Super Pathfinder Brawl - Main Lobby

Game Master Nairb the Grey

Arenas:
Arena A - Carlos v Beansidhe
Arena B - Tobias v Beetly
Arena C - Acrythe v Aristotle
Arena D - Asaakoz v Drogo
Arena E - Palthut v Boom!


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Palthut TN Oread Urushiol 4 (native outsider) || Init +2 Perc +4 Darkvision 60’ || AC (against rays) 19 T (against rays) 15 FF (against rays) 16, AC (not rays) 17 T (not rays) 13 FF (not rays) 14 || HP 35/35 || Fort 6 Ref 3 Will 8 || CMB 7 CMD 19 || Speed 20’ || Conditions: none || Deflect Ray: 1/1 Urushiol Poison: 1/1 Treacherous earth: 1/1

I will sell everything except potions (for half?) will not take off sheet yet but will not use in battle, just waiting for answer.


Human Barb 7: HP 116/116 RHP: 130/130 AC 19: 12 : 17: FRW: 13/7/3 RFRW: 15/7/3

I think just not using them in this next fight would be alright, after that you'll have more money and then be legal again anyway


Male Fetchling Lv 6 Summoner HP 60/60 Ac14(19) / Penny Hp 40/40 Ac 20(24) (SM3) 7/7

Just so people know runes are page 3, reason I am posting what they do is because of this in the Discord.

"Because it is unreasonable to expect you guys to keep rune player knowledge separate from character knowledge, I have a special ruling for you.
Any time a rune in a battle map is activated everyone magically learns its effect regardless of the arena you are in."


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Palthut wrote:
I will sell everything except potions (for half?) will not take off sheet yet but will not use in battle, just waiting for answer.

I don't think anyone maliciously went out of their way to break the rules...so unless the opponent you are currently fighting has a concern with the purchases you have that are over the 10% I am inclined to let you keep them for now. Like Carlos pointed out, they will be legal next round with the wealth bump.

If you are on Carlos's list of being over the 10% cap talk to your opponent. If they feel it gives you an unfair advantage then I will come in and arbitrate, but I am not going to make a blanket ruling that causes us to have to go back and do a lot more book keeping in the middle of the round.

From discord wrote:

Boom!: I am proposing a new rule. Any rules question must be asked and answered in the discussion thread. Any discussion about it can be done in here, also, because it's easier and quicker to discuss, but the first question and the final ruling on the subject need to be in the discussion thread for everybody to see. (Or in the rulings channel here, I guess). Cause trying to go back through 100ish posts or more on the off chance that there is a rules question is crazy lol

This is 100% fair. And frankly, shame on me for not doing it proactively. Apologies to the players that got hit by runes when your character had the knowledge...per a ruling you didn't see.

I will endeavor to put new rulings in the thread if they are just in discord. Discord is a more convenient way to discuss more freely, so if I make a ruling there and you don't see it over here just poke me about it, or copy and paste it over yourself...whichever is easier.


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In other news, Palthut and Boom! if you would like to retcon your movement in light of what you knew about the runes you may do so.


Female Sylph Magus (Eldritch Archer) 5/Slayer (Sniper) 1

I just went through and added a section to each map that lists the known runes and their effects for easy reference. If I missed any, feel free to add them, or let me know and I can do that.


Rules Ruling: Round 2 Runes and wild animals (specifically horses, different animals may act differently).
**
When I do take mine, can it be assumed that the nonridden horses would try to avoid the magic runes?

Nairb the GreyToday at 10:03 AM
Unless you coax them onto them, yes. They are naturally averse to travelling over the strange symbols.

Probably some kind of handle animal check...not sure on the DC...let me do some research.

TobiasToday at 10:04 AM
depending on the difficulty I'd say probally 10 or 15
well their instincts I mean

Nairb the GreyToday at 10:06 AM
They've been trained...so lets go with 10 at first, but if they are negatively affected by a rune the DC will increase to 20 as the survival instinct kicks in harder.
**

As I said, different animals may act differently. For example, naturally curious animals may attempt to investigate the runes unless instructed not too...but then avoid it if negatively affected. Will need to be a case by case if any of you bring additional animals to the field using summons or something.


Male Elf Wizard (Conjuration(Teleportation)) 7 / Cyphermage 1 | HP 49/49 | AC: 17, T: 13, FF: 14| Fort: +3, Ref: +5, Will: +7 | BAB: +4, CMB: +2, CMD: 15, M.Attack +2, R.Attack +7 | Init: +8 | Perception: +10/+12 | Shift 10/10

For my scroll, I intended to buy it normally, I may have fudged my calculations. I don't think I'm going to use it this round anyway, so I'm okay with removing it from the equation.


Aristotle, I responded to your post. Beetly doesn't understand common, so he just stared at you confused as you babbled at him.

No retcon on that since it is information your character would not have known. However, since he treats you as a trusted friend and ally I am going to say the readied action doesn't happen
Beetly, please take your next action considering that Aristotle is your friend.


Female Sylph Magus (Eldritch Archer) 5/Slayer (Sniper) 1

Just so I don't make this mistake again, and because it pertains to everyone, does the chest in the center count as a low obstacle?

CRB wrote:
A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.


New Rune activated!

The lightning bolt in the center far north and far south is:

Sowelu - Full Heal, you get back all depleted hit points and can choose to ignore any negative magical or supernatural effects you are currently experiencing.


Update on runes from the discord - While there are two runes on every map, they are magically paired. Only one of each set can be activated...when one is activated it and its twin elsewhere on the map disappear. So first person to a rune is the one that gets its effect for good or ill.

To recap, these are the rune effects that everyone currently knows:

I = Ice Damage 1d6 & possible stagger (DC 18 fort)
N= Bulls Str for 1d4 rounds
Nautiz Rune (looks like a slanty t in the inside NW and SE)= Force Shackles - half movement and -2 AC & attack & damage rolls for 1d3 turns.
Sowelu (looks like a lightning bolt in the far center N and S) - Full Heal, you get back all depleted hit points and can choose to ignore any negative magical or supernatural effects you are currently experiencing.


Female Sylph Magus (Eldritch Archer) 5/Slayer (Sniper) 1

Question repost here:

@Nairb can we know when another PC is at 0 hp without them straight up saying it? Most cases this won't change anything, but I'm the multiples, it does big time.


Beansidhe wrote:

Question repost here:

@Nairb can we know when another PC is at 0 hp without them straight up saying it? Most cases this won't change anything, but I'm the multiples, it does big time.

The decision on this was to allow a free skill check (similar to perception checks in response to visible stimuli) to assess the player's combat intuition. To realize that your opponent is under the effect of a condition you must make a Sense Motive or Heal Check. The DC will vary by condition, less obvious conditions will have higher DCs.

As a starting point I set the DC for the staggered due to 0 HP condition at a DC of 10. I will set and adjust DCs on a case by case basis as the need arises.


In other news: New rune effect discovered!

Thurisaz - Teleport to anywhere within the arena that you choose.

This is the rune on the inner ring NE and SW, looks like a vertical line and a greater than sign. |> (no space in between). Good for running away or getting up close and personal with your runner.


Human Barb 7: HP 116/116 RHP: 130/130 AC 19: 12 : 17: FRW: 13/7/3 RFRW: 15/7/3

Could we get a ruling for NPC cast spells?

1: If they are permement effects, like getting "Masterwork Transformation" cast, does that count towards our consumables limit?

2: How about if we were to pay to get something like a mind blank placed on us? (Subject to the regular prebuffing rules)


I saw this in the discoed, it didn’t look like a direct question ever got asked of me so I didn’t weigh in. Let me do the easy one first. High level NPC spell casters will not come into the arena with you. That would be almost as bad as leadership, so no.

For spells that have a duration I think the service needs to count as a consumable. Kind of like heading into battle with a potion or scroll. If in the other hand you get a perm ached enchantment, that is probably more along the lines of equipment...just remember that it makes a good part of your wealth susceptible to dispel magic.


Goblin Zen Archer Monk 1/ Grenadier Alch 7 - HP: 62/62 | AC: 18; T: 17; FF: 12 | Fort: +6; Ref: +11; Will: +3 | CMB: +5; CMD: 21 (25vs Bull Rush, Trip) | Init: +7 | Perc: +10 | Speed: 30ft | Darkvision: 60ft | Perfect Strike 2/day Longbow (100'): +13 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +11,+11, +6 // 1d6+1 (×3) | Bombs (20') 13/day: +13 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)
Skills:
Acro +16, Climb +11, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +16, Fly +7, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +10, Ride +9, Stealth +29, UMD +8
Nairb the Grey wrote:
If in the other hand you get a perm ached enchantment, that is probably more along the lines of equipment...just remember that it makes a good part of your wealth susceptible to dispel magic.

Only if the opponent knows it has happened!


If you have an opponent with dispel available they may try to do it just on your temp buffs, but hit your permancied one as well.


Female Sylph Magus (Eldritch Archer) 5/Slayer (Sniper) 1

So, Nairb, we had the miss chance discussion and figured out what was going on with mine, but we should probably standardize it. Tobias had rolled all of the ones against him (he's been the only one with miss chance in our arena), so that was what I went with, but I've seen in other arena's where attacker rolled it. I don't know that it really matters, but figured we should have a standard. Which would you prefer?

And as for standards, my understanding is that the standard is that low numbers fail (so for a miss chance of 20%, 1-20 fail; 50% 1-50 fail), but I don't know and can't site where I got this idea so it might be wrong. Is there a standard for that? And if not, we should probably set one for this tournament.


Male Elf Wizard (Conjuration(Teleportation)) 7 / Cyphermage 1 | HP 49/49 | AC: 17, T: 13, FF: 14| Fort: +3, Ref: +5, Will: +7 | BAB: +4, CMB: +2, CMD: 15, M.Attack +2, R.Attack +7 | Init: +8 | Perception: +10/+12 | Shift 10/10

For my 2 cp, I've always done as Beansidhe, but I don't think it's ever addressed in the rules. I usually roll them if I know/remember that my target has concealment, to speed things up. If I forget or not notice, then they can roll it.


Male Fetchling Lv 6 Summoner HP 60/60 Ac14(19) / Penny Hp 40/40 Ac 20(24) (SM3) 7/7

Well I've been rolling it as I have tor roll below the number


X-Post from discord about upcoming Lv 2 Battle Royale Fight...

Nairb the GreyToday at 4:31 PM
Well, the level 2 battle royale comes up first.

I have been thinking on the whole wealth thing. I think what we will do is split your level 3 level up gold in half. You will get half now, and have after the battle royale match.

TobiasToday at 4:31 PM
fairp

Nairb the GreyToday at 4:32 PM
So that means you get 1000 gp to re-equip before the level 2 battle royale.

TobiasToday at 4:32 PM
btw I was being honest on my opion on the battle royal the other day :stuck_out_tongue:

Nairb the GreyToday at 4:32 PM
You will get another 1000 when we level up to 3.

TobiasToday at 4:32 PM
split in in 2 seperate ones of loosers and winners

Nairb the GreyToday at 4:32 PM
I was thinking about that too...just from a pacing standpoint.

TobiasToday at 4:32 PM
Yuh
thats what I was thinking bout as well XD
(Carlos ain't my problem anymore!)
@DMoogle-Carlos

Nairb the GreyToday at 4:33 PM
I was also thinking about teams though..."winners" get to pick one "loser" to be on their team.

BeansidheToday at 4:33 PM
:sob:

TobiasToday at 4:33 PM
Oh

Nairb the GreyToday at 4:33 PM
With GM randomly deciding pick priority.

TobiasToday at 4:33 PM
so team based battle royale

Nairb the GreyToday at 4:34 PM
Maybe...not 100% decided yet.

TobiasToday at 4:34 PM
that sounds amazing :smile:

BeansidheToday at 4:34 PM
Oh that could be interesting

Nairb the GreyToday at 4:34 PM
Really the only thing I am decided on is the arena. I am afraid the stealth based characters aren't going to like it. But the level 3 arena gives you guys SO much to work with I am not worried about it.

TobiasToday at 4:35 PM
well this arena already sucked for stealth, so can't be much worse!

Nairb the GreyToday at 4:35 PM
Here there were places with dim light at least.

BeansidheToday at 4:35 PM
Lol. That's alright, I knew going into it that there would be some places stealth wouldn't work

TobiasToday at 4:35 PM
true I suppose

Nairb the GreyToday at 4:36 PM
Anyways...I will continue to ponder the team Battle royale or 2 battle royales with a top and bottom bracket...
If anyone has any thoughts feel free to share.
X-Posting to discussion.


One other thing to call out because it has been discussed by players but I don't think I have said anything...if you have a familiar, animal companion, hireling, or pet that you do not want to bring into battle and risk dying you can have them sit out the battle. It means you are leaving part of your resources on the sideline, but it also means those resources are safe from getting killed by an opponent and you having to pay any costs involved in bringing them back or replacing them.


TobiasToday at 5:20 PM
@Nairb the Grey btw whats your call on cealment? do I need to roll under or above the number from now on?
Cause I've been playing it as roll under

Nairb the GreyToday at 5:21 PM
On mischance? I think the most important thing is that we all do it consistently. Let's say above the value is good. So 20% miss chance means a hit on 21 and above on d100. 50% miss chance means a hit on 51 and above.


Palthut TN Oread Urushiol 4 (native outsider) || Init +2 Perc +4 Darkvision 60’ || AC (against rays) 19 T (against rays) 15 FF (against rays) 16, AC (not rays) 17 T (not rays) 13 FF (not rays) 14 || HP 35/35 || Fort 6 Ref 3 Will 8 || CMB 7 CMD 19 || Speed 20’ || Conditions: none || Deflect Ray: 1/1 Urushiol Poison: 1/1 Treacherous earth: 1/1

Augh i really hope the teams are assigned randomly, and not winners vs losers! i will now buy shtuff.


Female Sylph Magus (Eldritch Archer) 5/Slayer (Sniper) 1

Teams would be one winner and one loser together. So it's 5 teams of two. At least that's what's been discussed so far.


Human Barb 7: HP 116/116 RHP: 130/130 AC 19: 12 : 17: FRW: 13/7/3 RFRW: 15/7/3

So, just to confirm a discussion in the discord, looks like everyone gets part of the Quick Stow Feat for free:

"You can combine a move action to sheathe a weapon with a regular move action."


Human Barb 7: HP 116/116 RHP: 130/130 AC 19: 12 : 17: FRW: 13/7/3 RFRW: 15/7/3

Rules Question we were are still waiting on an answer for:

AristotleToday at 1:55 AM @Nairb the Grey

A question about money: I've been adding extra spells into my spellbook at the price for scribing. Should I count an extra cost for "purchasing" them, or do I have free access to them?

DMoogle-CarlosToday at 2:04 AM @Nairb the Grey

Some relevant text from the core rule book: "In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook"


I had answered him in pm since he asked the and in the general conversation.

You get 2 for free at level. Any others that you add to your spell book you should pay the scribing cost and the borrowing cost for.


Human Barb 7: HP 116/116 RHP: 130/130 AC 19: 12 : 17: FRW: 13/7/3 RFRW: 15/7/3

Thank you, I might be getting a spellbook soon, so that helps some planning


Female Sylph Magus (Eldritch Archer) 5/Slayer (Sniper) 1

And I have a spellbook, so it's good to know. The two for free are the class ones, correct? Not just everyone gets two for free at each level.


That is correct. Those are the spells that the class description specifically mentioned. If your class works differently then your mileage may vary.


x-post from Discord: You guys can blame carlos for there being 4 skeletons now...I decided not to grow geometrically like he recommended, but I am going to grow linearly...so this round 2 new skeletons spawned...next round 3 new skeletons will spawn...and so on and so forth.


Male Suli Bloodrager (Primalist) 8 | HP 84 | AC 21 T 12 FF 21 | DR 1/- | Resistances acid 5, cold 5, electricity 5, fire 5 | CMB +13, CMD 25 | F+8, R+4, W+2 | Init: +4 | Perc: +11, SM: +2 | Speed 30ft | Elemental Assault: 1/1 | Bloodrage: 26/26 | Active conditions: ??? | Spells-1st: 2/2, 2nd: 2/2 | Arena

Asaakoz has purchased a standard longbow and 20 arrows. Character sheet and funds updated.


Magus (Jistkan Artificer) 2/Samurai (Brawling Blademaster) 1| HP: 27/27 | AC 17 T 12 FF 15 | CMB +6 CMD 18 | F +5 R +3 W +3 | Int +4 | Perc +5 | Speed 30 ft |
Magus:
Arcane Pool Points 3/3 ,Spells: 1st Level 2/day
|
Samuria:
Challenge 1/day, Resolve 1/day
| Active Conditions: None

Good game Drogo! Can’t believe it came down to that one roll!


Female Sylph Magus (Eldritch Archer) 5/Slayer (Sniper) 1

That last round was intense. Good game all.

As for the upcoming match, I'll take Acrythe for my team. And I am done with purchases.

As for fractional multiclass, it doesn't change near as much as I thought. It won't affect my BAB at all (only one class I'm using has 3/4 BAB. The other two are full BAB), it drops my fort by one now, but allows my Will and Reflex to increase at a faster rate than it would have with the original multiclass rules. Eventually, it all ends up about the same, it just makes it a smoother transition. I withdraw my objection.


If anyone else has thoughts pro or con on fractional bonus progression for multiclassing let me know. It has been requested and I am inclined to let it happen.

In other news, as discussed in the discord for our upcoming 2v2v2v2v2 at level 2, the teams as the sit right now are:

Carlos and Tobias vs
Aristotle and Palthut vs
Beansidhe and Acrythe vs
Boom! and _________vs
Drogo and _________

Remaining to be selected are Asaakoz and Beetly.

Boom!, you are up. Who is your team mate for this next battle?

Once teams are chosen and everyone verifies that they are done making new purchases I will reveal the battle map and let you know of any special rules that apply to the map. After that you can make final preparations, which include selecting spells for the day and casting pre-buffs.

24 hours after the map is revealed the teams will be placed on it and the dinner bell will be rang.

If you need any special icons for pets or hirelings for the upcoming battle please PM those requests to me (either Paizo or Discord). Otherwise I will assume we can keep rolling with the ones we have used on previous rounds.


Magus (Jistkan Artificer) 2/Samurai (Brawling Blademaster) 1| HP: 27/27 | AC 17 T 12 FF 15 | CMB +6 CMD 18 | F +5 R +3 W +3 | Int +4 | Perc +5 | Speed 30 ft |
Magus:
Arcane Pool Points 3/3 ,Spells: 1st Level 2/day
|
Samuria:
Challenge 1/day, Resolve 1/day
| Active Conditions: None

So we’re all agreed to do Fractional multiclassing then? Just making sure before I multiclass at level 3


I am waiting for additional comment. I am leaning towards yes.

Since we don't level up until after the next fight - the random duos is at level 2 - It only matters right now for Beansidhe. I would still like to get an answer for her before we start the battle though.


Human Barb 7: HP 116/116 RHP: 130/130 AC 19: 12 : 17: FRW: 13/7/3 RFRW: 15/7/3

It also effects Boom!

His BAB would go up 1, and his fort and will saves would both go down by 1. I think he has a bunch of multiclassing planned, so that would also continue to hurt his saves moving forward


Goblin Zen Archer Monk 1/ Grenadier Alch 7 - HP: 62/62 | AC: 18; T: 17; FF: 12 | Fort: +6; Ref: +11; Will: +3 | CMB: +5; CMD: 21 (25vs Bull Rush, Trip) | Init: +7 | Perc: +10 | Speed: 30ft | Darkvision: 60ft | Perfect Strike 2/day Longbow (100'): +13 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +11,+11, +6 // 1d6+1 (×3) | Bombs (20') 13/day: +13 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)
Skills:
Acro +16, Climb +11, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +16, Fly +7, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +10, Ride +9, Stealth +29, UMD +8

My teammate is Beetly. Gotta keep the themes going! For the record, I have no other multiclassing planned. Straight Alchemist from 2+.

Good call on the fractional affecting me at the moment. I didn't even realize I had an option in Herolab for it. So that's neat.


Palthut TN Oread Urushiol 4 (native outsider) || Init +2 Perc +4 Darkvision 60’ || AC (against rays) 19 T (against rays) 15 FF (against rays) 16, AC (not rays) 17 T (not rays) 13 FF (not rays) 14 || HP 35/35 || Fort 6 Ref 3 Will 8 || CMB 7 CMD 19 || Speed 20’ || Conditions: none || Deflect Ray: 1/1 Urushiol Poison: 1/1 Treacherous earth: 1/1

not done with purchases, but I will try to do it tomorrow afternoon at the earliest.


Magus (Jistkan Artificer) 2/Samurai (Brawling Blademaster) 1| HP: 27/27 | AC 17 T 12 FF 15 | CMB +6 CMD 18 | F +5 R +3 W +3 | Int +4 | Perc +5 | Speed 30 ft |
Magus:
Arcane Pool Points 3/3 ,Spells: 1st Level 2/day
|
Samuria:
Challenge 1/day, Resolve 1/day
| Active Conditions: None

I’m all ready to go then!


From the sounds of it Palthut is still working on new EQ...anyone else?

Once everyone is done I will show you the map. Very exciting!


Male Suli Bloodrager (Primalist) 8 | HP 84 | AC 21 T 12 FF 21 | DR 1/- | Resistances acid 5, cold 5, electricity 5, fire 5 | CMB +13, CMD 25 | F+8, R+4, W+2 | Init: +4 | Perc: +11, SM: +2 | Speed 30ft | Elemental Assault: 1/1 | Bloodrage: 26/26 | Active conditions: ??? | Spells-1st: 2/2, 2nd: 2/2 | Arena

The bloodragers are considering some last-minute consumables, but we should be able to decide today.


Palthut TN Oread Urushiol 4 (native outsider) || Init +2 Perc +4 Darkvision 60’ || AC (against rays) 19 T (against rays) 15 FF (against rays) 16, AC (not rays) 17 T (not rays) 13 FF (not rays) 14 || HP 35/35 || Fort 6 Ref 3 Will 8 || CMB 7 CMD 19 || Speed 20’ || Conditions: none || Deflect Ray: 1/1 Urushiol Poison: 1/1 Treacherous earth: 1/1

done buying things. we can start!


Male Suli Bloodrager (Primalist) 8 | HP 84 | AC 21 T 12 FF 21 | DR 1/- | Resistances acid 5, cold 5, electricity 5, fire 5 | CMB +13, CMD 25 | F+8, R+4, W+2 | Init: +4 | Perc: +11, SM: +2 | Speed 30ft | Elemental Assault: 1/1 | Bloodrage: 26/26 | Active conditions: ??? | Spells-1st: 2/2, 2nd: 2/2 | Arena
Asaakoz wrote:
The bloodragers are considering some last-minute consumables, but we should be able to decide today.

The GM knows this via PM, but we are done.


Goblin Shadow Oracle 14 | HP: 143/143 | AC: 34 (20 T, 28 FF) | CMD: 27 | Fort: +12, Ref: +14, Will: +12 | Init: +10 | Perception +13
Active buffs:
Wings of Darkness, Cloak of Darkness, Magic Vestment, Undetectable Alignment
Spells:
1st: 8/8, 2nd: 7/8, 3rd 6/7:, 4th: 7/7, 5th: 7/7, 6th: 6/6, 7th: 3/3

We are good


Okay...battle map introduced. Let me know if there are any questions.

I didn't see any arguements against the fractional bonus progression...so gonna give it a last chance. If anyone says anything before tomorrow we can talk about it. This time tomorrow though Fractional is approved.

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