Team Dwarf/Gnome in Elves vs Dwarves -- ELVES KEEP OUT (Inactive)

Game Master Chainmail

Homebrew old school campaign where elves and dwarves interact in an ever increasing way as the game continues.
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Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Couple of quick questions.

1) 15 Point Buy, right?
2) How are we calculating HP?
3) Starting Gold?
4) Are there any racial skill modifiers for the Gnoll?
5) Finally, standard traits?

Otherwise, I will proceed with these racial adjustments and the core Barbarian Build.

+2 Str, +2 Con, -2 Int
+1 natural AC
darkvision
ferocity (as half-orcs)


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

1) yes
2) max 1st, half +1 after
3) 0, we are prisoners getting stuff outta the dead and current pcs
4) no clue on that one
5) no traits we get a bonus 1st lvl feat, we got to pick out of dwarven ones, idk if he has ideas for gnoll ones.


Male Gnoll Barbarian/5

That works for me - created the Alias...I will work up the stats, and since I am not a Dwarf, I will just take an extra combat feat if Chainmail is ok with that? I am not sure what the dead hold, but I will want to find and ultimately use a two-handed weapon/no shield. Gralk "the Eye Biter" will be ready soon.


Gallak will be switching between ranged and melee combat. Claws in melee, Throwing axes or even a shortbow for ranged. He does not hit reliably at range, and likely never will.
Although Gallak has barbarian levels and occasionally acts like one, I'll dial that back a little if there's a second ragemeister.
However, we have no rogue. That's just a really horrible plan. I liked the idea ex-Hon had with his Gnoll character, but I agree we should try to remain dwarfy.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Maybe to stay dwarfy and still pick up the gnoll leader rogue. Either Nar or Hon can be him.

Idk if Nar was going to make a dwarf wizard or not. Hon had an idea for a dwarf cavalier but since its core only he could make a dwarf fighter or a dwarf rogue that's Hon's long lost cousin or something lol. Or even a dwarven druid, cause why not?


Male Gnoll Barbarian/5

Gralk is ready, with the exception of background, weapons and equipment, of course.

I took the Animal Fury Rage Power for the added bite attack because it seemed appropriate.

@Chainmail: Will he get a bite attack, scent abilities, or any other of the Gnoll traits from the Bestiary?


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Hey Gralk, ur missing 4 Favored class bonuses, looks like u took 1 for hp, you still have 4 more for either skills or hp. I was watching you update your character like a stalker cause I got nothing better to do then look at my team mates characters lol.

you should totally get Intimidating Glare, then Terrifying Howl as your next rage powers :P


Gallak's next power will likely be intimidating glare. His hefty Intimidate might come in handy.


Male Gnoll Barbarian/5

LOL - definitely Terrifying Howl! I will not be maxing out Intimidate, so have at it Gallak. I thought I added the +1 per level for favored class, but you caught the math error. I am a RL Lawyer...bad with numbers...good catch...thanks!

1st Level: 12+3(Con)+3(Toughness)+1(Fav Class)=19
2nd Level: 6+1+3(Con)+1(Fav Class)=11
3rd Level: 6+1+3(Con)+1(Fav Class)=11
4th Level: 6+1+3(Con)+1(Fav Class)+1(Toughness)=12
5th Level: 6+1+3(Con)+1(Fav Class)+1(Toughness)=12

TOTAL: 65


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

lol no worries, im sitting here messing with characters. checking everyone else's and wishing pbp went faster cause ive been eager to get this one going. intimidating glare is a prereq for terrifying howl which can be taken at 8th lvl.

EDIT: after looking at it I see why, you have to use intimidating glare first as a move action to shake ppl up then terrifying howl to panick them.

EDIT 2:lol if you both have intimidating glare you can shake 4 enemies in a round and if gallak goes first he can get a 5th in then u a 6th as a move action your second round and panick 6 creatures after 2 rounds of combat.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Alright I think I will keep with the ranger, but go with a typical dwarf not a battle dwarf, and add a level of rogue. That way I keep my perception up for trap finding. add sneak damage when flanking with dual weapons. Less I have to worry about with conversion and plus get to keep a character going and see where it takes me.


My live group has paired terrifying howl with dazzling display, along with a knife fighter/rogue, to truly horrifying results.

I will only get one rage power before taking Dragon Disciple, meaning that it may well be Moment of Clarity. Still, I will be using Intimidate regularly.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Albino Dwarf Bard Barbarian Dragon Disciple.... wow just wow


Male Dwarf Fighter (Foehammer) /6 Hps 58/58 AC 24 FF 23 T 11 CMD 21 (23D, 27 BR, 29 Trip) Fort +8 Ref +5 Will +3; Init +5 Per +7

So I am thinking about a dwarf or other races (not sure our full range of choices) wizard (invoker). Unless anyone thinks we have a gaping hole in a role somewhere (I was thinking up a gnoll rogue until Kragg posted.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Gnomes; A gnome makes a good sorcerer, wizard would be good too.

right now we have

Dwarf Fighter 1/Cleric 4 (war cleric): Me
Dwarf Fighter 1/Wizard 4 (transmuter, going Eldritch Knight): Barth
Dwarf Bard 3/Barbarian 2 (raging bagpipe player, soon to be dragon disciple): Gallak
Dwarf Ranger 4/Rogue 1 (the guy in charge): Kragg
Gnoll Barbarian 5 (raging biting heckler): Gralk
Human Ranger 4(5? or something else): Joan

So we have a lot of melee heavy but a few of them can swap back and forth.

Don't know if hon is making a gnoll ranger, dwarf fighter, or will be the gnoll leader.

If you go dwarf, you could instead of familiar focus into a weapon and be a smith. Go universalist and you can throw said weapon at enemies. or even be human I suppose.

Dwarf, Gnome, Gnoll, Human are are choices I believe. Gnolls with their negative to int would make poor wizards.

Edit: You could even go this

Abjurer:
Abjuration School

The abjurer uses magic against itself, and masters the art of defensive and warding magics.

Resistance (Ex): You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.

Protective Ward (Su): As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Energy Absorption (Su): At 6th level, you gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.


Wait until you know the rest of the story xP

Good ole-fashion dwarven combat. Hit it with the axe.

Two wizards, one buff and one damage. I like it. Barth, are you just going to try your best to offset arcane failure, or use primarily verbal/hour per level spells?


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28
Chainmail wrote:
Once again, other groups fell in love with the maul of the titans using it to bring down doors in an instant or used the staff to turn walls into tunnels. You didn't have those options. When an item ignores hardness and does massive damage to inanimate objects, I think it has a very good use in its limited role and it still makes a solid weapon. Two party members had the required 18 STR, but I don't think anyone really wanted it. The maul was sold for the gold and converted to useful items, but I would have kept it.

The maul was stolen along with the +2 icy burst dagger. That was the whole reason we never used it in the mines with the dark dwarves nor now with the giants. Even when trying to figure out who took it was taken wrong and thus we angered other dwarves.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

actually the maul was sold long ago.

Spade of Excavation was stolen

I wonder if we can buy both the staff and maul back?


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

your right my fault... the staff is still with us and kragg is carrying it though. Its under quartermastered goods in my profile.


Male Gnoll Barbarian/5

What am I looking at that is available for armor and a weapon?


Pretty much Khazads gear is it. We've still got some of Kib's equipment, everything Hon didn't take downstairs.
Plus the giant's sword, which I had hoped was a bastard sword, but I suspect is not.

We should go after the yetis, if only for the wands.


Male Gnoll Barbarian/5

I would be interested in the Merciful Executioner's Axe and the +2 Belt of Con from Khazad's things, if I can have it?

What exactly are the properties a Merciful Executioner's Axe?


Male Dwarf Fighter (Foehammer) /6 Hps 58/58 AC 24 FF 23 T 11 CMD 21 (23D, 27 BR, 29 Trip) Fort +8 Ref +5 Will +3; Init +5 Per +7

I'm not sure how much I will have coming in. Will I be able to find/have my spellbook or bonded item?

And is Dwarven toughness/Luck of Stonecrusher still available as a choice at first level?

Sczarni

Rogue3/Wiz1 by training, Machiavellian by temperment

Hon only had Headband of CH+2, +3 Mithral chainshirt of Fortification(25%)(10 Lbs),Cloak of Stealth+5, Wand of Knock, One potion of alchemist fire. MW Short spear and hammer. MW lockpicks. Some useful tools of trade in pouches. All else remains with backpacks Hon dropped along stairs before descending.

Hon's backpack- (2 lbs)
bedroll (5 lbs)
Bell (with 20' of twine stuffed inside to silence ringer)
Candles(3)
Case, Map (holding 3 wax covered chalk)
Caltrops(2lbs)
Crowbar(5lbs)
Portable Ram (wrapped in bedroll)(20lbs)
Grappling Hook w/50’silkrope(4+5=9lbs)
Mirror(small steel)(0.5lbs)
Sack, wrapped tightly around 5 pitons(0.5lbs+4x0.5lbs=2.5lbs)
Sack, w/4 days rations(0.5lbs+4x1lbs=4.5lbs)
ColdWeather outfit
Ice Cleats
Glare goggles (specialized equipment, not magic)
Dire Wolf Pelt (with geo/political map inscribed)
Official Journal, ink and pen
Society coin (Platinum, “Society of Secrets, everyone gets a share”)

Kib's Haversack:
MW Sling,
Cloak of Protection
Rod of Enlarge 4500
Hand of the Mage 1350
Scroll of Expiditious Retreat (1) 75
Scroll Case= 3 Identify & 2 Blindness/Deafness
7 laen crossbow bolts 700
7 bullets 700
16 arrows 1600
9 'ammunition size amounts' of laen in rings & 1 in butterfly 1000 (not counted in total spent)
2 Flasks of Acid
Signal Whistle .8gp
Chalk .01gp
Smokestick 20gp
Dustburst Bullet (1) 196gp
Staff of Earth & Stone (6) *Not carried*
IN MW BACKPACK 50gp
2 Spellbooks 2,500gp each
1 bar Volcanic Glass 1500gp 2lbs
1 bar Mithril 500gp 2 lbs
1 bar Steel Alloy 250gp lbs
1 bar Adamantine 2000gp 2lbs
Alchemical Grease(4) 10gp
Alchemical Solvent 5gp
Alchemical Fire 50gp
Antiplague 50 etc.
Antitoxin 50
Bag, waterproof .5
MW Atisan's Tools 55
Winter Blanket .5
Pocketed Scarf 8
Magnifying Glass 100
Small steel Mirror 10


Male Gnoll Barbarian/5

Well, my wish list just expanded to the following. :-)

+3 Mithral chainshirt of Fortification(25%)(10 Lbs)
Merciful Executioner's Axe
+2 Belt of Con
Cloak of Protection
2 Flasks of Acid
Hon's Backpack
Caltrops
Grappling Hook w/50’silkrope(4+5=9lbs)
and any Gold split between the party


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Once the giants are dealt with then I agree full pursuit of the yetis to 'save' Hon since we really don't know what happened to him.

Only extra gear that Kragg would grab from the dead is the MW lock picks since he is taking a level of rogue to handle the traps if that is ok with everyone.


I'd like to upgrade my own armor, which is a mere +1 Mithral Chain Shirt. Whether that involves swapping or purchasing, or perhaps even smithing, remains to be seen.

I'll also be taking the ram, and any of the Scrolls and Wands I can cast without rolling, plus the hand of the mage.


Male Gnoll Barbarian/5

So, are we waiting on a ruling from Chainmail on the equipment split/scavenging?

Also, I still need to know if I am picking up any of the Gnoll template from the Bestiary?


I believe that it will come up in character shortly.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

There are a 5 characters and only 4 I believe characters to scavenge from.

new- Nar's new toon, me, barth, gralk, hon's new toon
old-kib, nar, kaz, hon

PCs not be changed are Gallak, Kragg, Joan which get first pick because we are new ppl.

At any rate, I'd wishlist Nar's Items since he was the previous cleric

+1 Dwarven Waraxe
+1 Full Plate
+1 Cloak of Resistance with black owl clasp
+1 Heavy Steel Shield
wand of cure light wounds - 49


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Nar, I'm not sure I hope maybe the giants kept some our stuff. I had a evercooling mug I crafted that's special too me :P. I also have a foreign currency gold coin I keep in my shoe.

Sczarni

Rogue3/Wiz1 by training, Machiavellian by temperment

I feel this group is adjusting slowly to reflect a military mentality.
ie Everyone is a rifleman, than you choose your MO.

Still working a character. Drafted up a Dwarf Fighter. Ironically, after 20 years of playing, I have never played a fighter. Mages/rogues/clerics/Rangers even, but not a fighter. So many weapons to choose from. I am stalled a bit, and this weekend is a local 24hr Relay for Life. Busy prepping for day events and night events (running a live WayoftheWicked or a PFS intro event). Depends on how I feel after 12 hours on my feet.


Joan:
HP: 34/34, NL: 0 | F: +3 (+4 vs. Environment), R: +7, W: +3 | Per:+13, Init: +3 | Arrows: 12, Laen: 16, Healer's Kit: 10
Liulfr:
HP: 24/24, NL: 0 | F: +5, R: +5, W: +2 | Per:+5, Init: +2

Good luck on running that game.

I tend to play a lot of fighters, Depending on the build, you can squeeze a lot out of them. My suggestion is pick a fighting style, then grab weapons that fit it. A big up front bruiser might have an earthbreaker, a second rank fighter might be using a glaive. I think you can pull off a Combat maneuver build with core only, but that hasn't been a route that interests me.


Classic Dwarven fighters with the waraxe and a heavy shield are quite powerful, not to mention resilient.


Male Gnoll Barbarian/5

I did the same thing after playing Rogues and Barbarians for decades, and I found that fighters are a very powerful class option and very enjoyable to play. Oh...and the feats...sooooo many cool things to choose from! You will have fun with it!


For this campaign: All dwarves treat levels of fighter as favored class levels. Single class dwarven fighters get to count all levels of fighters twice for favored class purposes. Khazad chose the double hp bonus each level.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

cool, I got another skill point I need to add then :D.

The Exchange

Female Dwarf Wizard 1

Hon no more. May I present Kiptera Stiresong?
Still some minor tweaks. But Is uspect I may actually hit something with this PC.

The Exchange

Female Dwarf Wizard 1

Completed. Reduced her intimidate, not her forte anyway. Gave her Craft:SiegeEngines & Profession:SiegeEngineer. Better fit. No glory or recognition yet necessary=no promotion unless someone dies or screws up. Also explains why she was part of the mission. Needed to scout out locations for placement, mark trees, siegeengine of choice. She is a grunt; a proud grunt, mind you, but still a grunt.

Didn't get to run any RPGs at Relay4Life.


Joan:
HP: 34/34, NL: 0 | F: +3 (+4 vs. Environment), R: +7, W: +3 | Per:+13, Init: +3 | Arrows: 12, Laen: 16, Healer's Kit: 10
Liulfr:
HP: 24/24, NL: 0 | F: +5, R: +5, W: +2 | Per:+5, Init: +2

Shame. But hey, hope you had fun.

depending on how many HP this giant has, I may be joining the new character brigade. This Giant can and probably will one-shot Joan if she lands a hit.


UnFortunately Gallak is in the way again. Lets just hope she kills Nar first!


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Ay dwarves here related to Hon so we get to keep the keep? Need some bloodline to maintain ownership of the rogues hideout. Either that or a will we can find?

By the way I took a look at it and Kragg should have a +10 to disable when he levels up along with a +10 perception for traps. Need to get some Eyes of the Eagle to help that out of course.

Also, with two rangers we will have the outdoor skills covered, Gallak is still there for our diplomacy. Any other thoughts so we don't waste skill points for those classes with only 2+ skills?

Sczarni

Rogue3/Wiz1 by training, Machiavellian by temperment

Heh Heh Heh. If I know Hon, the lease agreement was filled with caveats and conditions but at a price that made it a sweet deal in the short term for the clan. I suspect, there will be quite a few private cursing of his name and the family that sired him but publicly a renaming of a hall and statue as the philanthropist trust pays for various projects not backed by moral majority.

So to answer your question, yes the hideout can be used but there are expectations that come with residing there. ;-) All queries should be in writing and placed in a drop box at Delvers Down, a tavern waypoint located in the bowels of the clan hold that has a questionable reputation, undercommon is often overheard and shady patrons who aren't always dwarves.

But that hasn't come to light yet. Hon was setting up shop down below and the next couple of levels might've seen correspondence. Did you ever wonder where his platinum bars disappeared too? He might've put enough away to pay for a Reincarnation. Things that make you go Hmmmmmm. Enjoy! ;-)


Just verify the source of your feats is Core.

Sczarni

Rogue3/Wiz1 by training, Machiavellian by temperment

And The Nat 1 dice stalker strikes again! What does a Nat 1 burning hands spell look like?

I now return you to the chorus of TPK TPK Rah Rah Rah.

This is quite the kill ratio we got going.


Joan:
HP: 34/34, NL: 0 | F: +3 (+4 vs. Environment), R: +7, W: +3 | Per:+13, Init: +3 | Arrows: 12, Laen: 16, Healer's Kit: 10
Liulfr:
HP: 24/24, NL: 0 | F: +5, R: +5, W: +2 | Per:+5, Init: +2

Since it is looking like Joan is about to take that last journey, do you mind if I go ahead and start rolling another character?


I am trying to keep the replacements from running into the buzzsaw too!

Will invoke some Dues ex Machinations tonight!

I need aliases complete to put them on the throne if needed.


Male Gnoll Barbarian/5

Thanks...all ready here.


Bah. If Gallak bites it I'll step in with a dwarf druid I suppose. At least he's stable, so there's some hope.

Sczarni

Rogue3/Wiz1 by training, Machiavellian by temperment

But... but... Aw com'n. Add another TPK to your necklace of ears. Restart the campaign/re-open recruiting as the elves gloat! You'll only get kudos from the ghost of Hon.

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