The Fallen Sons and Daughters of Heaven Pathfinder Campaign

Game Master Divinitus


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Btw, can I just say I am shocked **nobody** has taken the Consuming Creature template.


The variable ingestion was awkward for calculating level, and it did not fit my theme at all. XD


Gobo Horde did, I believe. I was thinking about it after I saw him use it, but I didn't want to step on his concept.

Also it's kinda confusing. Would we lose levels as we play because of the HD and increased CR we gain, or is it just a 100% upgrade?


Battlespy wrote:
Also it's kinda confusing. Would we lose levels as we play because of the HD and increased CR we gain, or is it just a 100% upgrade?

I would personally read it as a "you then save these ingestion points, and at ever level up can choose to spend them instead of taking an extra level in one path"

Sczarni

I hope the Mighty Template is out of reach, since, well, even at +5 to CR, it is incredibly, horribly, overpowered for PCs.

So far, I've been looking at making Da-Mavet, Fallen of Death.

Story:

Death. It seems he only concerns mere mortals. He is utterly, and truly outside of Heaven and Hell's interests.

Yet, the sheer audacity of Them refuses to leave some things be outside their control.

Thus, I was born. A Solar, a mighty scholar, obsessed with control, decided to replace Death on his righteous throne as lord of death, controller, no, mere driver, curator of the circle. The angels agreed. The devils... argued. For show, as it appeared later.

I was blessed with speed in my mortal life. I grew, lived and wasted in death in the time it takes one human to simply go to the point of creating more of him.

But yet, as I perished, I was given no quarrel, no Hell or Heaven. I was explained that, in due time, millenium or so, I shall take Death's place on Heaven's request. The Reaper said nothing. It seems to me now, he is merely a cog in the wheel, a slightly bigger, yet just as inconsequential as us. I was trained in his ways for 7 centuries and 7 years.

And just like that, I was given the task to find a mortal evading the laws of the cycle. A mortal mage decided to evade his demise by hiding in the second layer of hell. Or so it appeared. I walked in Hell, my credentials, so eagerly provided by Death himself, giving me free pass. As I encountered the wizard, he grinned.

Now, greeting death with a smile is something far from unusual, despite general opinions and thoughts on the matter. Many just men, being true believers and carers of their flock greeted me and my master with a smile, knowing better than anyone that they're going to Heaven. And many psychopaths, slayers of their fellow men, greeted us with a crooked smile as they dropped from the gallows.

But he was neither. He was someone willfully evading us for decades, be it by potions, magic or both. And to sit there, with the barrel in front of his face (I dislike the scythe), grinning, was... unexpected. Unique, in fact. Then I looked over his shoulder, saw Death himself.

As two pit lords grabbed my arms from the sides, I understood. I saw his look. Betraying me, wasn't out of hatred or jealousy, it was merely a small act of disobedience to his superiors.

As he came closer, in his wordless ways, I saw it wasn't even personal. He took my image, then disappeared. Apparently Heaven didn't need a new Reaper after all.

I was then imprisoned in the third circle, tortured for a thousand and one years. My body was rend to pieces and put back through the flames of hell, my soul exposed to horrors unimaginable, then granted little moment to rest, so that the next session would be even more excruciating. I threatened with Heaven's retribution. No answers. I asked forgiveness. No point. I begged. No remorse. It is as of now, as I grasp the red-hot poker from my torturer's body as it turns to ashes, and lunge from the brazier's shadow at the two pathetic, meager glabrezus keeping guard, I realize the answer.

They meant to create another one. Someone who knows how their enemy think, act, decides. And, I asked myself, as I rend the Erinyes' throat end to end as she rushes in the room, why not punish those, who merely needed to gaze upon Death and realize he's not me? Why not take advantage of a place that rewards cunning, inventiveness and effectiveness with power? As I put the poker to the warden's throat, I ask for him to contact someone higher up. I chuckle at his nervousness. I picked up the condescending superiority quickly, it would seem. I thank him. For his outstanding service. As his ashes fall to the ground, I wipe the poker in his throne's seat.

After all, Hell doesn't reward failure.

I'm seeing Da-Mavet as an outstanding infiltrator and assassin, capable of going anywhere undetected and making sure his target doesn't walk.

I'm looking at URogue/Diviner Wizard/Gunslinger, with the Quickling, Alacritous, Shadow Lord and Broken Soul templates, acquired in that progression through his lif... existance.

He will be of powerful use in combat, as the current build I have for him is definitely effective at getting next to the commander/most threatening enemy and removing them completely and utterly.

I will begin making a build in its entirety soon, all the... mundane bits are done and I need to get the FP and RP bits in.


Iaidionnel wrote:

Here's the two I've picked up and their costs:

** spoiler omitted **

Rynjin, what did you pay for change shape? I was thinking of grabbing that for when using Daywalker (Nice to have a way to be corporeal when needed, even better if she can create any body she desires).

2 FP again (Everything I picked but Evangelize and Resurrection are). He may charge more for ones that change your size though.


Still here just working it out.


Some of my abilities are,

6FP Lifedrinker(Su) Whenever Orinel slays a living foe, he receives the benefits of a harm spell (CL 12th). This ability can activate up to once per round. (taken from Balor's)

6FP Wise Defense(Ex) As the monk AC Bonus ability to add wisdom to AC. (not sure if +1/4 level AC bonus is included).

2FP Stride of the Earth Like at will Treestride but into solid stone/rock instead.

8FP Constant Ability Freedom of movement.


Man...

all these fireballs from the cleric domain and I can't spellcombat with them 'cause they're SLAs


Well well well, look what the cat dragged in...not that I am anywhere near done transferring all the info, but still wanted to get a post in ^_^

I'll get in the classes and templates today or tomorrow, Feats/Skills/Innate Items/Legendary Items will take a bit longer still.


whoever was going for the Fallen with Travel powers, check out this creature... kinda cool, i thought, anyway


Is anyone else having fun thinking up names for their Legendary items?


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thunderbeard wrote:
Is anyone else having fun thinking up names for their Legendary items?

You have no idea. What have you got?

Baleful Firekeeper Sword:

A simple arming sword acted as the medium for Ihys to manifest his primordial flame. When he died, the fire burned unchecked.

Who would be willing to wield this pitted blade as a weapon? Something truly horrible must lurk within.

This +3 Longsword houses a fragment of the primordial fire, granting it an intelligence and several special abilities.

  • The Baleful Firekeeper Sword has the following profile: Int 15 Wis 11 Cha 11 Ego 14. It has a Neutral Evil alignment and can speak Common, Infernal, and Ignan and has the Knowledge (Arcana) skill at a +4 bonus. Additionally, it has an arcane pool of 3 points.
  • A firekeeper wielding the Baleful Firekeeper Sword gains the Alertness feat.
  • As a free action, the firekeeper can spend a point from the weapon’s arcane pool to grant the weapon a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the weapon another +1 on damage rolls.
  • While a firekeeper is wielding or carrying the Baleful Firekeepr Sword, he can communicate telepathically with the blade in a language that the firekeeper and the weapon share.
  • As long as it has at least 1 point in its arcane pool, the Baleful Firekeeper Sword is immune to the broken condition. If broken, the weapon is unconscious and powerless until repaired. If destroyed, the weapon can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.
  • As a free action, a firekeepr can spend a point of the Baleful Firekeeper Sword’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. The firekeeper can spend 2 points from the Baleful Firekeeper Sword’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the firekeeper’s next turn.
  • As a standard action, a firekeeper can expend an arcane point from their or the weapon’s arcane pool, and can call the Baleful Firekeeper Sword from as far as 1 mile away, causing it to instantaneously teleport to his hand.
  • Once per day a firekeeper can attempt to siphon points from the Baleful Firekeeper Sword’s arcane pool into his own arcane pool. Doing so takes a full-round action and the firekeeper must succeed at a Will saving throw with a DC equal to the weapon’s ego. If the firekeeper succeeds, they regain 1 point to their arcane pool for every 2 points they sap from the weapon. If they fail the saving throw, the firekeeper becomes fatigued (but can try again). If they are fatigued, they becomes exhausted instead. The firekeeper cannot use this ability if they are exhausted.
  • Bulwark of Ichorous Warmth:

    Hewn from the scorched stone of a long forgotten abbey, this armor is infused with the lingering heat of some legendary event.

    Those with the prowess to don this armor will find themselves blessed by a sense of gentle repose. When the soul is at ease, one can commit any manner of heinous act without a mote of culpability.

    This +5 suit of Stoneplate has 36 hardness, 285 hit points, is immune to sundering by non-mythic creatures, and possesses the following special abilities:

  • Anytime the wearer damages a creature with a melee or ranged attack, he gains a +2 competence bonus on saving throws against that creature's abilities until the start of his next turn.
  • The armor always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer’s saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing. In addition, the armor’s armor check penalty is reduced to -4.
  • The wearer's carrying capacity is increased by 50%
  • Once per day, when the owner reaches 0 or fewer hit points, the armor automatically provides a breath of life spell.
  • Four times per day the wearer can roll 1d6 and add that to the results of any saving throw they make while wearing the armor. Certain other abilities also consume uses of this ability, as noted in their description.
  • A non-firekeeper attempting to wear the armor is unable to utilize any of the armors special abilities and treats it as a normal, un-enhanced suit of Masterwork Stoneplate. Furthermore, using a special ritual that takes 10 minutes to perform, the firekeeper can sequester the item in a solid object at least twice as large as the item (such as putting a sword in a stone or an oak tree). The item becomes impossible to remove by any creature not bonded to it unless by means of a wish or miracle cast by a mythic creature of higher tier than the firekeeper.
  • The armor can't be bonded to another creature as long as its current firekeeper is alive. If the firekeeper dies or becomes non-mythic, this item can be bonded to another creature, but that creature doesn't gain the benefit of this ability. If the original firekeeper comes back to life or becomes mythic again, and this item is bonded to another, the bond reverts back to the firekeeper at any time the eternally bonded creature wishes. Reinstating a bond in this way is a free action. If the armor is broken, the bond is temporarily severed, but is reinstated when the armor is repaired.
  • When a critical hit or sneak attack is scored against the a firekeeper wearing this armor, the wearer can expend one use of the saving throw bonus to negate the critical hit or sneak attack and instead take normal damage.
  • Shield of Want:

    The origins of this shield are unknown, for it bares no mark of heraldry or allegiance across its surface.

    What is the nature of man's desire? A tiny thing, cursed with the burden of life, strove for an answer. Nothing could safeguard her from what she found.

    This +5 Quickdraw Light Mithral Shield possesses the following special abilities:

  • Six times per day the wearer can roll 1d6 and add that to the results of any saving throw they make while wielding the shield. Certain other abilities also consume uses of this ability, as noted in their description.
  • As a standard action, the firekeeper can grant a temporary bond to a number of creatures equal to or less than their mythic tier. These creatures can be mythic or non-mythic. A creature with a temporary bond can fully utilize all of the item's special abilities, and if that creature has mythic power, he can expend it to use the shield's special abilities that are limited to a number of uses per day. This temporary bond ends either when the firekeeper wills it—a mental command requiring no action, which can be done at any time while they are conscious—or when the bond is broken between the shield and its bonded creature.
  • As a standard action, the firekeeper can expend one use of their saving throw bonus to heal themselves 10 points of damage per mythic tier they possess. Alternatively, as a standard action she can expend two uses of their saving throw bonus to remove a single condition affecting her.
  • The shield can be further enchanted for half the normal cost in a ritual that takes 8 hours to complete. Doing so does not require a Craft check.

  • In summary, I'll just quote myself.

    Rednal wrote:
    And now for a Public Service Announcement on naming our Legendary Items of Epic Awesomeness.


    Rednal wrote:

    In summary, I'll just quote myself.

    Rednal wrote:
    And now for a Public Service Announcement on naming our Legendary Items of Epic Awesomeness.

    I'm holding you to that, mister.


    I think my Hammer will be named "Verdict"

    not sure about the armor

    EDIT: maybe ill just name them Law and Order. bum-bum-bum-bum-buuuuuuuuum bum


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    I collectively named my five pistols the Auditors. I find it a truly terrifying name.


    I can never think of good names for gear. I SUUUUUCK at it.


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    Sorry, Rednal, but I think I went with Johnnycat's line of reasoning on this one.

    Legendary Hands Tattoo: Memento Mori:
    A Lillend’s hands are large, but also long and graceful, with fingers intended for playing music. Over decades, the Lady of Laughter has strengthened hers with magic, building up the power to damage truly powerful foes with her bare hands. The Memento Mori is a set of two inscriptions, scrawled in Celestial across the knuckles of her left and right hands, one word coiling around each finger. "Death comes to all," reads the first, followed by "Will you go gracefully?" on the second. Over time, the magic has caused her hands to acquire an intelligence of their own; and though it can be somewhat disconcerting arguing with her own fists, Seiyasha has found great use from both the enchantment’s offensive powers and the ability to tear open portals between the planes with her bare hands.
    -Base Ability: Mythic-Bane +5 Unarmed Strike
    -Added Ability: Gloves of Spell Snaring (9k) (Snatch Arrows 2x/day as immediate action; can instead make an attack roll to block spell targeting self or adjacent ally)
    Legendary Powers:
    -Upgradable
    -Intelligent x4 (20 Int, 16 Wis, 12 Cha)
    --Plane Shift 3/day
    --Blindsense

    Legendary Headband Tattoo: Crown of Truth and Beauty:
    (Charm might also be appropriate, though not Up, Down, or Strange)
    In place of a circlet, the Lady wears an abstract tattoo, filigreed silver and gold encircling her head just below the hairline. Into this base, she’s weaved a number of inks in delicate colors, each adding a subtle but powerful enchantment to aid in thinking or protect her mind against assault. Lately, finding herself attracting followers, she has added a few new powers of subtlety and influence into the enchantment.
    -Base Ability: Headband of Mental Superiority +4
    -Added Ability: Circlet of Persuasion (4.5k)
    Legendary Powers:
    -Adroit (surge for +20 to Perform oratory)
    -Rejuvenating (2 power to remove any condition)
    -Upgradable
    -Undetectable (no spells can see through user’s invisibility)
    -Powerful (4 power reserve)

    @Rynjin: Tell me what your items do, and I can give a bunch of suggestions (or, ask anyone you want to for advice, if you feel like it?)


    Getting a little quarky with your naming sense there, thunderbeard.

    I still need to get another legendary item myself. Currently pondering how I want to do this. XD


    Haha, Ten that would fit perfectly with my bows:

    Nemesis is going to be my weapon of choice for dealing damage and killing a foe, while Mercy will better suited to subduing and capturing an enemy alive.


    I actually haven't statted them yet. As-in, haven't decided what they are.

    Like I said up-thread I'm considering making them +6 Crystal Hilts, which would give me +5 in Enhancement for special abilities to give my Mindblade (and they can be different, in this case).

    Toying with the idea of making them both Coup de Grace weapons, which on a successful Critical force a DC 27 Will save or be Paralyzed. Then I could dance around the battlefield, shanking dudes until they're paralyzed and then teleporting off.

    Either that, or making them both Unholy, and then one Mindfeeder (on crit, gain the amount of damage dealt in temporary power Points) and the other Bodyfeeder (same as above, but temp HP).

    But I have no clue what Artifact-y abilities to give it. Most of the Legendary Item stuff isn't very good for weapons. I mean, Foe Biting is ridiculous and Unstoppable Strike is pretty good too, but I already have a ton of SLAs, so I'd probably be asking for custom stuff.

    Though, I was also considering getting Truesight goggles as one (since I couldn't afford Constant True Seeing) and then something else as the other.


    Rednal wrote:
    I still need to get another legendary item myself. Currently pondering how I want to do this. XD

    Inherent Lyre of Building (at unlimited uses for 5x the base cost). Gem of Seeing. Ioun Stone. Judge's Wig. Helm of Teleportation. Charlatan's Cape. Ioun Stone?

    Silver Crusade

    waiting on a GMs PM for Fiendish abilities,
    But 2 will be at the very core of my PC idea


    While we are on the topics of legendary items: are ours minor artifacts? The DM answered a question about it, but it was somewhat vague and I couldn't figure out the ruling without the original post.


    Battlespy wrote:
    While we are on the topics of legendary items: are ours minor artifacts? The DM answered a question about it, but it was somewhat vague and I couldn't figure out the ruling without the original post.

    They have an unusual amount of powers (5) and are counted as minor artifacts for the purpose of what powers they can select.


    Legendary item name suggestions?

    One is an amulet of natural fists.

    Other is a druidic staff of yet undetermined powers...

    I seriously couldn't think of any item/s a druid would want to carry around.


    HighonHolyWater wrote:

    Legendary item name suggestions?

    One is an amulet of natural fists.

    Other is a druidic staff of yet undetermined powers...

    I seriously couldn't think of any item/s a druid would want to carry around.

    Seal of the Steelheart Warrior

    Twistree Branch


    Left Buttcheek
    Right Buttcheek
    Hairy Mole on left shoulder.


    Holywater, what are their abilities? And what are their powers? Since magical traditions often involve names going hand in hand with abilities, this is probably worth figuring out before you name them.


    Hey, the DM at some point had said that we could ask him about custom legendary powers.

    I want to make my character a little less terrible at range, so I was thinking about asking for a custom power.
    The item is a lightning themed lucerne hammer. I was thinking one of its abilities could be that it can shoot a touch attack lightning bolt in place of an attack. Seems like it could be really cool, but I'm worried about balance.

    So like, at BAB 13, I could do a full attack of melee/melee-5/melee-10 or melee/ranged-5/ranged-10 or ranged/ranged-5/ranged-10 etc. with the same weapon.

    Wondering whether that is op, and what amount of damage might be acceptable. Dunno what an acceptable amount might be. Flat value + Int/Wis/Cha, tied to mythic tier with no Int/Wis/Cha, etc.

    Wanted to see if anyone had recommendations or suggestions before I PM'd the dm.


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    Well, I think the biggest thing I'd say is that the format is so much different than the vanilla powers.

    How about?

    Quote:
    As a swift action, the wielder can expend one use of legendary power to fire a bolt of lightning as per the lightning bolt spell except that the damage is equal to 5d6 plus 1d6 for each mythic tier. This power may be selected a second time if the items is a minor artifact and a third time as a major artifact. Each time the power is selected the ability creates an addition bolt of lightning (max 3).


    Oooh I like that, it's a lot simpler to describe too.


    Amulet will have +# Phase Locking.

    Staff of Druidry, some spells I guess. Intelligent also. Staff of the Planes?


    Hum. Items will be a nasty pick, I see already...especially if coming up with proper names will be relevant.

    "The left Testicle or Irori" simply doesn't have that "epic" kind of name that strikes fear in enemy's hearts, neither is "Old Conans Rollator Walker".

    I see I'll have plenty of work ahead of me, there.


    Worked out my Evolutions: 1pt-Improved Natural Armor, Resistance, Scent, Skilled(x2, Perception and Survival), 2pt-Limbs(arms), 3pt-Blindsense.

    And spent some of my RP:

    Focused Study(4)
    Nimble Attacks(2)
    Quick Reactions(2)
    Accute Senses at will(4)
    Gravity Bow at will(2)
    Flexible Bonus Feat(4), Quicken-Spell Like Ability(Gravity Bow)
    All-Around Vison(4)

    Go head, try and hide from me.


    HighonHolyWater wrote:
    Staff of the Planes?

    Wayfarer's Staff of Planeswalking?


    HighonHolyWater wrote:

    Amulet will have +# Phase Locking.

    Staff of Druidry, some spells I guess. Intelligent also. Staff of the Planes?

    Worldstone

    Amulet of Nature's Grasp
    Amulet of the World Tree
    Branch of the Old Ones
    Root of the World Tree


    Monkeygod wrote:

    Worked out my Evolutions: 1pt-Improved Natural Armor, Resistance, Scent, Skilled(x2, Perception and Survival), 2pt-Limbs(arms), 3pt-Blindsense.

    Can't spend EP on AC, unless he changed it at somepoint.


    Pretty sure you can't buy natural armor with your eidolon points, if I remember correctly.

    Also, anyone have any unique ideas for legendary properties for my two, +3 equivalent rhoka swords?
    Or my +6 equivalent full plate?

    Don't really want to get the generic abilities, but I have no idea what to go for.


    Monkeygod wrote:
    Go head, try and hide from me.

    Don't test me, friend.

    Da-Mavet's parts will be finished soon, all I need to do is avoid the onmivorous wrath of the paizo profile editor while I finish the spellbook.

    I failed the first time by the time I was at 4th level spells, so I've taken a break for tonight.

    I wonder, is there going to be a thing such as too much damage for this game?


    bigrig107 wrote:

    Or my +6 equivalent full plate?

    Ethereal Legion

    As a standard action, the wielder can expend two uses of legendary power to call the ghostly forms of his slain foes to assault creatures in the area. The attack has a range of 100 ft and is a 20 ft radius burst. Objects and creatures in the area take 3d8 points of damage, plus 1d8 for every two mythic tiers. Undead Creatures take 5d8 damage, plus 1d8 for every mythic tier. A succesful Fortitude save halves this damage.

    I dunno, do you want offense, defense or utility stuff?

    Quote:
    I wonder, is there going to be a thing such as too much damage for this game?

    NO


    Da-Mavet wrote:
    Monkeygod wrote:
    Go head, try and hide from me.

    Don't test me, friend.

    Da-Mavet's parts will be finished soon, all I need to do is avoid the onmivorous wrath of the paizo profile editor while I finish the spellbook.

    I failed the first time by the time I was at 4th level spells, so I've taken a break for tonight.

    I wonder, is there going to be a thing such as too much damage for this game?

    do your edits in Word or Notepad or whatever similar program you have. then just copy it into the profile, so you still have it if the site craps the bed.


    Sweet.

    Amulet of Nature's Grasp. Branch of the Planeswalker.


    Aye, I see the initial comment. I had mistakenly thought your increase overall to Natural Armor couldn't be +4, regardless of where they came from.

    If that's still the case, that's fine, its not that big a deal. Will probably take Resistance a second time then.

    Also, Da-Mavet, with just Acute Senses, my final Wis score unknown and other buffs yet determined, my Perception is 47, fully negating the bonus one gets from Invisibility while standing still.


    Johnnycat93 wrote:
    bigrig107 wrote:

    Or my +6 equivalent full plate?

    Ethereal Legion

    As a standard action, the wielder can expend two uses of legendary power to call the ghostly forms of his slain foes to assault creatures in the area. The attack has a range of 100 ft and is a 20 ft radius burst. Objects and creatures in the area take 3d8 points of damage, plus 1d8 for every two mythic tiers. Undead Creatures take 5d8 damage, plus 1d8 for every mythic tier. A succesful Fortitude save halves this damage.

    I dunno, do you want offense, defense or utility stuff?

    Quote:
    I wonder, is there going to be a thing such as too much damage for this game?
    NO

    Okay, first of all, that's awesome.

    It fits so well, what with the soul-storing theme!

    And, honestly, offense for the swords, defense for the armor.
    Not really sure what I want, exactly, but anything having to do with acid (that isn't just adding xd6 acid to it), death and souls, or daemon stuff would be cool.


    @GM: Out of curiosity, could I build a Legacy Item as my other Legendary Item? Sans the silly "pay hit points and feats to equip this" stuff that book had. XD


    In other ridiculous news. While charging(or run action) and activating bloodrage and applying Cheetah's sprint I can move upto 1700ft(only over land). They never saw it coming.


    bigrig107 wrote:

    And, honestly, offense for the swords, defense for the armor.

    Not really sure what I want, exactly, but anything having to do with acid (that isn't just adding xd6 acid to it), death and souls, or daemon stuff would be cool.

    A Disintegrate effect would be acidic in theme.


    That's properly decent for any level, not just 13 (despite the tristalt). I don't mean to start the arms race.

    But, just because I really want to mention this really, really cool thing about Da-Mavet,

    Incorporeality:

    An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

    Also, just my racial bonus to Stealth is 20.

    *giggles guiltily*

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