The Fulcrum of Ages

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Silver Crusade

Welcome to the Discussion. This would be a good time to sort out how your character would know each other and to figure out some of the group dynamic.

also if you have any questions please ask!


Female Faultspawn
Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)
Monk 8

Thank you for picking me and to the other players I look forward to rping with you!


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

I'm very excited to get started, thank you for picking me!


male Toreador (8th generation) 3xp saved

Thank you for your pick as well: also for knowing group members I am a professional barrister and contact lawyer, church senior cleric who heals, and sometimes adventurer


Female Faultspawn
Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)
Monk 8

Hello everyone and question for the gm: there's nothing in the rules but can I use Zaci's prehensile tail to trip up and disarm opponents? I don't I can't use the tail to wield weapons but to grab items, so it makes sense that you could disarm or trip up an enemy right? Just wanted to ask first before I actually do it.


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

I know I'm not the GM, but I can answer this question. RAW, no, you cannot use a prehensile tail to trip or disarm opponents. The flavor intentions is that it's strong enough to pick up a fairly light item, but not strong enough to do something like move a person's leg or rip something from their grasp.

Of course the GM could rule differently for he is the ultimate arbiter of this campaign, but that's RAW.

Edit: However I see no issue with just using your tail for flavor when you could have easily disarmed or tripped them with anything else. That's just personal opinion though.


Female Faultspawn
Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)
Monk 8
Maldrek Kasidra wrote:

I know I'm not the GM, but I can answer this question. RAW, no, you cannot use a prehensile tail to trip or disarm opponents. The flavor intentions is that it's strong enough to pick up a fairly light item, but not strong enough to do something like move a person's leg or rip something from their grasp.

Of course the GM could rule differently for he is the ultimate arbiter of this campaign, but that's RAW.

Edit: However I see no issue with just using your tail for flavor when you could have easily disarmed or tripped them with anything else. That's just personal opinion though.

Ah okay. Yeah I was wondering as it does not say you can't use your prehensile tail like this although it doesn't say you can so I was curious.

But thank you for the info! Appreciate it!


Male Ifrit Pyrokineticist 10

Hey guys! Glad to have been chosen as well :) I'm Krayn, a Drow Hunter (without a pet), slightly mad! I'm basically a melee brawler with some spells (even some off-healing) and many spell-like abilities. My pleasure to be here with you guys!


Female Faultspawn
Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)
Monk 8
Krayn La'jal wrote:
Hey guys! Glad to have been chosen as well :) I'm Krayn, a Drow Hunter (without a pet), slightly mad! I'm basically a melee brawler with some spells (even some off-healing) and many spell-like abilities. My pleasure to be here with you guys!

Nice to meet you too! And of course you're crazy! Your characters worships a lovecraft knockoff (hoping James Jacobs doesn't see that!). Lol! Just messing with you. Interesting character concept by the way


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Female Angelkin Warlord 8
Quick stats:
AC 26, T 16, FF 21; hp 90/104; Fort +12, Ref +11, Will +6; CMD 30; Init +3; Perc +11, darkvision 60 ft; resist acid/cold/electricity 5

Hello, everyone! My name's Veronica; I'm a 24-year-old Aussie lass who works as a teacher's aide, and I'll be playing Eleanora Aldori, an angelkin warlord trained in the Scarlet Throne and Golden Lion disciplines, a former student of the Aldori Duelling Academy, and leader of a mercenary band.

As an aside, I'm glad to see I'm not the only non-evil one here ;-)

I'm working on transferring all my maneuvers over to my profile for reference, but here are some quick things people should know about Eleanora:

  • El recovers her maneuvers through the use of gambits, a risk/reward payoff. Allies within 60 feet who are able to see her may receive bonuses as well, depending on the gambit. Bonuses include a +3 bonus to their next attack or damage roll - not a huge amount, but worth remembering.
  • El can adopt a Warlord's Presence as a free action. This is considered to be an always-on buff. The flavour requires that El stand out to her allies, so I'll need to speak with the GM and find out exactly what that entails. This can either be Indomitable Presence, which gives herself and allies her Charisma modifier (+3) as a morale bonus to Fortitude saves against death, fatigue, exhaustion, or poison effects, as well as the benefits of the Die Hard feat. Rallying Presence allows herself and allies to add the same morale bonus to Will saves against fear, death, or compulsion effects. Allies need to be within 30 feet to receive these benefits. As it stands, I'll probably be using Rallying Presence most of the time.
  • El gets a bonus teamwork feat, which I haven't factored in because Hero Lab seems to have forgotten about it. She can also grant this teamwork feat to her allies as a standard action 5 times a day, lasting for 6 rounds at a time. What would be a useful teamwork feat, given our tactics?
  • People who are flanking with El get a +3 bonus on their attack rolls instead of +2, due to her Tactical Flanker class feature.

As for backgrounds - the only easy link I can see for El is with Krayn. She's a former mercenary leader, he works as a mercenary... perhaps he could have been part of her band before she stepped down, and the two set off together? Just a thought.

I think we have a really fun group here! :D


Female Faultspawn
Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)
Monk 8

Neat! Excellent looking character by the way!

Silver Crusade

Great to see everyone getting acquanted, if you all could add your important stats to your profile in your class/race field like Elenora has that would be great thanks!

still waiting on one more, the ninja i believe.

Silver Crusade

1 person marked this as a favorite.

as for the trip thing, Zaci, being a monk i'll allow it as you could just use your leg so for flavor purposes its fine.

Just a couple of restrictions if you are holding something already with your tail then i wont let you use it and if your legs are otherwise incapacitated then you wont be able to either, i imagine it working in conjunction with your body and leg movement to create significant momentum to trip.


Female Faultspawn
Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)
Monk 8
Tech5bb wrote:

as for the trip thing, Zaci, being a monk i'll allow it as you could just use your leg so for flavor purposes its fine.

Just a couple of restrictions if you are holding something already with your tail then i wont let you use it and if your legs are otherwise incapacitated then you wont be able to either, i imagine it working in conjunction with your body and leg movement to create significant momentum to trip.

Cool and thank you! Btw turns out I goofed on the items I picked for my character. Forgot sash of war champion was for fighters. Any chance I could switch it out for a sash of insight +1 please? Or would you rather I keep the sash of war champion?


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

Hello Eleanora, nice to meet you! It's good to see we have some strong martial abilities in the party.

If you are reliant on "gambits" or anything else resembling taking chances, Maldrek will automatically dislike you :P

As far as teamwork feats go, for this particular campaign I would highly recommend stealth synergy.

GM, do you have a particular formatting for our stat lines that you prefer?


Female Angelkin Warlord 8
Quick stats:
AC 26, T 16, FF 21; hp 90/104; Fort +12, Ref +11, Will +6; CMD 30; Init +3; Perc +11, darkvision 60 ft; resist acid/cold/electricity 5

Well, she wouldn't call them gambits. After all, she's very confident in her own abilities, and success is all but guaranteed :P


1 person marked this as a favorite.
male Toreador (8th generation) 3xp saved

I could know anybody here from doing legal representation for them or some healing at the temple and since I too am non evil and enjoyed some mercanary adventures I think I could have done some healing for a merc band.

What I do: I go invisible and non detectable in combat wi 15ft of all allies granting a sacred +2 bonus to attack nine times a day when I cast a divine spell on myself like bless or say prayer or blessing of fervor. I shield other the main tank and use bodyguard feat three times when the enemy attacks granting a plus six to ac using my reach weapon
All while healing and summoning friends when needed so I like a group to range out when needed and stay tight to get the hard core buffing I do


Female Human Warpriest 1, [HP 9/9] [AC 17] [T 10] [FF 17] [Init +1] [Perception +4] [CMD 13] [Diplomacy +6] [Heal +8] [Sense Motive +8]

i'm not to fussy on formating for stats but this is an example if you want to use it

(this is just an example character)

Silver Crusade

1 person marked this as a favorite.

@Zaci thats fine to change as long as you dont go over your starting gold.


1 person marked this as a favorite.
Female Angelkin Warlord 8
Quick stats:
AC 26, T 16, FF 21; hp 90/104; Fort +12, Ref +11, Will +6; CMD 30; Init +3; Perc +11, darkvision 60 ft; resist acid/cold/electricity 5

I built Eleanora to be muscle - she hits well, and she hits hard. While her current statblock has power attack factored in, she'll usually cease using it if she's having trouble hitting her foe. She has several strikes that allow her to deal more damage, attack two enemies in one swing, etc - and a fortuitous weapon to make the most of attacks of opportunity. She also has a good amount of boosts that will help protect her if she needs to switch targets and move around the battlefield, and a solid AC thanks to her stance of choice. She's not an entirely selfish build, though, and she's got some new tricks to help out the more melee-inclined party members (those listed above, and her Golden Lion boosts).

Sure, she may not be as tanky as a heavy-armour paladin, or hit as hard as a greatsword fighter or barbarian, but she should be pretty good ;-) And as for out-of-combat utility... Yeah, she doesn't have much of it!

Morgrym, you seem to have a solid support build going on there! I like it! (And aren't Asmodean lawyers fun?)


Female Faultspawn
Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)
Monk 8

Zaci probably knows the others from doing bodyguard work or escorting important figures (no not as a courtesan! She's too professional to do that although it depends on the money of course ;3 mustache smiley!).


Male Fetchling Ninja 8 | AC18 , Touch15 , FF13 | HP 52/72 | F +5, R +13, W +4 (Immune to Mind Effects)| Init +7 | Perc +10

Thanks for the selection, checking in


Male Fetchling Ninja 8 | AC18 , Touch15 , FF13 | HP 52/72 | F +5, R +13, W +4 (Immune to Mind Effects)| Init +7 | Perc +10

As for teamwork feats, my character does a good job of getting attacks in the surprise round, whether started by him or not. Snap shot makes sure I can attack in the surprise round in just about any combat situation, so I could help everyone else out by taking the Lookout feat and get more people into the surprise round also. Just an idea for the future.


male Toreador (8th generation) 3xp saved

So everybody checked in: no problem, Morgrym has worked with this lot both from a thieves guild and healing perspective. He has personally travelled and worked with Zikamari for the council so they are adventuring companions and Morgrym while he doesnt like to get his hands dirty likes someone who will bring the shovel and not ask questions, the tiefling monk Morgrym had represented several times in law suits and they have a mutual repsect, Elenora and her merc company hired Mprgrm several times until they became comrades and friends due to their admiration of each other and not dealing w evil f ers is refreshing


Female Angelkin Warlord 8
Quick stats:
AC 26, T 16, FF 21; hp 90/104; Fort +12, Ref +11, Will +6; CMD 30; Init +3; Perc +11, darkvision 60 ft; resist acid/cold/electricity 5

Oooh, a ninja? I have a boost that allows all allies threatening targets to count as flanking! :D

EDIT: looks good, Morgrym. I'm heading to work soon, but I'll try to do some reading and work out links to the others!


Female Faultspawn
Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)
Monk 8

Wow! Your character has some best tricks up her sleeve huh? I'm also changing my character's footwear to sandals of interception as they fit her role as a bodyguard allowing her to intercept arrows and bolts from reaching her comrades. Hope that's okay. Should have the revised stats up shortly.

Btw are y'all okay with my character serving as a bodyguard or escort for your characters in the past?


Female Angelkin Warlord 8
Quick stats:
AC 26, T 16, FF 21; hp 90/104; Fort +12, Ref +11, Will +6; CMD 30; Init +3; Perc +11, darkvision 60 ft; resist acid/cold/electricity 5

Haha, yep. She's got a nifty mixed bag of combat tricks for sure. :) Here's hoping she can pull off the stunts to keep getting them back, though!


Female Faultspawn
Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)
Monk 8

Let's hope! :3

Silver Crusade

1 person marked this as a favorite.

Ok so everyone is checked in. Can EVERYONE please update your stats and have your basic stats in your Class/Race field of your profile look at Eleanora, Morgrym as example as well as the example i posted.

I would like this done asap so we can start asap.

Thanks


Female Faultspawn
Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)
Monk 8
Tech5bb wrote:

Ok so everyone is checked in. Can EVERYONE please update your stats and have your basic stats in your Class/Race field of your profile look at Eleanora, Morgrym as example as well as the example i posted.

I would like this done asap so we can start asap.

Thanks

I'll do what I can. It's going to be difficult since I'm using my iPhone right now. No Internet.


Female Faultspawn
Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)
Monk 8

Okay it's done. I hope I got it right.

Silver Crusade

looks fine Zaci, you could probably condense them down to 1 line, i wouldn't worry about the fear and enchantment stuf cause if that comes up ill let you know and you can add it to your rolls, its just he basic stuff i need to i can make passive checks as we go to speed things along.


Female Faultspawn
Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)
Monk 8
Tech5bb wrote:
looks fine Zaci, you could probably condense them down to 1 line, i wouldn't worry about the fear and enchantment stuf cause if that comes up ill let you know and you can add it to your rolls, its just he basic stuff i need to i can make passive checks as we go to speed things along.

Okay. I'll do that then.

Silver Crusade

I would like to kick this off tomrrow if possible, so basically 24 hours from now, please let me know if anyone is going to have issues with finalizing their characters by then.

thanks


Female Angelkin Warlord 8
Quick stats:
AC 26, T 16, FF 21; hp 90/104; Fort +12, Ref +11, Will +6; CMD 30; Init +3; Perc +11, darkvision 60 ft; resist acid/cold/electricity 5

Teamwork feat thoughts:

Stealth Synergy wrote:
While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.

This could be either amazing, or not so useful, depending on interpretation. Example: Eleanora and Zikamiri are trying to sneak into position to launch an ambush. They roll their Stealth checks - Zika gets a 5 on the die, and El gets a 19. Zika has a Stealth modifier of +23; El has a modifier of +2. Does that mean that they both take the higher roll (El's 19), and each add both their modifiers, meaning they each get a final result of 42 for Stealth? Or do they simply each take the higher roll before adding their respective modifiers?

Broken Wing Gambit wrote:
Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.

This seems like it could be particularly lethal, considering that Zaci, Morgrym, and El all have Combat Reflexes. Example: Eleanora is threatening a target with Zaci, Zikamiri, and Morgrym. El hits the opponent, and as a free action, activates Broken Wing Gambit, feigning weakness. The opponent attacks her, seeing her as easy prey, provoking attacks of opportunity from Zaci, Zika, and Morgrym. That one 'easy target' has forced the opponent to suddenly eat 3 attacks.

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

Now imagine the above situation - only in this case, El gets to attack as well, even potentially making an iterative attack with her fortuitous weapon. Of course, since she can only share one teamwork feat at a time, this would necessitate someone else taking Paired Opportunists as one of their regular feats.

Thoughts, folks?


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

Stealth synergy uses the highest roll but each person adds their individual modifier. It mitigates failure chance from bad rolls, but it is not a substitute for just being bad at stealth. Your latter understanding is correct, they add their respective modifiers.

The other two are certainly more deadly for combat.

I'll get my stat line updated.


Male Ifrit Pyrokineticist 10

I updated my profile to show the summary in one line :)

Broken Wing Gambit and Paired Opportunists are good, but they both have their issues (the first one is that it just works if the enemy attacks exactly that player, the second one is that people need to be adjacent, not only threatening the target). I don't like Stealth Synergy. I have a teamwork feat myself (Outflank) from my class, btw, but I'm not sure I'd recommend it.

I like Escape Route and Coordinated Charge too, for example, but it all depends of our party composition. As for Lookout, it would work better if we had someone that always goes in the surprise round PLUS if the GM actually uses surprising a lot, otherwise it'd be another waste.

Funny enough, we have a lot of melee... I feel we're clearly lacking on the ranged side. Carrying a bow but not specializing in it doesn't count! Do we have any arcane caster at all? Let me rephrase - any caster at all besides the healer? My spells are mostly support and off-healing, and far from being my focus. At least my reach can go somewhat far already in melee :)

As for background, I like the idea of having worked as a mercenary with Eleonora. However, I think it's very unlikely my character would ever want a bodyguard/escort simply because of his story... Sorry Zaci.


Female Angelkin Warlord 8
Quick stats:
AC 26, T 16, FF 21; hp 90/104; Fort +12, Ref +11, Will +6; CMD 30; Init +3; Perc +11, darkvision 60 ft; resist acid/cold/electricity 5

Yeah, it's tough trying to pick one. Lookout is useless for the purposes of Warleader, as I need to spend a standard action to share my teamwork feats, which I simply can't do prior to an ambush. I might be able to get Broken Wing Gambit to work - if I'm churning out 1d8+1d6+18 damage per attack (or more, depending on what strikes I use), that makes me a mighty tempting target from a tactical point of view, so I'm likely to be attacked... in theory, anyway.

(Oh, as an aside, Krayn? I can gain the benefits of your teamwork feat without granting it to anyone else, if I'm feeing selfish :P)

We can't pick up Coordinated Charge until my BAB reaches +10. Escape Route doesn't look too bad, though...

And you're absolutely right - we're very heavy on melee. :/


Female Faultspawn
Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)
Monk 8

Seems like we're ready to go. That is if the servers don't go down again.


male Toreador (8th generation) 3xp saved

well as I am the healer I won't be changing to arcane caster today, however, perhaps the GM would allow one of the melee to exchange themselves over to either a healer or arcane. I of course love the idea of Morgrym that I have come up with. I prefer to play casters or rogues of any and all sorts and could very easily come up with an arcane caster who does always go in the surprise round, and always goes first... a.k.a. diviner, however my latest arcane idea is making a Thassalonian caster into a bloat mage with leadership so imagine yourself a really, really fat large southern genteel with a poor fellow following him with a stick of butter "I say boy, boy lather me up so I can fit through that door boy"

anyhow, I am happy to play Morgrym, but thing primary arcane is needing some help to be sure.

Silver Crusade

i would like to avoid whole new character rebuilds, if i thought you desperately needed a full arcane caster then i would have mentioned it or kept recruitment open longer to find one.

you have been picked the way your are, minus a few changes i have requested.

I would also like to request that everyone does a final check of their character before we start i have sent all of you messages in regards to questions about your builds just so i am clear on how certain mechanics work as well as some mistakes :( with your builds, i know there is a lot to consider when your starting at a higher level and for those not using programs like hero lab or similar the math can be daunting.

I'm doing my best to make sure everyone is starting at a solid and fair point to ensure that the game is both exciting and challenging and not just a cake walk for all or just having one person dominating.

This is a group/team based scenario and as such you will need to work together to overcome obstacles, so lets start now and make sure we all have the correct stats before we start.

Thanks


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

I'm not a full arcane caster but I have 7 levels of investigator which gives me 3rd level spells.

Maldrek should be ready to go momentarily, including the changes mentioned in PMs.


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

Ok. BaB lowered by 1 and I got rid of the extra feat. I also remembered why I changed my investigator talent away from rogue talent: because none of the offered ones give a bonus feat. It just means my see in darkness ability will have to wait until next level. That will be fun to roleplay that happening!


Female Faultspawn
Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)
Monk 8

Yeah I got to fix mine a bit. Shouldn't be too hard hopefully. Anyone else here besides me use pcgen?


Male Ifrit Pyrokineticist 10

I fixed mine as well. Sorry about that, guys - it was a "last minute" change and I oversaw some important things that Tech helped me catch. I think I'm ready now. :) And excited to start!


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

I wouldn't worry too much. Mid level characters are hard to build from the ground up, with all the crunch there are bound to be some mistakes. With some critical inspection lets just find them all!


Female Faultspawn
Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)
Monk 8

Okay, everything's ready to go. I'm going to miss my sash of insight +1. But hello additional magical potions and amulet of natural armor +1!

I do hope they come out with a new version of pcgen soon though. It usually works right but it still has some bugs to fix. But yeah I'm ready to start as well.

Silver Crusade

Thanks to all those that have replied to my PM's and have sorted out any oversights, i think we are almost g2g.

Im going to kick things off in the gameplay thread this first part is mainly rp so there is still some time to finalise your stats for those that still have to get back to me on a few things.


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

We've worked with each other before, correct? The PCs are an established group?

Silver Crusade

yes you have all worked together before in one way or another. if not all together you all have probably worked together in smaller groups but know of each other.

Also let me know how you feel about the background info, if you guys like that stuff, if so i'll keep it up other wise i can cut it back to just the important stuff.

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