A Silly game of Wrath of the Righteous

Game Master Michael_Hopkins

Tactical Maps

City of Kenebras

LOOT


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The Exchange

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@eriktd I am all for being a part of the same ritual, whatever that means for the backstories. Having precampaign connections between characters will make for a more interesting story.

I haven't spent much time thinking about the specifics of the ritual, I just want it to act as the catalyst for Zeno's magical abilities. There are lots of ways that could have happened and I wanted to wait to see what traits everyone else wanted before working on that bit.


I'm going to dot this for interest. Hard to pass up a shot at mythic gestalt. :)


I'm dotting for interest...would have to think about what to bring to the table.

Oh hey, we're playing Age of Ashes together. Haha.


feyrial wrote:

I'm dotting for interest...would have to think about what to bring to the table.

Oh hey, we're playing Age of Ashes together. Haha.

That we are! Stretching the ol' GM Chops with this and a few others! Hopefully Mr. Serpens doesn't mind the the little bit of pain he's in at the moment.


I'm applying!

This was submitted to the other recent gestalt wrath game, but didn't make the cut.
Only change I need to make is, add Iron Will as a 1st level feat, because Power Attack is free.

It's a Trapper Ranger / Phantom Blade that would eventually dual wield Bastard Swords. He fulfills the skilled role due to Trapfinding.


Beerfiend now has a chance savior background, as is very very thankfull for the charming voice in his head for telling him how to pretend being an Incubus.

Note to self: Mwangi Magic Mythic teleportation tea is kind of random in terms of where it yeets you.


DM CrazyComic wrote:
feyrial wrote:

I'm dotting for interest...would have to think about what to bring to the table.

Oh hey, we're playing Age of Ashes together. Haha.

That we are! Stretching the ol' GM Chops with this and a few others! Hopefully Mr. Serpens doesn't mind the the little bit of pain he's in at the moment.

I hope it spurs him to actually PLAY like he said he would when we made our characters...feeling some regret.


Full disclosure: I don't know jack about gestalt and stuff, but I'm learning quickly :P Javell is a friend and poked me to look into this with him (and he's helping me). I'm floating a swashbuckling sorcerer concept because I like charming characters. If nothing else, this will be a fun excersize in playing around with character building. All the submitted characters so far look awesome.


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Quick hints on Swashbuckler sorceror factoring in mythic:

--Definitly works, you basically need only 2 stats, with a side serving of con.
--Mythic feats to watch out for: Mythic combat reflexes (infinity AoOs), Mythic arcane strike (lasts a minute, you can add, at tier 4, abilities to your weapon)
--Mythic spell pen for the sorceror side because obviously.
--Dip in scaled fist on one side for weapons grade cheese, but probably dont.

Depending on wether you want to focus more on fighting (champion) or on spellcasting (archmage) or kind of do both (trickster). Trickster has path dabbling, or you could outright go dual path. Trickster is notable for having the best mythic defensive ability in Mirror dodge, it can also joink other paths class features, and has fleet warrior, which is super bonkers great.


Askold "Beerfiend" Magnusson wrote:

Quick hints on Swashbuckler sorceror factoring in mythic:

--Definitly works, you basically need only 2 stats, with a side serving of con.
--Mythic feats to watch out for: Mythic combat reflexes (infinity AoOs), Mythic arcane strike (lasts a minute, you can add, at tier 4, abilities to your weapon)
--Mythic spell pen for the sorceror side because obviously.
--Dip in scaled fist on one side for weapons grade cheese, but probably dont.

Depending on wether you want to focus more on fighting (champion) or on spellcasting (archmage) or kind of do both (trickster). Trickster has path dabbling, or you could outright go dual path. Trickster is notable for having the best mythic defensive ability in Mirror dodge, it can also joink other paths class features, and has fleet warrior, which is super bonkers great.

Ohhh, bless you. Trickster sounds right up my alley, honestly.


Trickster's 24/7 invisibility FTW!


If you are allowing modification of fluff on the campaign trait, then I'd definitely be up for joining in on the ritul if Geometer and Ertkid are okay with that. That was my first choice of fluff, but the mechanics didn't work out so much. Plus I could have been attacked by a demon and brought to the ritual.

Expanded backstory below. I've put in a first draft of the ritual for each of us to modify and change. Naturally, its pretty dark, but I'm assuming that people who are looking into this game expect that. You might want to pick a demon lord that connects to your abilities if you are saying that your power comes from the ritual.

Spoiler:

Anathiel was hailed as he was born. Those touched by celestials were always welcomed in Kenabres. Even as a child, he had the feline face and inner peace that marked him as touched by a leonal. At a young age he showed that he had a healing gift. Even as a child, he was so full of life that it would occasionally everflow and burst forth in a wave.

This led to some excited discussions among the various faiths. Each wanted to train the child in their faith. His parents were woodworkers and didn't want to abandon him. But the churches felt that he could become a powerful priest and healer. Starting to learn early would give him and advantage. So they let each of the largest churches have him for one day a week, and they would keep Anathiel on the weekend.

But the forces of evil targeted him one day when they ventured forth from the city. Many cultists bolstered by a demon. They killed his parents and took him away to a deep cavern inscribed with wards and runes. There were several other children held captive there, but talking to them brought immediate violence. It was obvious that the guards took pleasure in cruelty.

After a few days, they were brought to the ritual chamber. It had several magic glyphs carved on the walls, each calling on a demonic patron and their own domains. A child was chained to each glyph, while the rest were impaled in the center of the room. Their blood flowed down toward each glyph.

As the ritual went on, power grew and flowed between each glyph. It seemed to be barely controlled and each of the glyphs seemed to pulse as they tried to absorb more of the foul energy. As the impaled children ran out of all of their blood, more were brought to continue the flow.

The foul magics flowed through each of the children chained to the glyphs. Anathiel felt the abyss draining his life force. He saw an infinitely long black worm, and felt himself be swallowed. As he travelled an infinite distance, it took an infinity of aeons. But this time was going backward. It was an infinite void balanced by the infinite well of life he drew on.

A sharp slap to his physical body brought him somewhat back to the living. Crusaders were fighting, killing the cultists and demons, trying to free and heal the victims. Even as they failed, the cultists sowed chaos.

Anathiel never recovered fully. He was gaunt, with his bones showing through his skin. In idle moments, his eyes focus infinitely far away. Sometimes it takes a moment to return, and those who catch his eyes like this feel like something is draining their very soul. Many shun him now, for the taint of Yhidothrus is as deep a part of him as the primal well of life.

But this has only furthered his resolve. He continued his training, outside of the churches. His soul is still aligned toward the light and he intends to help others as he was saved. Or almost saved.


Yes, the Gnomish Oracle/Sorcerer is coming along very nicely. I need to stop to go grocery shopping for now, but at this rate I should have him posted today. Takes me quite a while for a complicated character, because I do it all by hand.

Traits are "Touched by Divinity": Sarenrae and the faith trait "Called." They actually complement each other from a story perspective VERY well.

The personality and motivations are very different from what I was starting with for a purely silly character. I think I like where this character creation is taking me, honestly.


Hate to be wishy-washy, but the gestalt/mythic stuff is WAY above my head. I will keep an eye on this because I find it interesting and want to know more, but I will likely not be applying. Nice to learn new things, though. <3


Damn it, I can't go to the store without more backstory popping up. Well, at least my muse isn't waking me up in the middle of the night. Let's throw Shyka the Many into the story.

more backstory!:

Only the other sacrifices knew what it was life, and only partially. Each had gone through their own trials. Anathiel kept up with them more than anybody else, but still found it hard to not pull away.

Mortals were not made to stare into the void, and even his celestial blood could only go so far. Anathiel despaired. After years of facing this, he went to the cliffs to hurl himself off and end it. As he approached, somebody was already standing there, looking out over the fall. They wore a blue and grey gown. As they turned, their face kept shifting, one to another. Some humanoid, a few not.

But their eyes were all the same. It was an eternity, but not one of just void. In their eyes, he saw all of time laid out. He took their hand and felt the robes settle onto his body. For an instant he saw all of time. While he saw the ends of everything, he also saw their beginnings. He saw how everything and everyone is connected and his despair lifted. On top of this he saw his own story, all of the timelines he could take. One of them was stepping off of this cliff, but there were countless others.

And then he was alone. The memories of eternity faded. He no longer saw each timeline. But he knew that many timelines existed. And he stepped back. And then he was alone. The memories of eternity faded. He no longer saw each timeline. But he knew that many timelines existed. And he stepped back. The other survivors noticed that something had changed. The darkness was no longer overwhelming him. He had found a measure of balance.


Okay . . .. Here's the mechanics a quick hack at an introductory interaction, and the rough core of the background. Putting this up before I do something stupid with the source file. We'll see if I get the write-ups expanded or not before then.

Flicker Vapuvreg

As if previous experience didn't give you enough reason to question the sanity of many gnomes, the unarmored and apparently unarmed gnome before you seems to be trying to solve that shortage. "Yep. On a quest from god! The Cleansing Light herself came to me in a vision and told me that I had to come out here and 'burn the infestation from the Worldwound'. Been learning everything I could about the 'infestation' and burning things since. Took me a few years to get to the point I think I can help, but I'm here now! Lots of people out there beating things down. That just makes a mess! Let's get some Healing Flame out there and start cleaning up, hunh?"

Background Sketch:

I would say that Flicker didn't have a normal childhood, but, seriously, what's a normal gnomish childhood like, anyway? His parents (Drelzor and Chishto Vapuvreg) worked to teach him to seek out new experiences, so the habit would be firmly in place before he was really at risk from The Bleaching. By age 10 he was talking about an imaginary friend that wasn't like so many of the other imaginary friends his peers had.

Blondie was a radiant, glowing dove which spoke to Flicker in Gnomish. When Flicker got the chance to describe his friend to one of the local clergy (Shmelmikat Ruck), the elder gnome was unimpressed until Flicker started talking about some of the things Blondie had told him. At that point, Shmelmikat got excited and started asking questions. He even went so far as to ask Blondie questions through Flicker. This went on for weeks, mostly because Blondie was slow to answer the questions she knew didn't originate with Flicker. By the end of the effort, all of the local clergy were convinced that Flicker was being visited by a manifestation of The Dawnflower herself. After that, when Flicker started saying that Blondie had told him he needed to learn how to burn her enemies out of the homes they had invaded, the adult gnomes took him seriously, and helped him begin learning.

Everyone knows that gnomes can become obsessed with things. Everyone also knows that their attention tends to wander, and they become obsessed with something else in relatively short order, though maybe not as quickly as their human neighbors might prefer. Flicker's obsession was unwavering, though. As he got older, Blondie visited him less frequently, and even those visits became only during his dreams instead of while he was awake, as they had when all of this started. But he understood the messages from Blondie more clearly and now remembered the dreams perfectly. He was well aware of the problems of the Worldwound and the Crusades before he knew enough to offer help. Honestly, he wasn't sure he was ready, but he had a dream where Blondie came to him and said "It is time." before bursting into flames and flying off. And so, shortly after his 48th birthday, Flicker headed for Kenabres to join the Crusade.


Combat:
Init +2 (Dex+2)
Speed 30'
Melee +0, Ranged; Finesse +3; CMB -2/+1 (BAB+0, Str-1, Dex+2, Size+1/-1)

Standard Attacks
Ranged Touch +3 by spell
[Ranged]
Small Light Crossbow +3 for 1d6 @ 19+ over 80', P
[Ranged]
Small Light Mace +3 for 1d4-1 @ x2, B
[Finesse]

Called: Reroll natural 1 on an attack roll 1 per day
Eternal Hope: Reroll a natural 1 on any D20 roll 1 per day

AC 13, T13, FF11, CMDx9 (Armor 0, Dex+2, BAB+0, Str-2, Size+1/-1)

HP 9 (8+1xCon+1)

Fort +1 (Base+0, +1 Con)
Ref +2 (Base+0, +2 Dex)
Will +2 (Base+2, +0 Wis)

Eternal Hope: +2 vs Fear and Despair
Eternal Hope: Reroll a natural 1 on any D20 roll 1 per day
Fey Fortitude: +2 vs Death effects


Magic:

Concentration: 1d20+1+4(+1 for bloodline/mystery/fire spells)

Spell Penetration: 1d20+1(+1 for bloodline/mystery/fire spells)

Elemental Ray: 30' ranged touch for 1d6+1 fire; 7/7

** Spell-Like Abilities ** 1/Day each; Character level as caster level
Dancing Lights No save
Flare DC 14
Prestidigitation DC 14
Produce Flame No save
Shield of Faith DC 15

** Spells per Day **
* Oracle *
Level 1 DC 15
4/4

* Sorcerer *
Level 1 DC 15
4/4

*** Spells Known **
* Oracle *
Orisons DC 14
Create Water
Guidance
Light
Purify Food and Drink

Level 1 DC 15
Burning Disarm
Cure Light Wounds
Sun Metal

* Sorcerer *
Cantrips DC 14
Acid Splash
Detect Magic
Jolt
Read Magic

Level 1 DC 15
Ear-Piercing Scream
Snowball

Revelations
Cinder Dance (Ex): Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites to receive these feats. Oracles with the lame oracle curse cannot select this evelation.


Skills & Languages:
4 + Int 1 + Favored Class 1 = 6 adventuring & 2 background skills per Monk Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes}
+ 2-Acrobatics (Dex) 2+0+0+ACP
+ 1 Appraise (Int) 1+0+0
+ 4 Bluff (Cha) 4+0+0
- 1-Climb (Str) -1+0+0+ACP
+ 1 Craft (Int) 1+0+0
+ 8 Diplomacy (Cha) 4+1+3
+ 4 Disguise (Cha) 4+0+0
+ 2-Escape Artist (Dex) 2+0+0+ACP
+ 2-Fly (Dex) 2+0+0+ACP
+ 0 Heal (Wis) 0+0+0
+ 8 Intimidate (Cha) 4+1+3
+ 5 Knowledge (arcana) (Int) 1+1+3
+ 5 Knowledge (history) (Int) 1+1+3 {Background}
+ 7 Knowledge (planes) (Int) 1+1+3+2 Academician
+ 5 Knowledge (religion) (Int) 1+1+3
+ 2 Perception (Wis) 0+0+0+2 Keen Senses
+ 8 Perform (?) (Cha) 4+1+3 {Background}
+ 2-Ride (Dex) 2+0+0+ACP
+ 0 Sense Motive (Wis) 0+0+0
+ 5 Spellcraft (Int) 1+1+3
+ 6-Stealth (Dex) 2+0+0+4 Size+ACP
+ 0 Survival (Wis) 0+0+0
- 1-Swim (Str) -1+0+0+ACP

Eternal Hope: Reroll a natural 1 on any D20 roll 1 per day

ACP: -0

Languages Known: Common (Taldane), Gnome, Draconic, Ignan, Sylvan


Feats & Traits:
** Feats **
* EitR "Freebies" *
<Defensive Stance - BAB +1 required>
<Risky Strike - BAB +1 required>
<Finesse>

* Character Selection Feats *
1 Combat Casting
S Eschew materials
3 <Elemental Focus (Fire)>
5 <Spell Focus (Evocation)>
O <Nimble Moves>
7 <Spell Penetration>
S <Great Fortitude?>
9 <Uncanny Concentration>
O <Acrobatic Steps>
11 <Greater Elemental Focus (Fire)>
13 <Greater Spell Focus (Evocation)>
S <Lightning Reflexes?>
15 <Greater Spell Penetration>
17
19
S <Empower Spell?>

** Traits **
Campaign: Touched by Divinity: You begin play with a silver holy symbol of Sarenrae. You gain the use of the Glory domain’s 1st-level domain spell (Shield of Faith) as a spell-like ability usable once per day (CL equals your character level). Associated Mythic Path: Hierophant.

Faith: Called: Sarenrae spoke to you when you were young, dropping cryptic hints about the important destiny that lay before you and how you must win your fights if you are to achieve your predetermined greatness. Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.


Gear:
300 GP budget
FREExxx Silver Holy Symbol of Sarenrae (1#)
FREExxx Explorer's Outfit (2#, sturdy boots, leather breeches, belt, shirt, vest, gloves, and cloak)
x50.0.0 MW Backpack (1#, Str +1 for encumbrance)
xxx.1.0 Bedroll (1.25#)
xx1.0.0 Belt Pouch (.25#)
xx1.0.0 Flint & Steel (-#)
xxx.x.1 Soap (.5#)
xx2.0.0 Waterskin x2 (2# total)
xxx.2.0 Mess Kit (1#)
xx4.0.0 Trail Rations x8 (2# total)
x35.0.0 Light Crossbow (2#, 1d6/19+/80'/P)
xx1.0.0 Crossbow Bolts x10 (.5#)
xx5.0.0 Heavy Mace (2#, 1d4/x2/B)
100.0.0 Potion CLW x2 (-#)

199.3.1 Spent for 15.5#
100.6.9 coin on hand

Light <= 26# [30#] (By armor)
Medium <= 52# [60 #] (+3/-3/20'/x4)
Heavy <= 80# [90#] (+1/-6/20'/x3)


Gestalt Flame Oracle (Tongues)/Sorcerer (Elemental Fire):
Alignment: Any.
Hit Die: d8.
Starting Wealth: 3d6 x 10 gp (average 105 gp).
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Che), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at each Level: 4 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Cantrips, elemental ray, eschew materials, mystery, oracle's curse, orisons, revelation
2nd +1 +0 +0 +3 Burning hands
3rd +1 +1 +1 +3 Burning hands, elemental resistance, revelation
4th +2 +1 +1 +4 Resist energy
5th +2 +1 +1 +4 Scorching ray
6th +3 +2 +2 +5 Fireball
7th +3 +2 +2 +5 Bloodline feat, protection from energy, revelation
8th +4 +2 +2 +6 Wall of Fire
9th +4 +3 +3 +6 Elemental Blast, elemental body I
10th +5 +3 +3 +7 Summon monster V (fire elementals only)
11th +5 +3 +3 +7 Elemental body II, revelation
12th +6/+1 +4 +4 +8 Fire seeds
13th +6/+1 +4 +4 +8 Bloodline feat, elemental body III
14th +7/+2 +4 +4 +9 Fire storm
15th +7/+2 +5 +5 +9 Elemental body IV, elemental movement, revelation
16th +8/+3 +5 +5 +10 Incendiary Cloud
17th +8/+3 +5 +5 +10 Summon monster VIII (elementals only)
18th +9/+4 +6 +6 +11 Fiery body
19th +9/+4 +6 +6 +11 Bloodline feat, elemental swarm, revelation
20th +10/+5 +6 +6 +12 Elemental Body, final revelation

Sorcerer/Oracle Spells per Day
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3/3 - - - - - - - -
2nd 4/4 - - - - - - - -
3rd 5/5 - - - - - - - -
4th 6/6 3/3 - - - - - - -
5th 6/6 4/4 - - - - - - -
6th 6/6 5/5 3/3 - - - - - -
7th 6/6 6/6 4/4 - - - - - -
8th 6/6 6/6 5/5 3/3 - - - - -
9th 6/6 6/6 6/6 4/4 - - - - -
10th 6/6 6/6 6/6 5/5 3/3 - - - -
11th 6/6 6/6 6/6 6/6 4/4 - - - -
12th 6/6 6/6 6/6 6/6 5/5 3/3 - - -
13th 6/6 6/6 6/6 6/6 6/6 4/4 - - -
14th 6/6 6/6 6/6 6/6 6/6 5/5 3/3 - -
15th 6/6 6/6 6/6 6/6 6/6 6/6 4/4 - -
16th 6/6 6/6 6/6 6/6 6/6 6/6 5/5 3/3 -
17th 6/6 6/6 6/6 6/6 6/6 6/6 6/6 4/4 -
18th 6/6 6/6 6/6 6/6 6/6 6/6 6/6 5/5 3/3
19th 6/6 6/6 6/6 6/6 6/6 6/6 6/6 6/6 4/4
20th 6/6 6/6 6/6 6/6 6/6 6/6 6/6 6/6 6/6

Sorcerer/Oracle Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4/4 2/2 - - - - - - - -
2nd 5/5 2/2 - - - - - - - -
3rd 5/5 3/3 - - - - - - - -
4th 6/6 3/3 1/1 - - - - - - -
5th 6/6 4/4 2/2 - - - - - - -
6th 7/7 4/4 2/2 1/1 - - - - - -
7th 7/7 5/5 3/3 2/2 - - - - - -
8th 8/8 5/5 3/3 2/2 1/1 - - - - -
9th 8/8 5/5 4/4 3/3 2/2 - - - - -
10th 9/9 5/5 4/4 3/3 2/2 1/1 - - - -
11th 9/9 5/5 5/5 4/4 3/3 2/2 - - - -
12th 9/9 5/5 5/5 4/4 3/3 2/2 1/1 - - -
13th 9/9 5/5 5/5 4/4 4/4 3/3 2/2 - - -
14th 9/9 5/5 5/5 4/4 4/4 3/3 2/2 1/1 - -
15th 9/9 5/5 5/5 4/4 4/4 4/4 3/3 2/2 - -
16th 9/9 5/5 5/5 4/4 4/4 4/4 3/3 2/2 1/1 -
17th 9/9 5/5 5/5 4/4 4/4 4/4 3/3 3/3 2/2 -
18th 9/9 5/5 5/5 4/4 4/4 4/4 3/3 3/3 2/2 1/1
19th 9/9 5/5 5/5 4/4 4/4 4/4 3/3 3/3 3/3 2/2
20th 9/9 5/5 5/5 4/4 4/4 4/4 3/3 3/3 3/3 3/2

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier.

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all the cure spells to her list of spells known (cure spells include all spells with “cure” in the name). These spells are added as soon as the oracle is capable of casting them.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.

Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Bloodline: Elemental fire.

At 1st level, whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's type to fire.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels. Each spell is specified at the level gained in the Class Features chart above.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from this list: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse. The sorcerer must meet the prerequisites for these bonus feats.

Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Mystery: Flame.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.

Oracle's Curse (Ex): Tongues: In times of stress or unease, you speak in tongues. Whenever you are in combat, you can only speak and understand Ignan. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language (Abyssal?) to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat

Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from this list: Burning Magic, Cinder Dance, Fire Breath, Firestorm, Form of Flame, Gaze of Flames, Heat Aura, Molten Skin, Touch of Flame, Wings of Fire. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against fire. At 9th level, your energy resistance increases to 20.

Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to fire until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Elemental Movement (Su): At 15th level, you gain +30' base speed.

Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and fire damage.

Final Revelation: Upon reaching 20th level, you become a master of fire. You can apply any one of the following feats to any fire spell you cast without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. You do not need to possess these feats to use this ability.


Gnome:
ARG variance rules
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their enthusiastic attitudes make them naturally agreeable.

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Gnomes have a base speed of 20 feet.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on Knowledge (planes). This racial trait replaces the obsessive racial trait.

Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.

Fey Fortitude: Gnomes with this racial trait are infused with a connection to life. They gain a +2 racial bonus on saves to resist death effects. This replaces weapon familiarity.

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.

Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome’s level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.


Attributes:
20 Point Buy
Points Race Level Gear Current
xx 10 -2 x8 +0 x8 +0 S x8 -1
x5 14 +0 14 +0 14 +0 D 14 +2
xx 10 +2 12 +0 12 +0 C 12 +1
x2 12 +0 12 +0 12 +0 I 12 +1
xx 10 +0 10 +0 10 +0 W 10 +0
13 17 +2 19 +0 19 +0 H 19 +4

The Exchange

Pathfinder Rulebook Subscriber

@Anathiel I love the story and the details work for me. The one question I have is about how many years precampaign were you imagining it takes place?


Geometer wrote:
@Anathiel I love the story and the details work for me. The one question I have is about how many years precampaign were you imagining it takes place?

I'm pretty easy. I was deliberately vague about the ages to be more flexible.


Chance at another campaign just fell through, saw this while browsing and I felt inclined to throw my hat into the ring. And between Gestalt, Mythic, and EitR this seems like the perfect chance to cook up a build that stars a weapon that's rough to get functioning in normal circumstances but I enjoy a whole lot in flavor: the Aldori Dueling Sword.

Build I'm imagining here is Fighter (Aldori Defender)/Swashbuckler that eventually branches off into a combo of Aldori Swordlord and Duelist. Make sure to grab that sweet, sweet Aldori Dueling Mastery to make the ADS work with Swashbuckler/Duelist and end up with a one-handed fighter that keeps a solid DPR while skyrocketing their AC. Certain elements might need some patching due to EitR (Swordlord and Duelist both have prerequisites that just don't exist anymore with it in play), but that all seems pretty easy to fix.

Actual character wise: if there's one things duelists are known for, it's seeking out ways to test their mettle. And where else better to find a worthy challenge than the Worldwound?


Aldori Swordlord: Dazzling Display, Weapon Focus (Blades, Heavy), Weapon Proficiency (Blades, Heavy), skills unchanged.

It is a patch, and an ugly one, since EitR didn't change the basic Simple/Martial weapon proficiencies, and not all Exotic Weapons are in the standard Fighter Weapon Groups, but it is how the EitR rules are meant to cover it.

Duelist becomes trivial to qualify for, with the BAB+6, Dodge, and the unchanged skill requirements.

The adaptation is pretty simple unless the judge would like to impose additional requirements?

Taking the AC into true tankiness while being combat effective and skill effective makes that combination VERY MAD.

Dex, Int, and Cha are all key skills to work that. Str, Con, and Wis are all too important to use as dump stats, even if not primaries for the build. I will be interested to see how you handle your attributes.


hustonj wrote:


Taking the AC into true tankiness while being combat effective and skill effective makes that combination VERY MAD.

Dex, Int, and Cha are all key skills to work that. Str, Con, and Wis are all too important to use as dump stats, even if not primaries for the build. I will be interested to see how you handle your attributes.

Quick point buy calculation has this build starting at:

STR 10, DEX 17 (15+2 human racial bonus), CON 14, INT 14, WIS 8, CHA 14. First ASU goes into DEX to bump it up to 18, of course.

WIS dump is a bit rough but Charmed Life should cover the gap for important Will saves.

STR can stay at 10 and at that point I just have to make the choice whether or not to grab Slashing Grace and devalue the first level of Swordlord a little bit or suffer through the first 2 levels and then rely on a combo of Precise Strike from Swashbuckler, Weapon Specialization, and Weapon Training to get me through levels 3-5. Option one seems much more tempting though.


Always the option to ASK FOR retraining it out later, too.

I was thinking something closer to

10/16/12/14/8/14 with the racial bump landing on Intel to bump it up to 16, too. You went a little flatter with the stats. Not a bad choice.


Note: An underlooked option here is the Virtous Bravo Paladin archetype, which is dex based (EITR games typically trade weapon finesse like class features for a weapon focus or a bonus combat feat of your choice).

Urban Bloodrager is also Dex based, and may be a quite reasonable choice if you thing is CHA and Dex heavy. Although the cool thing with Urban Bloodrager (basically they get pounce once they reach greater Bloodrage, by casting Bladed dash as a bloodrager spell when entering bloodrage) is not as impactful in mythic.

You normally get mythic when you reach level 5, and first mythic tier has mythic weapon finesse.


Which leads me to ask to our potential GM:

Are we gonna play Mythic as it is? Are you gonna change anything? I have heard rumours that some abilities are a bit broken... *blink, blink*


Mmmmm so many options, not super familiar with mythic. I fear I'll get in over my head. Geometer I'm going to withdraw from the recruitment, Thanks for running the game, we players appreciate it.

Good luck and good gaming everyone!


Mythic arms control treaty proposal to ensure the continued existence of the pathfinder universe in the face of reality breaking silly damage per round numbers:

1: Foe Biter does not exist.
Reasoning: Combat is more fun if things actually get a turn. Foe biter ensures things, generally speaking, dont.

2: Mythic vital srike does not exist.
This doubles damage output per turn, because everyone can do an extra standard action, and vital strike is one.

3: Mythic improved initiative does not exist.
Mostly because it kind of forces everyone to take it (the expend mythic power to roll a nat 20 on init), no exceptions.


Those above are good ones, but they pale when the Wizard appears and starts casting spells he doesn't even know... as swift actions...

The Exchange

Pathfinder Rulebook Subscriber

Given this game is both gestalt, mythic, and with a large party I'm sure the GM will be adjusting up the power level of the written encounters in order to provide a suitable challenge. If enemies start dying in one round, and combat starts to become monotonous it would be silly to expect the encounters to not scale with the party.


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It isn't AS.broken, but I love the charging hoard of melee PCs all widshaped into something like the Advanced Dire Tiger with templates . . ..


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Ira? Anevia asks as she hands her wife an abyssal pamphlet
Yes Anevia? The Paladin answers
We found this on a demon, its weird!

Evil plans!:

Mythic wizards hate this trick!

Do you know what is needed to counterspell? Dispell Magic. Do you know who has dispell magic at will? Minor Babau demons!
You see, Babaus quickly lose their threat, but their dispells can still go after the parties most precious, their buffs! And their spells actually!

Call 666-666666-666-A-FOR-Alyushinyrra-E-for-Excellence-C-for-Center
to get your Babau Mooks our Spell warrior training!

I dont know Ana, seems like SPARI to me.
SPARI?
Stuff Posing As Relevant Information, also, presumably Vellexia did one mistake Ira says, smiling.
What, really? Anevia asks
She expects demons to properly write Alyushinyrra, the buggers arent exactly known for their great grasp or orthography Irabeth says.
It is one vaguely boob shaped rune in Abyssal.. Anevia councels.
Ah crud Nevi, you are right, forgot for a moment that you are the smart one Ira admits, looking dejected.

Sovereign Court

Late to the party, but can't resist the temptation!

Here is Thomas, a focused frontliner:

Thomas:

Thomas Silanus
Male human fighter (aldori defender) 1/unchained monk (master of many styles) 1/gestalt 1 (Pathfinder RPG Adventurer's Guide 23, Pathfinder RPG Ultimate Combat 59, Pathfinder Unchained 14)
LG Medium humanoid (human)
Init +3; Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 13 (+3 Dex, +3 Wis)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dueling dagger +4 (1d4/19-20) or
. . aldori dueling sword +5 (1d8+3/19-20) or
. . unarmed strike +4/+4 (1d6)
Special Attacks stunning fist (1/day, DC 13)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 12, Int 14, Wis 16, Cha 7
Base Atk +1; CMB +4 (+6 grapple); CMD 17 (20 vs. grapple, 18 vs. trip)
Feats Agile Maneuvers, Alertness, Combat Expertise, Crane Style[UC], Deadly Aim, Power Attack, Slashing Grace[ACG], Stunning Fist, Unarmed Combatant, Weapon Focus
Traits aldori caution, bruising intellect, stolen fury
Skills Acrobatics +7, Bluff -3, Disguise -3, Intimidate +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (nobility) +3, Knowledge (religion) +6, Perception +9, Sense Motive +9, Stealth +6
Languages Common
SQ finesse weapon attack attribute, fuse style, hero points
Combat Gear potion of cure light wounds (3); Other Gear aldori dueling sword[ISWG], dueling dagger, 118 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Slashing Grace (Aldori dueling sword) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Weapon Focus (Heavy Blades) Choose one weapon group. You become better at using that type of weapon.

Silver Crusade

Here to take a chance at a mythic game.


Oh. I'm EST by the way.


Doh, I'm Pacific Time. On a clear night, I can hear Disneyland's fireworks.


I've got some free time so I might as well throw in an actual stat block for my Fighter/Swashbuckler. Here's to hoping I do all the Gestalt stuff and Elephant in the Room changes correctly and don't mess up the stats.

Bartholomew:

Bartholomew Denadural
Male Human Fighter (Aldori Defender) & Swashbuckler Gestalt 1
CG Medium humanoid (human)
Init +3; Senses Perception +3

-------------
Defense
-------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 13 (1d10+2+1)
Fort +4, Ref +5, Will -1

-------------
Offense
-------------
Speed 30 ft.
Melee Aldori Dueling Sword +5 (1d8+3/19-20)

---------------
Statistics
---------------
Str 10, Dex 17, Con 14, Int 14, Wis 8, Cha 14
Base Atk +1; CMB +1; CMD 14
Feats Weapon Proficiency (Blades, Heavy), Weapon Focus (Blades, Heavy), Slashing Grace (Aldori Dueling Sword)
Traits Stolen Fury, Anatomist
Skills Acrobatics +7, Diplomacy +6, Escape Artist +7, Intimidate +6, Knowledge (Nobility) +6, Perception +3, Perform +6, Sense Motive +3, Stealth +4
Languages Common, two more that I'll choose later
SQ Deeds, Panache, Swashbuckler's Finesse
Other Gear Explorer's Outfit, Chain Shirt, Aldori Dueling Sword, Fighter's Kit, 171 GP

----------------------
Special Abilities
----------------------
Combat Expertise -1 to hit & +1 to AC
Risky Strike -1 to hit & +2 to damage
Slashing Grace (Aldori Dueling Sword) Dex to damage while wielding the Aldori Dueling Sword one-handed and may treat it as a one-handed piercing weapon for the purposes of class features.
Panache 2 Panache Points
Deeds Derring-Do, Dodging Panache, Opportune Parry and Riposte

And that should be it. The only thing left up in the air (at least as far as I can see) is whether or not the GM would want to give out a Combat feat or something else in place of the normal "free Weapon Finesse with one-handed or light piercing weapon" clause of Swashbuckler's Finesse.

Silver Crusade

EST in my man voice.


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Central US, here.

SPCR: The only explicit example I remember in the EitR rules is the Rogue Finesse trait, which the rules expressly swap out to Agile Maneuvers. Some judges apply that swap universally, others have personal preferences, and others offer negotiations. But I don't think I've seen a single judge yet who says "tough nuggies."


Sorry about the radio silence. Was away from the PC for quite a bit yesterday. These submissions look fun!

As for some of the mythic feats, the only one I am iffy on is the Mythic Improved Initiative. The Vital Strike/Foe Biter are good to go, especially since it helps bring martials closer to casters at that point.


Did you know that you can combine mythic improved initiative with mythic display of dexterity?

One allows you to use a mythic point to roll a nat 20, the other adds a bonus of 20 to a dexterity based skill or ability check. They stack, and then you add any boni to that on top.

This results in quite the initative arms race.


While we're listing them, I'm over in EST time zone-wise.


@Askold: I did know that they stack, and adding that with an Ifrit Wildfire Heart Divination wizard make things...... slow, in comparison to them, lol.


@DM CC- how long are you going to keep recruitment open? I love me a silly mythic/gestalt game but I'm not sure I'll have time to build anything before Thursday or Friday...

@Feyrial- if you're bowing out because trying to play with really complex characters seems a bit overwhelming, that's cool, but if its only because you're overwhelmed trying to build a character you can PM me and I'll do my best to help you with that (time allowing)


Giant Halfling wrote:

@DM CC- how long are you going to keep recruitment open? I love me a silly mythic/gestalt game but I'm not sure I'll have time to build anything before Thursday or Friday...

@Feyrial- if you're bowing out because trying to play with really complex characters seems a bit overwhelming, that's cool, but if its only because you're overwhelmed trying to build a character you can PM me and I'll do my best to help you with that (time allowing)

I'm keeping the recruitment open until the 30th, because I know that a game like this will take time for character concepts.

@Feyrial; I can help with any questions about character creation or Gestalt in general, so feel free to ask!

Sovereign Court

I am in EST also.

Sovereign Court

SPCR wrote:

Build I'm imagining here is Fighter (Aldori Defender)/Swashbuckler that eventually branches off into a combo of Aldori Swordlord and Duelist. Make sure to grab that sweet, sweet Aldori Dueling Mastery to make the ADS work with Swashbuckler/Duelist and end up with a one-handed fighter that keeps a solid DPR while skyrocketing their AC. Certain elements might need some patching due to EitR (Swordlord and Duelist both have prerequisites that just don't exist anymore with it in play), but that all seems pretty easy to fix.

I like combining Swashbuckler with Aldori Defender too. I like to do Monk (Master of Many Styles) first though, I love having Crane Style at 1st level. Plus, since the MoMS can be in two stances at once, I grab Aldori Style as well (+2 to damage with dueling sword, stacks with Weapon Specilization).


Galahad0430 wrote:
I like combining Swashbuckler with Aldori Defender too. I like to do Monk (Master of Many Styles) first though, I love having Crane Style at 1st level. Plus, since the MoMS can be in two stances at once, I grab Aldori Style as well (+2 to damage with dueling sword, stacks with Weapon Specilization).

I saw Crane Style and considered it, but Aldori Defender's Steel Net + Aldori Swordlord's Adaptive Techniques already entirely eliminate the fighting defensively penalty (albeit much later than Crane Style) and Swashbuckler's Opportune Parry & Riposte and Duelist's Parry are far better than Crane Wing/Riposte.


GMT+1 here, not that it ever stopped my posting frequency :).

Minor fun fact: Beerfiend, if picked, can add defending to peoples weapons, as well as an an extra +1 starting level 5. What does this mean? You can divide our weapons enchancement bonus between AC and AB, and it stacks (although I dont think it stacks if you are TWFing). Yes, certain characters can reach some pretty funky ACs with that :).

Other then defending, he cant actually add that much, other then keen, the basic +d6es, notably no agile or bane.

This is in essence another way to trade AB for AC, relatively effectively.


Did we ever get clarification on what kind of silly we’re supposed to be going for?

I have a handful of different ideas with varying amounts and types of silliness, from a gathlain swashbuckler/inquisitor (who’s mostly just silly because he’s a three foot tall winged fencer who seems to think he’s a ten foot tall death machine), to an android fighter/investigator that uses extracts to polymorph into all kinds of different things (thus making him a transformer), to a foul mouthed nightskulk skinwalker alchemist/wizard that enjoys blowing things up (and whose hybrid form looks a bit like the live action remake of a certain cartoon mouse mascot). Are any of those in the ballpark of the silliness we’re going for?


Not going back to find the post right now, but the indications was the sily was intended to be from the sheer, overwhelming capabilities.


Giant Halfling wrote:

Did we ever get clarification on what kind of silly we’re supposed to be going for?

I have a handful of different ideas with varying amounts and types of silliness, from a gathlain swashbuckler/inquisitor (who’s mostly just silly because he’s a three foot tall winged fencer who seems to think he’s a ten foot tall death machine), to an android fighter/investigator that uses extracts to polymorph into all kinds of different things (thus making him a transformer), to a foul mouthed nightskulk skinwalker alchemist/wizard that enjoys blowing things up (and whose hybrid form looks a bit like the live action remake of a certain cartoon mouse mascot). Are any of those in the ballpark of the silliness we’re going for?

The silly I'm going for is what hustonj had mentioned, as the capabilities for the group are going to be off the charts.

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