The Night of the Krampus -- A Totally Epic, Completely Silly, and Insanely Gruesome Christmas Spectacular (Fun for the Whole Family)!!! (Inactive)

Game Master Sebecloki

Krampus is coming to town...

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Any chance I could play a Wild Hunt Monarch but utilizing the character creation rules?

Ie, the Monarch is one half my gestalt, and I use an actual class for the other half? Plus all the bonus feats, etc?

I would make him a little boy whose family(whole village) was slaughtered by Krampus, and the spirit of a Monarch infused the child to exact vengeance. I could thus reduce the physical stats, if they are too much for ya, possibly apply the young template?


I'm sorry I haven't finished my character yet. I will be done before Wednesday though.


rolls again:
5d6 ⇒ (2, 6, 6, 6, 4) = 245d6 ⇒ (3, 5, 6, 3, 2) = 195d6 ⇒ (5, 3, 6, 4, 2) = 20
5d6 ⇒ (4, 3, 5, 4, 1) = 175d6 ⇒ (6, 1, 6, 6, 6) = 255d6 ⇒ (5, 1, 5, 4, 4) = 19

5d6 ⇒ (1, 4, 3, 6, 4) = 185d6 ⇒ (4, 1, 6, 1, 5) = 175d6 ⇒ (2, 4, 5, 1, 1) = 13
5d6 ⇒ (6, 4, 6, 5, 2) = 235d6 ⇒ (4, 2, 1, 6, 6) = 195d6 ⇒ (4, 2, 6, 5, 3) = 20

5d6 ⇒ (4, 3, 2, 1, 3) = 135d6 ⇒ (4, 3, 3, 3, 5) = 185d6 ⇒ (3, 6, 4, 4, 5) = 22
5d6 ⇒ (6, 3, 5, 4, 4) = 225d6 ⇒ (1, 1, 5, 1, 5) = 135d6 ⇒ (2, 4, 2, 6, 5) = 19

5d6 ⇒ (3, 6, 5, 4, 4) = 225d6 ⇒ (4, 3, 1, 3, 2) = 135d6 ⇒ (1, 5, 4, 2, 6) = 18
5d6 ⇒ (1, 4, 1, 1, 4) = 115d6 ⇒ (5, 5, 2, 6, 1) = 195d6 ⇒ (1, 3, 3, 1, 1) = 9

5d6 ⇒ (1, 3, 2, 1, 2) = 95d6 ⇒ (1, 3, 3, 1, 2) = 105d6 ⇒ (6, 4, 3, 1, 5) = 19
5d6 ⇒ (1, 5, 1, 2, 3) = 125d6 ⇒ (3, 3, 6, 2, 5) = 195d6 ⇒ (4, 5, 4, 3, 2) = 18

5d6 ⇒ (2, 3, 5, 1, 1) = 125d6 ⇒ (2, 6, 5, 1, 2) = 165d6 ⇒ (4, 4, 5, 6, 2) = 21
5d6 ⇒ (1, 3, 4, 6, 1) = 155d6 ⇒ (3, 1, 3, 4, 2) = 135d6 ⇒ (5, 3, 6, 6, 5) = 25

5d6 ⇒ (6, 5, 1, 3, 1) = 165d6 ⇒ (2, 4, 2, 5, 1) = 145d6 ⇒ (3, 1, 6, 3, 3) = 16
5d6 ⇒ (1, 5, 1, 5, 5) = 175d6 ⇒ (4, 6, 5, 6, 3) = 245d6 ⇒ (1, 2, 2, 5, 2) = 12

5d6 ⇒ (6, 6, 1, 6, 6) = 255d6 ⇒ (4, 2, 6, 6, 3) = 215d6 ⇒ (3, 1, 5, 4, 3) = 16
5d6 ⇒ (3, 3, 4, 6, 4) = 205d6 ⇒ (5, 4, 3, 6, 1) = 195d6 ⇒ (2, 3, 1, 5, 5) = 16

5d6 ⇒ (5, 1, 2, 6, 3) = 175d6 ⇒ (2, 2, 4, 1, 1) = 105d6 ⇒ (4, 6, 1, 5, 1) = 17
5d6 ⇒ (1, 1, 2, 4, 1) = 95d6 ⇒ (1, 6, 3, 3, 2) = 155d6 ⇒ (3, 4, 4, 4, 5) = 20

5d6 ⇒ (6, 4, 4, 4, 3) = 215d6 ⇒ (6, 1, 6, 6, 6) = 255d6 ⇒ (5, 1, 2, 4, 1) = 13
5d6 ⇒ (6, 3, 6, 6, 2) = 235d6 ⇒ (6, 1, 5, 6, 2) = 205d6 ⇒ (6, 4, 2, 1, 4) = 17

5d6 ⇒ (4, 5, 1, 5, 5) = 205d6 ⇒ (5, 1, 3, 5, 6) = 205d6 ⇒ (1, 3, 4, 3, 2) = 13
5d6 ⇒ (2, 3, 2, 2, 1) = 105d6 ⇒ (1, 5, 4, 2, 4) = 165d6 ⇒ (6, 4, 1, 6, 6) = 23

5d6 ⇒ (2, 3, 5, 3, 4) = 175d6 ⇒ (6, 3, 6, 1, 2) = 185d6 ⇒ (6, 4, 4, 1, 5) = 20
5d6 ⇒ (2, 3, 1, 3, 3) = 125d6 ⇒ (4, 6, 6, 6, 5) = 275d6 ⇒ (1, 2, 4, 2, 2) = 11

5d6 ⇒ (3, 1, 4, 3, 3) = 145d6 ⇒ (2, 1, 6, 1, 6) = 165d6 ⇒ (4, 6, 6, 5, 6) = 27
5d6 ⇒ (2, 1, 1, 1, 4) = 95d6 ⇒ (5, 6, 3, 4, 4) = 225d6 ⇒ (3, 1, 4, 3, 3) = 14

5d6 ⇒ (2, 5, 3, 4, 6) = 205d6 ⇒ (1, 2, 4, 4, 4) = 155d6 ⇒ (1, 4, 5, 6, 3) = 19
5d6 ⇒ (3, 4, 4, 3, 3) = 175d6 ⇒ (6, 6, 1, 2, 6) = 215d6 ⇒ (4, 4, 1, 1, 6) = 16

5d6 ⇒ (3, 6, 6, 4, 5) = 245d6 ⇒ (2, 2, 1, 1, 3) = 95d6 ⇒ (2, 6, 2, 4, 2) = 16
5d6 ⇒ (3, 2, 6, 4, 1) = 165d6 ⇒ (2, 3, 2, 1, 2) = 105d6 ⇒ (1, 1, 2, 5, 1) = 10

5d6 ⇒ (6, 1, 6, 1, 2) = 165d6 ⇒ (5, 6, 5, 5, 6) = 275d6 ⇒ (6, 1, 5, 1, 3) = 16
5d6 ⇒ (5, 2, 6, 1, 3) = 175d6 ⇒ (2, 6, 6, 4, 5) = 235d6 ⇒ (5, 2, 3, 3, 5) = 18

5d6 ⇒ (5, 3, 4, 3, 3) = 185d6 ⇒ (2, 2, 4, 3, 5) = 165d6 ⇒ (4, 6, 1, 6, 3) = 20
5d6 ⇒ (3, 1, 4, 4, 1) = 135d6 ⇒ (1, 1, 1, 2, 4) = 95d6 ⇒ (1, 5, 5, 3, 3) = 17

5d6 ⇒ (6, 3, 5, 6, 5) = 255d6 ⇒ (3, 4, 4, 1, 1) = 135d6 ⇒ (3, 3, 1, 6, 2) = 15
5d6 ⇒ (6, 1, 1, 5, 1) = 145d6 ⇒ (6, 5, 5, 4, 1) = 215d6 ⇒ (5, 2, 2, 3, 5) = 17

5d6 ⇒ (5, 3, 6, 3, 1) = 185d6 ⇒ (6, 2, 5, 3, 3) = 195d6 ⇒ (4, 4, 2, 4, 5) = 19
5d6 ⇒ (1, 3, 2, 3, 3) = 125d6 ⇒ (6, 2, 1, 4, 3) = 165d6 ⇒ (2, 5, 6, 6, 4) = 23

5d6 ⇒ (6, 3, 2, 4, 5) = 205d6 ⇒ (3, 5, 1, 5, 3) = 175d6 ⇒ (6, 3, 5, 1, 1) = 16
5d6 ⇒ (2, 3, 6, 4, 6) = 215d6 ⇒ (6, 4, 6, 4, 5) = 255d6 ⇒ (3, 3, 4, 1, 2) = 13

5d6 ⇒ (4, 2, 6, 2, 5) = 195d6 ⇒ (5, 1, 4, 3, 1) = 145d6 ⇒ (1, 4, 1, 1, 2) = 9
5d6 ⇒ (3, 4, 3, 5, 2) = 175d6 ⇒ (6, 4, 4, 4, 2) = 205d6 ⇒ (2, 3, 4, 6, 4) = 19

5d6 ⇒ (1, 3, 4, 4, 4) = 165d6 ⇒ (4, 2, 3, 1, 2) = 125d6 ⇒ (6, 4, 4, 3, 5) = 22
5d6 ⇒ (4, 1, 4, 3, 2) = 145d6 ⇒ (4, 6, 5, 4, 1) = 205d6 ⇒ (3, 1, 2, 3, 4) = 13

5d6 ⇒ (2, 4, 6, 6, 5) = 235d6 ⇒ (6, 6, 4, 1, 5) = 225d6 ⇒ (5, 3, 6, 2, 6) = 22
5d6 ⇒ (6, 4, 4, 2, 5) = 215d6 ⇒ (2, 6, 5, 1, 1) = 155d6 ⇒ (1, 6, 1, 5, 3) = 16

5d6 ⇒ (3, 1, 3, 4, 2) = 135d6 ⇒ (3, 5, 3, 5, 5) = 215d6 ⇒ (2, 2, 6, 1, 1) = 12
5d6 ⇒ (6, 4, 2, 4, 1) = 175d6 ⇒ (4, 5, 3, 4, 3) = 195d6 ⇒ (5, 2, 6, 5, 2) = 20

5d6 ⇒ (4, 4, 5, 5, 1) = 195d6 ⇒ (4, 3, 2, 5, 2) = 165d6 ⇒ (6, 2, 5, 1, 6) = 20
5d6 ⇒ (6, 4, 1, 3, 1) = 155d6 ⇒ (5, 2, 3, 4, 3) = 175d6 ⇒ (6, 6, 3, 2, 1) = 18

5d6 ⇒ (2, 6, 5, 5, 4) = 225d6 ⇒ (3, 6, 2, 3, 1) = 155d6 ⇒ (2, 4, 3, 5, 3) = 17
5d6 ⇒ (5, 3, 2, 6, 6) = 225d6 ⇒ (3, 6, 1, 1, 4) = 155d6 ⇒ (5, 4, 6, 6, 3) = 24

5d6 ⇒ (4, 1, 1, 5, 4) = 155d6 ⇒ (2, 1, 3, 6, 2) = 145d6 ⇒ (4, 1, 2, 1, 5) = 13
5d6 ⇒ (2, 2, 5, 4, 3) = 165d6 ⇒ (5, 3, 1, 2, 6) = 175d6 ⇒ (2, 5, 5, 1, 1) = 14

5d6 ⇒ (5, 6, 6, 6, 2) = 255d6 ⇒ (3, 2, 2, 5, 5) = 175d6 ⇒ (1, 4, 1, 2, 2) = 10
5d6 ⇒ (5, 5, 4, 1, 1) = 165d6 ⇒ (1, 5, 1, 2, 6) = 155d6 ⇒ (2, 1, 2, 4, 6) = 15

5d6 ⇒ (3, 6, 4, 5, 2) = 205d6 ⇒ (4, 6, 4, 6, 2) = 225d6 ⇒ (6, 2, 4, 4, 1) = 17
5d6 ⇒ (3, 4, 3, 4, 6) = 205d6 ⇒ (5, 4, 6, 4, 4) = 235d6 ⇒ (5, 6, 4, 6, 2) = 23

5d6 ⇒ (6, 4, 1, 2, 5) = 185d6 ⇒ (4, 4, 2, 6, 4) = 205d6 ⇒ (6, 2, 3, 3, 5) = 19
5d6 ⇒ (6, 4, 4, 6, 4) = 245d6 ⇒ (1, 6, 1, 3, 5) = 165d6 ⇒ (6, 1, 1, 6, 1) = 15

5d6 ⇒ (5, 2, 3, 1, 4) = 155d6 ⇒ (1, 4, 2, 2, 6) = 155d6 ⇒ (5, 3, 3, 6, 5) = 22
5d6 ⇒ (6, 6, 2, 2, 3) = 195d6 ⇒ (1, 2, 4, 2, 2) = 115d6 ⇒ (5, 5, 6, 1, 3) = 20

5d6 ⇒ (1, 4, 2, 2, 1) = 105d6 ⇒ (3, 6, 5, 2, 5) = 215d6 ⇒ (5, 3, 5, 4, 5) = 22
5d6 ⇒ (1, 6, 3, 6, 5) = 215d6 ⇒ (3, 3, 6, 5, 1) = 185d6 ⇒ (5, 2, 6, 2, 2) = 17

5d6 ⇒ (6, 4, 6, 4, 5) = 255d6 ⇒ (3, 6, 5, 4, 5) = 235d6 ⇒ (4, 5, 5, 6, 6) = 26
5d6 ⇒ (1, 6, 6, 2, 5) = 205d6 ⇒ (2, 3, 1, 4, 5) = 155d6 ⇒ (2, 3, 6, 4, 2) = 17

5d6 ⇒ (6, 3, 4, 2, 2) = 175d6 ⇒ (1, 5, 3, 2, 2) = 135d6 ⇒ (1, 4, 3, 5, 4) = 17
5d6 ⇒ (5, 6, 3, 5, 3) = 225d6 ⇒ (2, 2, 2, 4, 5) = 155d6 ⇒ (3, 1, 6, 5, 4) = 19

5d6 ⇒ (6, 3, 2, 5, 2) = 185d6 ⇒ (5, 3, 3, 2, 1) = 145d6 ⇒ (2, 6, 5, 6, 6) = 25
5d6 ⇒ (4, 2, 2, 1, 4) = 135d6 ⇒ (3, 5, 6, 6, 3) = 235d6 ⇒ (5, 3, 4, 3, 3) = 18

5d6 ⇒ (4, 5, 6, 3, 2) = 205d6 ⇒ (3, 6, 1, 1, 1) = 125d6 ⇒ (6, 4, 1, 6, 3) = 20
5d6 ⇒ (3, 1, 1, 5, 1) = 115d6 ⇒ (1, 3, 6, 3, 4) = 175d6 ⇒ (6, 1, 3, 1, 3) = 14

5d6 ⇒ (2, 6, 5, 4, 3) = 205d6 ⇒ (5, 4, 3, 1, 2) = 155d6 ⇒ (1, 5, 3, 1, 5) = 15
5d6 ⇒ (3, 5, 6, 3, 3) = 205d6 ⇒ (4, 3, 6, 2, 5) = 205d6 ⇒ (1, 4, 2, 5, 6) = 18

5d6 ⇒ (2, 2, 1, 6, 4) = 155d6 ⇒ (5, 5, 5, 3, 2) = 205d6 ⇒ (4, 2, 6, 3, 3) = 18
5d6 ⇒ (3, 4, 1, 2, 4) = 145d6 ⇒ (2, 5, 2, 6, 5) = 205d6 ⇒ (4, 3, 6, 2, 1) = 16

5d6 ⇒ (3, 2, 2, 2, 1) = 105d6 ⇒ (5, 4, 1, 5, 6) = 215d6 ⇒ (1, 3, 1, 2, 1) = 8
5d6 ⇒ (1, 1, 5, 6, 1) = 145d6 ⇒ (6, 5, 5, 6, 1) = 235d6 ⇒ (2, 6, 6, 3, 4) = 21

5d6 ⇒ (1, 1, 2, 3, 5) = 125d6 ⇒ (5, 4, 1, 3, 2) = 155d6 ⇒ (4, 4, 6, 2, 5) = 21
5d6 ⇒ (1, 1, 5, 5, 4) = 165d6 ⇒ (1, 3, 5, 6, 5) = 205d6 ⇒ (5, 3, 5, 3, 6) = 22

5d6 ⇒ (6, 1, 5, 1, 5) = 185d6 ⇒ (6, 6, 4, 1, 5) = 225d6 ⇒ (4, 1, 5, 3, 3) = 16
5d6 ⇒ (5, 1, 1, 2, 4) = 135d6 ⇒ (3, 5, 2, 3, 4) = 175d6 ⇒ (4, 4, 5, 2, 3) = 18

5d6 ⇒ (3, 4, 3, 1, 2) = 135d6 ⇒ (1, 6, 2, 2, 6) = 175d6 ⇒ (1, 2, 6, 4, 3) = 16
5d6 ⇒ (6, 6, 6, 2, 2) = 225d6 ⇒ (2, 4, 3, 5, 4) = 185d6 ⇒ (6, 5, 5, 5, 1) = 22

5d6 ⇒ (5, 6, 2, 4, 4) = 215d6 ⇒ (2, 5, 6, 3, 1) = 175d6 ⇒ (4, 1, 3, 6, 5) = 19
5d6 ⇒ (5, 6, 3, 1, 1) = 165d6 ⇒ (5, 1, 6, 3, 1) = 165d6 ⇒ (2, 2, 4, 3, 5) = 16

5d6 ⇒ (5, 6, 6, 3, 4) = 245d6 ⇒ (6, 6, 4, 3, 3) = 225d6 ⇒ (3, 5, 2, 5, 6) = 21
5d6 ⇒ (2, 3, 1, 5, 5) = 165d6 ⇒ (6, 4, 2, 3, 2) = 175d6 ⇒ (6, 6, 1, 2, 2) = 17

5d6 ⇒ (4, 1, 5, 2, 2) = 145d6 ⇒ (6, 6, 6, 2, 6) = 265d6 ⇒ (4, 1, 2, 5, 3) = 15
5d6 ⇒ (4, 6, 1, 6, 1) = 185d6 ⇒ (4, 3, 6, 1, 4) = 185d6 ⇒ (5, 6, 1, 6, 6) = 24

5d6 ⇒ (5, 4, 6, 2, 1) = 185d6 ⇒ (2, 5, 5, 2, 6) = 205d6 ⇒ (3, 3, 3, 3, 5) = 17
5d6 ⇒ (1, 3, 6, 6, 3) = 195d6 ⇒ (4, 4, 5, 3, 5) = 215d6 ⇒ (2, 5, 3, 4, 1) = 15


Can we expect cold resistance/immunity on everything or is it a more even spread of fire/acid/electricity/cold?

Decided to still use some 3pp, but I am stepping it back on somethings. Just don't have time to completely rebuild these right now.


I personally don't think 3p is a problem in and of itself. It adds some wonderful, well designed, flavorful options.

I think the problem is that a recruitment like this naturally allows for a VERY wide variance in power level. That can mean, e.g. Character A has a 60 AC, while B has a 40 AC...meaning that a monster that can hit B on a 1 needs to roll a 20 to hit A (and the same for our Save DCs, HP, DPR, etc). That makes balancing encounters tricky for Sebecloki.

My best thought in something like this is to encourage folks to design for the flavor and mechanics they're excited about...and then once we have a party together, to ask that players are willing to modify somewhat, as needed. I know Rednal suggested some rules of thumb for how to do so in another of Seb's recruitment threads.

Speaking personally, I'm happy to have Kuchen (my gingerbread character) get buffed up or toned down to help keep the party in relative balance. My goal is just to have some flavorful fun.

EDIT:
Meanwhile, does anyone know of a profile image that'd be passable for a Gingerbread Man? If so, please point it out to me. Thanks!


I wish you could upload your own. Found this (currently free) pdf of a gingerbread golem yesterday https://www.drivethrurpg.com/product/121268/Gingerbread-Golems?filters=4423 5_0_0_0_0.

On the flavor side, I was really looking for a way for my summoner cohort to bring out clockwork soldiers. Finally found one, but it was a +2 metamagic feat which I'm pretty sure can't even apply to the summoner's SM ability since it's an SLA.


gyrfalcon wrote:

I personally don't think 3p is a problem in and of itself. It adds some wonderful, well designed, flavorful options.

I think the problem is that a recruitment like this naturally allows for a VERY wide variance in power level. That can mean, e.g. Character A has a 60 AC, while B has a 40 AC...meaning that a monster that can hit B on a 1 needs to roll a 20 to hit A (and the same for our Save DCs, HP, DPR, etc). That makes balancing encounters tricky for Sebecloki.

My best thought in something like this is to encourage folks to design for the flavor and mechanics they're excited about...and then once we have a party together, to ask that players are willing to modify somewhat, as needed. I know Rednal suggested some rules of thumb for how to do so in another of Seb's recruitment threads.

Speaking personally, I'm happy to have Kuchen (my gingerbread character) get buffed up or toned down to help keep the party in relative balance. My goal is just to have some flavorful fun.

EDIT:
Meanwhile, does anyone know of a profile image that'd be passable for a Gingerbread Man? If so, please point it out to me. Thanks!

I like this suggestion for how to deal with the 3rd pp. material. I have some stuff I really want to use.

On another note -- after looking at some characters, I see several worship Golarion deities. I think I'm going to set this adventure in Irrisen instead of 1800s Bavaria, which will also open up the opportunity for Krampus to conspire with some winter witches and frost giants.


Monkeygod wrote:

Any chance I could play a Wild Hunt Monarch but utilizing the character creation rules?

Ie, the Monarch is one half my gestalt, and I use an actual class for the other half? Plus all the bonus feats, etc?

I would make him a little boy whose family(whole village) was slaughtered by Krampus, and the spirit of a Monarch infused the child to exact vengeance. I could thus reduce the physical stats, if they are too much for ya, possibly apply the young template?

I'm not really sure if that's equivalent to the other characters, could a few other party members take a look at this and help evaluate for the group?


Hey Seb,

Unsure if this would cause the players to drastically recreate their PCs, but it occurred to me last night that a bunch of kids/strange creatures probably don't actually have access to almost a million gold pieces in magic items.

I don't suppose you would want to implement automatic bonus progression, or is it far too late for that??


The At-will SLAs and the Wild Gaze seem pretty powerful to me compared to most of what I've seen


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This isn't serious, the inexplicable high levels for children is just one element. It's a parody campaign so I don't think that's worth redesigning the characters to add some level of verisimilitude.


Jagael wrote:
The At-will SLAs and the Wild Gaze seem pretty powerful to me compared to most of what I've seen

I'm okay with either getting rid of all the non constant SLA(those are based on the Wild Hunt subtype, so doesn't make sense to loose em, and they aren't combat useful), OR turning all the at-will ones into 3/day(or even 1/day).


This seems like it's going to be sort of complicated to adjudicate, so I'd prefer you to design a character that's more like everyone else's instead of a super powerful race non-gestalt.


Where do you fall on the dragon style/power attack debate? Does Dragon Ferocity give -1/+3 to your attacks or is it still -1/+2?


Jagael wrote:
Where do you fall on the dragon style/power attack debate? Does Dragon Ferocity give -1/+3 to your attacks or is it still -1/+2?

I honestly have no idea and have never heard of this issue. If you'd like to explain it to me and can try to rule for this campaign.


Dragon Style gives your first unarmed strike 1.5xSTR and allows you to charge through difficult terrain.

The second feat in the style chain, Dragon Ferocity, ups the damage on your first unarmed strike to 2xSTR and all other unarmed strikes get 1.5xSTR.

So the debated question is whether this section from Power Attack applies, "This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls."

And whether this part of the Monk's Unarmed Strike qualifies it "A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons."

-----------------------------
Also, I hope to have Snowflake up tonight. Just taking a while to convert to a profile on here. The one thing I dislike about Paizo's setup is not being able to nest spoilers. With this many feats and abilities to input, the page gets so long.


I guess the higher value if it doesn't break the game for everyone else?

My eyes honestly glaze over trying to digest the analysis of these kinds of RAW issues as if it were analytical philosophy, and there was a correct and consistent way to parse the grammar of the text. I assume its just not clearly written and there's more than one valid interpretation for the unclear material unless a FAQ is issued that someone resolves the issue.


In this case it's a matter of an additional 4 points per hit adding up to a possible 28 points in a full attack so I'm fine either way. Just wanted to address it sooner rather than later.


I see no reason for Power Attack to only apply to natural attacks that deal 1-1/2x your Str, but not to a natural attack that somehow is able to deal 2x your Str. Because you're still dealing 1-1/2x your Str, you're just also dealing more.

As for your other issue, about lots of feats, and potentially lacking space, I would make a separate alias solely for your feats. I've done that for character's spells/spellbooks before.


Personal preference:

One long alias with very few of any spoilers. That way, anyone interested can CTL-F Search through the page for anything they're curious about.

When I read someone's profile, the first thing I do is open up every single spoiler. I may skim some sections...but spoilers make it hard to know what I'm skimming past.

Of course, that's just me. if DM Seb has a preference, THAT'S the one that really matters.


Interesting mythology on Krampus

In other news, I think I probably will have to drop out from recruitment. I've only just plotted out one of my characters (Level 20 Eldritch Godling//(Class) 20/Noble Scion 2/(non-casting class) 15// Evangelist 8, let alone another level 20 cohort (yes, really). And I won't have a chance to finish before Eednesday, and I'm kidding myself if I think that I'll have time to do it once I'm home for break.

Thanks for running, though. It looks like loads of fun.


On myth-weavers, I normally set up broad categories like Statblock, Feats, Class Abilities, etc. in spoilers and then put each item in it's own spoiler or ooc with the description. Takes a while, but is pretty easy to search and makes it so you can instantly know what an ability does without scrolling past pages of text or having to go to search nethys or d20pfsrd.


Still have two feats to choose (forgot you can't acquire a familiar and an arcane bond, even from other classes), need to flesh out the spell list, and readjust numbers. Pretty certain AC and Saves are correct, but the attacks are all out of whack.

Oh and add class features.


Jagael wrote:
Where do you fall on the dragon style/power attack debate? Does Dragon Ferocity give -1/+3 to your attacks or is it still -1/+2?

I'm using Dragon Ferocity, too :)

Haven't calculated damage yet, but I wouldn't have thought about using two-hand damage for unarmed strikes


I won't have my PC ready by Wed, which is part of the reason why I was hoping to play the Monarch.

We're able to join up late, right?


Monkeygod wrote:

I won't have my PC ready by Wed, which is part of the reason why I was hoping to play the Monarch.

We're able to join up late, right?

I said above that I'd be willing to have people join later and/or delay starting a couple of days.

I don't know if you saw my reply above -- but is sounds like this build you're proposing is going to be complicated to balance with everyone else, and so I'd prefer you to create something more similar to the other characters, using a normal race and gestalt.


Sebecloki wrote:


I'm not really sure if that's equivalent to the other characters, could a few other party members take a look at this and help evaluate for the group?

Monsters of a given CR are not at all equivalent to characters of a given level (first off, a normal PC is CR-1, but that's not even close to all of it) and as such, using a monster as half of a gestalt build would be very broken (not to say we're avoiding broken, just very broken).

Back in the days of yore (D&D 3.5) there was a book dedicated to allowing people to play monsters in a leveling system. It involved a complicated breakdown of abilities by level, and the progression was always more levels than CR points. Even then it wasn't all that well balanced.

I'll get to work on my nanny today.


So, does everyone think they can be done by Wens, or do we want to start Friday instead?

Also, did everyone see I'm planning on moving this to Irrisen since we have characters worshiping Golarion deities already? You can take that into account in your background.


I can get my lackey built today, so will be ready Weds.


I think I'll be ready, but I'm traveling to the in-laws for half the day Wednesday so I may not finish it till late that night (EST)--though I'm going to try to finish it today.


lackey stats:

5d6 ⇒ (3, 2, 1, 2, 1) = 9
5d6 ⇒ (6, 2, 6, 6, 1) = 21
5d6 ⇒ (4, 6, 3, 5, 4) = 22
5d6 ⇒ (5, 1, 3, 3, 1) = 13
5d6 ⇒ (2, 6, 5, 6, 1) = 20
5d6 ⇒ (5, 5, 3, 3, 3) = 19

5d6 ⇒ (2, 3, 5, 3, 3) = 16
5d6 ⇒ (4, 4, 5, 6, 1) = 20
5d6 ⇒ (2, 2, 5, 5, 5) = 19
5d6 ⇒ (5, 5, 3, 5, 5) = 23
5d6 ⇒ (2, 4, 3, 2, 5) = 16
5d6 ⇒ (1, 4, 1, 6, 4) = 16

5d6 ⇒ (4, 5, 6, 2, 2) = 19 =15
5d6 ⇒ (4, 6, 2, 4, 2) = 18 =14
5d6 ⇒ (6, 6, 4, 6, 2) = 24 =18
5d6 ⇒ (5, 4, 1, 4, 2) = 16 =11
5d6 ⇒ (6, 1, 3, 3, 5) = 18 =14
5d6 ⇒ (2, 6, 6, 1, 5) = 20 =17

5d6 ⇒ (3, 5, 5, 6, 1) = 20
5d6 ⇒ (6, 4, 3, 3, 2) = 18
5d6 ⇒ (6, 2, 4, 1, 4) = 17
5d6 ⇒ (4, 2, 4, 2, 3) = 15
5d6 ⇒ (1, 1, 3, 1, 5) = 11
5d6 ⇒ (6, 3, 4, 1, 2) = 16


I'm a little sad you moved it. But I don't mind.
I'll finish Olaf today.

Grand Lodge

I'm finished and posted, just waiting for the carnage so I can rain down blood on everyone. Red snow for everyone.

Of course my mount knows Prestidigitation because he hates having blood all over his coat.


Nothing reminds me of why I like martials more than having to build an 18th level gestalt wizard/cleric. Ugh. Down to spell book, then spell selection.


Yeah, that's what's taking me so long. It's not as bad when you are specializing in a certain school, but there are still so any options to go through.


5d6 ⇒ (1, 1, 4, 5, 6) = 17 = 15

5d6 ⇒ (6, 2, 5, 2, 5) = 20 = 16

5d6 ⇒ (2, 5, 6, 6, 1) = 20 = 17

5d6 ⇒ (6, 3, 1, 5, 6) = 21 = 17

5d6 ⇒ (6, 6, 2, 4, 2) = 20 = 16

5d6 ⇒ (6, 1, 2, 2, 2) = 13 = 10

Welp, those are some pretty solid rolls!


Seb,

Suggestions for Favored Enemy/Terrain?


Ok, have my builds complete, finally.

Timmy the terrible:

Timmy the terrible
Male human (Chelaxian) barbarian (armored hulk) 20/fighter 20/gestalt 20 (Pathfinder RPG Ultimate Combat 28)
CN Medium humanoid (human)
Init +13; Senses blindsense 60 ft., darkvision 120 ft., scent; Perception +37
--------------------
Defense
--------------------
AC 62, touch 23, flat-footed 62 (+20 armor, +5 deflection, +7 Dex, +1 dodge, +1 insight, +11 natural, -2 rage, +8 shield, +1 trait)
hp 386 (20d12+260)
Fort +32, Ref +32 (+1 bonus vs. trample attacks), Will +24 (+4 vs. enchantments, +5 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +7 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
Defensive Abilities all-around vision, evasion, indomitable will; DR 5/—; Resist fire 30
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 claws +28 (1d6+6)
Ranged +5 glamered impervious seeking adamantine dart +37/+37/+32/+27/+22 (1d6+53/×3)
Special Attacks mighty rage (50 rounds/day), rage powers (beast totem[APG], lesser beast totem[APG], clear mind, eater of magic[UC], primal scent[UC], scent, spell sunder[UC], strength surge +20, superstition +7, witch hunter[APG]), weapon mastery (dart), weapon trainings (combat maneuver defense, thrown +6, trained throw, armed bravery)
--------------------
Statistics
--------------------
Str 36, Dex 32, Con 36, Int 9, Wis 15, Cha 20
Base Atk +20; CMB +34; CMD 65 (69 vs. disarm, 85 vs. drag, 92 vs. grapple, 66 vs. overrun, 69 vs. sunder)
Feats Advanced Armor Training, Advanced Armor Training, Advanced Weapon Training, Advanced Weapon Training, Advanced Weapon Training, Armor Adept, Armor Focus, Blind-fight, Close-quarters Thrower[UC], Clustered Shots[UC], Deadly Aim, Dodge, Greater Shield Focus, Greater Weapon Focus (dart), Greater Weapon Specialization (dart), Improved Precise Shot, Leadership, Lightning Reflexes, Point-Blank Shot, Precise Shot, Quick Draw, Raging Vitality[APG], Rapid Shot, Ricochet Toss, Shield Focus, Snap Shot[UC], Startoss Comet, Startoss Shower, Startoss Style, Throw Anything, Weapon Focus (dart), Weapon Specialization (dart)
Traits defender of the society, fate's favored
Skills Acrobatics +33 (+37 to jump), Appraise +1, Bluff +7, Climb +21, Craft (weapons) +22, Diplomacy +7, Disguise +7, Escape Artist +13, Fly +13, Heal +4, Intimidate +30, Perception +37, Perform (act) +27, Ride +13, Sense Motive +4, Stealth +13, Survival +24, Swim +21
Languages Common
SQ armor mastery, armor training 4, indomitable stance, resilience of steel, tireless rage
Combat Gear helm of brilliance; Other Gear +5 comfort glamered impervious nimble full plate, +5 impervious mithral buckler, +5 glamered impervious seeking adamantine dart, amulet of natural armor +5, belt of physical perfection +6, cloak of resistance +5, dusty rose prism ioun stone, eyes of the dragon[UE], gloves of dueling[APG], handy haversack, headband of mental prowess +6 (Wis, Cha), manual of bodily health +4, manual of gainful exercise +5, manual of quickness of action +5, ring of evasion, ring of protection +5, robe of eyes, stone of good luck (luckstone), winged boots, 32,014 gp, 8 sp, 4 cp
--------------------
Special Abilities
--------------------
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
All-Around Vision (Ex) You can see in all directions and cannot be flanked.
Armed Bravery (+5/+10) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Armor Mastery (Ex) Gain DR while wearing armor or using a shield.
Armor Specialization +5 (Full plate) (Ex) Increase armor bonus of chosen armor.
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Beast Totem +6 (Su) +6 to Natural Armor while raging.
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Blind-Fight Re-roll misses because of concealment, other benefits.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Clear Mind (1/rage) (Ex) Reroll a failed Will save while raging.
Close-Quarters Thrower (Dart) Attacks with selected weapons do not provoke attacks of opportunity
Clustered Shots Total damage from full-round ranged attacks before applying DR
Combat Maneuver Defense (Weapon Training [Thrown] +6) (Ex) May apply weapon training bonus with chosen group to CMD.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Deadly Aim -6/+12 Trade a penalty to ranged attacks for a bonus to ranged damage.
Eater of Magic (1/rage) (Su) Reroll if fail save vs. spell/Su ability. If reroll succeeds, negate effect & gain temp Hp for 1 min.
Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fighter's Reflexes (Weapon Training [Thrown] +6) (Ex) While not denied Dex bonus to AC, add training bonus to Reflex saves.
Focused Weapon (Weapon Training [Thrown] +6, Dart) (Ex) Can deal damage as per Sacred Weapon class feature with chosen weapon.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Leadership (score 25) You attract loyal companions and devoted followers.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Primal Scent +10 (Ex) When raging, +10 on Survival to track and Perception to pinpoint invisible foes (only normal concealment).
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rage (50 rounds/day) (Ex) +8 Str, +8 Con, +4 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Resilience of Steel +6 (Ex) Gain bonus to AC vs. a foe's critical confirmation rolls.
Ricochet Toss Throwing weapon returns immediately after attack is resolved.
Scent (Ex) While raging, you gain the scent ability.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Spell Sunder (1/rage) (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Startoss Comet (Dart) Make single atk. at full atk. bonus, if it hits, make second atk. at target in 1 range inc.
Startoss Shower (Dart) Startoss Comet: can continue attacking foes in 1 range inc.
Startoss Style +6 (Any Thrown Weapon, Dart) Gain bonus dmg to thrown weapons.
Strength Surge +20 (1/rage) (Ex) As an imm action, gain a bonus to one STR check, CMB or CMD.
Superstition +7 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Tireless Rage (Ex) Ending Rage no longer results in fatigue.
Trained Throw (Weapon Training [Thrown] +6) (Ex) Thrown weapon atk using Dex mod, add double training bonus to damage.
Weapon Mastery (Dart) (Ex) Chosen weapon always confirms critical threats, and cannot be disarmed.
Weapon Specialist (Weapon Training [Thrown] +6) (Ex) Treated as having chosen feats for all weapons in group.
Weapon Training (Thrown) +6 (Ex) +6 Attack, Damage, CMB, CMD with Thrown weapons
Witch Hunter +6 (Ex) Bonus to damage spellcasters while raging.

cohort:

Miriam the nanny
Female human (Chelaxian) cleric (evangelist) of Sarenrae 18/gestalt 18/diviner 18 (Pathfinder RPG Ultimate Combat 40)
CG Medium humanoid (human)
Init +18; Senses Perception +27
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 167 (18d8+91)
Fort +21, Ref +16, Will +25
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Special Attacks channel positive energy 8/day (DC 22, 9d6), countersong, fascinate, inspire courage +4, inspire greatness, inspire heroics, sermonic performance
Arcane School Spell-Like Abilities (CL 18th; concentration +29)
. . Constant—detect scrying
. . 14/day—diviner's fortune (+9)
Domain Spell-Like Abilities (CL 18th; concentration +27)
. . 12/day—rebuke death (1d4+9)
Cleric (Evangelist) Spells Prepared (CL 18th; concentration +27)
. . 9th—mass heal[D], miracle, true resurrection (2)
. . 8th—antimagic field (4), mass cure critical wounds[D]
. . 7th—regenerate[D], greater restoration (4)
. . 6th—heal[D], heal (5)
. . 5th—break enchantment, breath of life[D] (DC 24), breath of life (3, DC 24), life bubble[APG] (DC 24), plane shift (DC 24)
. . 4th—blessing of fervor[APG] (DC 23), cure critical wounds[D], cure critical wounds (3), neutralize poison, restoration
. . 3rd—cure serious wounds[D], dispel magic (2), invisibility purge, remove blindness/deafness, remove curse, remove disease
. . 2nd—cure moderate wounds[D], grace[APG], ironskin (2), lesser restoration (3)
. . 1st—cure light wounds[D], detect evil, remove fear (2), shield of faith (4)
. . 0 (at will)—create water, guidance, resistance, stabilize
. . D Domain spell; Domain Healing
Diviner Spells Prepared (CL 18th; concentration +29)
. . 9th—foresight, mage's disjunction (DC 30), time stop, wish
. . 8th—dimensional lock (3), mind blank, moment of prescience
. . 7th—greater arcane sight, mass invisibility, mage's magnificent mansion, greater teleport (3)
. . 6th—analyze dweomer, greater dispel magic (4), stone to flesh (DC 27), wall of iron
. . 5th—break enchantment, echolocation[UM] (2), life bubble[APG] (2, DC 26), telepathic bond, thoughtsense[OA]
. . 4th—detect scrying, dimension door (2), greater false life[UM], greater invisibility (2)
. . 3rd—arcane sight, blink (2), fly, haste (3), protection from energy
. . 2nd—invisibility, minor image (DC 23), mirror image (2), resist energy (3), see invisibility
. . 1st—detect undead, enlarge person (DC 22), mage armor, obscuring mist, shield (4)
. . 0 (at will)—acid splash, detect magic, prestidigitation, read magic
. . Opposition Schools Evocation, Necromancy
--------------------
Statistics
--------------------
Str 11, Dex 20, Con 20, Int 33, Wis 29, Cha 16
Base Atk +13; CMB +13; CMD 28
Feats Arcane Builder[UM], Arcane Builder[UM], Combat Casting, Craft Magic Arms & Armor, Craft Rod, Craft Wondrous Item, Extra Channel, Forge Ring, Greater Spell Penetration, Improved Initiative, Lingering Performance[APG], Scribe Scroll, Selective Channeling, Spell Penetration
Traits magic crafter, spell intution
Skills Acrobatics +2 (-2 to jump), Appraise +17, Bluff +6, Diplomacy +27, Disguise +6, Fly +23, Heal +30, Intimidate +6, Knowledge (arcana) +32, Knowledge (dungeoneering) +32, Knowledge (engineering) +25, Knowledge (geography) +25, Knowledge (history) +32, Knowledge (local) +32, Knowledge (nature) +32, Knowledge (nobility) +24, Knowledge (planes) +32, Knowledge (religion) +32, Linguistics +16, Perception +27, Spellcraft +33
Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Azlanti, Common, Daemonic, Ignan, Infernal, Terran, Thassilonian
SQ arcane bond (ring of invisibility), forewarned, healer's blessing, human cleric, public speaker, scrying adept, spontaneous casting
Combat Gear greater extend metamagic rod, greater reach metamagic rod[APG], greater silent metamagic rod, lesser quicken metamagic rod, ring of invisibility; Other Gear belt of physical might +6 (Dex, Con), cloak of resistance +5, crimson sphere ioun stone (3), handy haversack, portable hole, ring of freedom of movement, ruby circlet, stone of good luck (luckstone), tome of clear thought +5, tome of understanding +5, widen metamagic rod[UE], wizard starting spellbook, 17,990 gp
--------------------
Special Abilities
--------------------
+17 vs. Spell Resistance of Outsiders Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Arcane Bond (Ring of invisibility) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Builder (Armor & Shields) You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Arcane Builder (Weapons) You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Bardic Performance: Fascinate (6 targets, DC 22) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +4 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Inspire Greatness (4 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Bardic Performance: Inspire Heroics (2 allies) (Su) +4 to saving throws and +4 to AC for 2 allies.
Cleric (Evangelist) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Channel Positive Energy 9d6 (8/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +9 (14/day) (Sp) As a standard action, touch grants ally +9 insight bonus to many checks for 1 round.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Forewarned 9 (Su) Can always act in surprise rounds.
Healer's Blessing (Su) Your cure spells are empowered for free.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Public Speaker (-21 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Rebuke Death (12/day) (Sp) As a standard action, touch heals 1d4+9 dam to negative HP target.
Scrying Adept (Su) At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a -
Selective Channeling Exclude targets from the area of your Channel Energy.
Sermonic Performance (swift action, 41 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:


Will this mostly just be a straight up hunt down and attempt to defeat Krampus game or will there be RP opportunities, need for lots of skills, etc?


Monkeygod wrote:
Will this mostly just be a straight up hunt down and attempt to defeat Krampus game or will there be RP opportunities, need for lots of skills, etc?

Mostly combat but some opportunity for role-playing if you wish


Seb,

Suggestions for Favored Enemy/Terrain?


Monkeygod wrote:


Seb,

Suggestions for Favored Enemy/Terrain?

Goblin or frost giant and arctic

Grand Lodge

Ready for everyone to start dotting in?


I'll be done tonight. I'm really not good at organizing information, but I will have everything on an alias pretty soon.


You can dot in now if you want but I'll need to postpone the first real post till tomorrow evening


Also, sorry for asking so late, but can I use 25 point buy instead of rolling for ability scores? If I did, my abilities would look like this before adding inherent, enhancement, level, and age bonuses:
STR: 7 DEX: 14 CON: 12 INT: 20 WIS: 14 CHA: 10


Okay, nevermind. Something came up that will be taking up my time tonight, so I won't be able to finish my character until tommorow. I really don't want to delay the game starting, so just go without me and if possible I'll join in later. If not, that's fine too.


Samanthaa wrote:

Also, sorry for asking so late, but can I use 25 point buy instead of rolling for ability scores? If I did, my abilities would look like this before adding inherent, enhancement, level, and age bonuses:

STR: 7 DEX: 14 CON: 12 INT: 20 WIS: 14 CHA: 10

Why is that preferable to rolling?

Grand Lodge

Sebecloki wrote:
You can dot in now if you want but I'll need to postpone the first real post till tomorrow evening

Can't dot in until you activate the game play thread (also discussion thread). No worries on getting those started, we can start whenever you're ready.


sorry forgot I needed to open. Both are open now. I'll have access again to my computer tomorrow for my files I need to begin.

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