Have we lost our cleric? I don’t think Glenda has posted in quite some time...


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

She posted last on 26 April.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Dang, really? Didn't realize it's been that long.

And that's pretty cool we also get rage powers. Man that's just cool.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Maybe if she doesn't see this in the next couple of days we ought to send her a pm? See if she's still interested in this? I hope so. Pretty solid player.

Although I will say, I have NOOOOO idea how she's in so many games. That would literally mentally wear me out. Makes me tired just thinking about it. :P

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