Hobgoblin Commander

customizing till the end's page

Organized Play Member. 82 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.


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TriOmegaZero- like, literally threw? How?

Sankeshun: So Controller trumps blaster


so, oots aside, what does happen when two clerics get to fight?


SanKeshun, that sounds amazing. what exactly happened


Great answers everyone!


Has anyone experienced a casterfight? what happens when high level wizards duel?
This seems the right place to post it.
So, what are fights between highlevel wizards like. What have you experienced?
The more detail the better


Also, remember that at level one you have the same BAB as a monk, summomer, etc.
carry a melee weapon, and don't be scared of using it if retreat is not an option. At level three, you become pretty powerful. Secong level spells are stronger than first, and your HP should be high enough to survive a few hits.


I played a brawler in an egyptian camppaign. I had to guard a temple, together with a druid. I had a few NPC guards, and a guard commander. Our mission was to find out what was attacking the temples ( This had happened before). Suddenly, my 8 INT brawler starts giving tactical orders, to which the chief guard replies: "I'm in charge here"
Me: " I mark him as my territory ( Wolf style, this was a running gag)
GM: They throw you in a small cell, full of religious statues.
Me: I throw the religious statues at the bars.


working on a swashbuckler build. He can parry most attacks pretty easily.


Okay, that was a pretty weak reply. We're all min-maxers here, how about we work out how many Race points azlanti have, and use level adjustment?


Well, see, that won't work-it's a one of a time thing, and the player would first need to get through the shattered star campaign up to that point... while the demons are coming out of the portal. It's also not accesible to everyone, so I would rule all races that anyone can play- the azlanti have special requirements


True dat


Okay... what about the new elements? Void+wind seems like a cool idea


I said the hells (plural- I meant hell, the abyss and abadonn). I also specified demons, devils and daemons.


Lair

Female Nagaji antipaladin 7, fighter 1
CE Female humanoid (Reptilian)
Init:+7 Percepton: +3 low-light vision
--------------------------------------------------------------------------- --------------------------
Defence:
AC:24 Touch: 12 Flat-footed: 23 (+11 armor,+1 dex +1 deflection +1 natural)
HP: 71 (7d10+33)
Fort +14 Ref+8 Will+10
Defensive abilities: Unholy resilience, Resistant, Necromantic affinity
--------------------------------------------------------------------------- --------------------------
Offence:
Speed: 20ft
Melee: +1 keen cruel falchion +13/+8 ( 2d4+14+cornugon smash/ 15-20 *2)
Ranged: +5 strength Composite longbow+9/+4(1d8+5 /*3)
Spells prepared:
1- Protection from law*3
2- Ironskin
--------------------------------------------------------------------------- --------------------------
Statistics: Str: 22 Dex: 12 Con: 15 Int:5 Wis: 10 Cha: 20
Bab: +8 CMB: +14 CMD: 25
Feats; Necromantic affinity, power attack, cornugon smash, Imp.init, Intimidating prowess
Traits: Reactionary, Bully
Skills: Intimidate+23 handle animal+7
Languages: Common,draconic
SQ: Aura of evil, smite good, Touch of corruption 8/day,Unholy resilence,Aura of cowardice, plague bringer, Channel negative energy, Fiendish boon: Companion (fiendish Tiger) Detect good,
Combat gear: +1 keen cruel falchion, +2 full plate, Belt of giant strength, Headband of alluring charisma, Ring of protection, Cracked pink and green sphere,
--------------------------------------------------------------------------- --------------------------
Special abilities:
Touch of corruption 8/day 3d6
Channel energy
Smite good
Cornugon smash
Fiendsih boon

Highlights: As an antipaladin, he's immune to detect good and unholy blight. Cornugon smash murders his foes, granting him temporary hit points that can last multiple waves. His companion boosts is DPR and can provide flanking ( not included in this calculation)
spoiler:


If nuperribo devils were being picked off, the Hells would send someone else. How do you handle invisible imps?


Also, maost demons are resistant to electricity. Wouldn't an earth blast be better?

Anyway, we got 4 Pcs! wanna run a simulation now?


How do you become an Azlanti in the shattered star campaign?


Who are the azlanti?

And yeah, the kineticist would obliderate the earlier waves with standard blasts.

( Physical blasts do 4d6+4+CON at that level, which obliderates Imps etc)

But higher CR outsiders would pressure the Kineticist. Multi-target infusions cost burn, after all...


Weeper:

NG Male skinwalker Brawler 2, monk(master of many styles,quingong) 5, cleric (crusader) 1.
Init:+14 senses: Perception +10, low-light vision
--------------------------------------------------------------------------- --------------------------
Defences:
--------------------------------------------------------------------------- ----------------------------
AC: 32 touch: 29 flat footed: 25 ( +7 wis +6 dex+1 deflection +1 monk +2 natural +3 fighting defensively +1 shield +1 dodge)
HP: 62 ( 1d10+6d8+31)
Saves: Fort+11 Ref+15 Will+14
Defensive abilities: Crane style, sword play style, still mind,
--------------------------------------------------------------------------- ---------------------------
Offence:
Speed: 40 feet
Melee: Scimitar +10/+10 ( 1d8+9 (15-20/*2))
Special attacks: Brawlers flurry,
Ranged: shuriken +7/+7 (1d4+2)
--------------------------------------------------------------------------- --------------------------
Statistics: ( Always in bestial form)
Str: 7 Dex: 22 Con: 12 Int: 5 Wis: 24 Cha: 7
Base attack: + 5 CMB: +3 CMD: 27
Feats: Imp.unarmed strike, stunning fist, weapon focus: scimitar, crusaders flurry, weapon spec: scimitar, IMP.init, crane style, sword play style, dodge, toughness
Traits: Reactionary, Killer (+2 damage on a crit)
Skills: Use magic device+7, perception +10
Gear: Wand of see invisibility, +1 keen guided scimitar, headband of incredible wisdom +2, belt of incredible dexterity +2, Ring of protection +1, 500 shuriken,1 dusty rose prism ioun stone, cloak of resistance +1.
--------------------------------------------------------------------------- ---------------------------
Special abilities:
Ki pool 9 points
Ki powers: Barkskin, True strike
Martial flexibility 4 times/day
Channel positive energy 1d6 3/day
Cure spells spontaneous casting
Maneuver training
Touch of good 10/day (+1)
Fuse style

Spells prepared: (cleric)
0: Virtue, Detect magic, Light
1: Protection from evil *3, Domain: Protection from evil


Also, all paizo content is allowed- so guided weapon enhancements, and synthesists, though rather cheesy, are allowed


Alright, so we will be using 25 point-buy. That means more build flexibility


Charons little helper- you're right so far, but later on, how will he deal with flying creatures like the erinyes?


Huh... you're right Charon's little helper. Though later on, the demons get an at-will teleport ability, so they could avoid the AOE.

Snowlily- we are not assuming first wave dretches- dretches are 2 HD outsiders. In the special waves ( 3 and 8 HD) dretches could appear- assume that the armies of the hells are smart, and that they will be trying out different demons, devils and daemons. Once they find something that works, they keep on sending them.


http://paizo.com/threads/rzs2t866?Survivors-of-Hell-PBP-combat-simulator


I made a combat simulations thread


Record the encounters from this thread
http://paizo.com/threads/rzs2t843?Survivors-of-Hell


Alright, so by your calculation, how many fiends do you kill before you die? Rin looks awesome by the way!

Charons little helper- the dretch can tank two dragons breaths on average- so every round a new dretch is coming in, you'll be overwhelmed eventually. Still, it's a great idea!


Alright, so, has anyone survived Tomb of Horrors? If you have, can you give me some tips to make a simular dungeon in pathfinder? What made Tomb of horrors so hard? If you have any funny/epic/weird experiences from Tomb of horrors, please post them!


#2: Demons, the beasts of chaos

Demon, Babau
CR: 6
AC: 19
HP: 73

Gods, that is ugly. So kill it. Smite it and kill it. First off, the sacred fist will have the most trouble beating this guy, due to the acidic skin... NOT good for your skin, mind you. It has no real long-range attacks (aside from teleporting and killing you). So the archer probably won’t have a problem. This thing has 10-foot reach, so the reach paladin will do wonders, trading blows with it evenly. The melee builds will do fine, but it’s 10 foot reach will usually mean attacks of opportunity, and it’s claws are pretty dangerous. The combat medic should be able to defend it’s team from it without too much difficulty, and will function mostly like the melee builds in this setting.

Demon, Balor:
CR:20
HP: 370
AC: 36

As with the Pitfiend, good saves are key. The archer will be pretty amazing at this level, as it’s damage output will be tremendous. The Two-hander and the reach paladin fall about even, with both two-weapon fighting builds shortly behind. The Sacred fist will take a lot of damage from flaming body due to the plethora of attacks it likely has at this level. The combat medic will support the team well, and the Lancer will fare about as well as the two-handed warrior. At this level, the sword and board build is the farthest behind, doing very little damage. In general, this fight should not be that hard, due to paladins having rather excellent saves, but if the dice are against you, it’s vorpal weapons are deadly.

Demon, dretch
CR:2
HP: 18
AC: 14

This is basically a tougher Lemure, with some relatively nasty SLAs. The lancer will not have a paladin mount yet, and the sacred fist likely won’t have come into his/her own at this point yet. The two-hander pulls ahead at this point, having the feat it needs (power attack) and a nice attack bonus. The other builds are low on feats at this point, with the reach paladin only doing huge damage if they are human (power attack and combat reflexes are the reach builds main feats). The archer will be doing respectable damage, but not much else. In general, this fight will be very swingy, but all of the Paladin builds should be able to save against it’s SLAs.


This is all very good advice, but no longer relevant, as the group broke up. The main point of the summoner was that she found clever ways to gain cohorts


So, anyone interested in posting a combat simulation for one wave? Anyone?


Alright, fine. "24 hours after each wave, during which time daily use items and spell slots are regenerated, but HP is only restored as through 8 hours sleep.


Also, how about a simular situation with good outsiders, chaotic/lawful outsiders, and undead? Who would last the longest there?

I think Paladins will do really well in the first few waves, but eventually they will run out of smite.


A group of archer based rangers with favored enemy undead and abundant ammunition will last the longest. Maybe include a single cleric for buff spells and they will slaughter everything. Favoured enemy undead? Why? Also, eventually outsiders will become so tough that the rangers can't hurt them.

We should assume the attackers have the same pre-buff options at the players.

By wave 3 you will consistently have opponents with at will invisibility coming through the portals. Invisible imps could start as early as wave 1.

Starting with wave 4, Deeper Darkness should be putting in a regular appearance. Devils will most certainly put that See in Darkness ability to good use.

Great Idea!


So, for what evil outsider is coming through the portal, I suggest rolling a die as appropriate. ( Say, if there are 20 CR1 outsiders. roll 1d20). That way, outcomes are pretty random.


Oh, also dice rolls go as following: 10-11-9-15-5-10

Critical threats are activated when the total number of hits ( Not misses) Have a total crit chance of 60% or more


Oh, also dice rolls go as following: 10-11-9-15-5-10

Critical threats are activated when the total number of hits ( Not crits) Have a total crit chance of 20% or more


I have an idea for a new type of... play by post-ish game. To apply, do the following:
1: Create a level 8 character of any race/class combo
2: Post character sheet in this thread
3: Run your character through the following simulation: A portal to all three Hells has oppened. There is no way to close it. Your PCs goal is to hold them off for as long as possible. Monsters arrive in "Waves". You have 1 hour to prepare between waves. You can be anywhere within 1,000 feet of the portal. . A wave lasts for 100 rounds. Every 3 waves, PCs have 8 hours to rest. The purpose of this challenge is to see, which builds can survive the longest? The "goal" here is not to die. A new wave can only start once all monsters from a previous wave have been killed. PCs can not level up between waves. For added fun, form a group, and run the simulation in a play-by-post fassion.
Waves work like this:
Wave 1: Every round 1 HD worth of evil outsiders exit the portal. Every three rounds 3 HD worth of evil outsiders exit the portal. In the last round of the wave, 8 HD worth of evil outsiders leave the portal.
Wave 2 : Every round 3 HD worth of evil outsiders exit the portal. Every three rounds 5 HD worth of evil outsiders exit the portal. In the last round of the wave, 10 HD worth of evil outsiders leave the portal.
Wave 3: Every round 5 HD worth of evil outsiders exit the portal. Every three rounds 7 HD worth of evil outsiders exit the portal. In the last round of the wave, 12 HD worth of evil outsiders leave the portal.

Etc,etc. Let the battles begin!


Wait... Pit fiends and Balors are immune to fire


I think an alchemist with the philosophers stone grand discovery would win easily. Infinite cash + leadership (don't dump cha to hard)= practically invincible cohort.


A paladin fights a city full of succubi with sorceress levels that specialise on charm spells. After a day of combat and moral tests, he walks to the local hospital, to tend to the wounded... Only to promptly fall from jaywalking.


A paladin fights a city full of succubi with sorceress levels that specialise on charm spells. After a day of combat and moral tests, he walks to the local hospital, to tend to the wounded... Only to promptly fall from jaywalking.


Actually, I'm thinking of running a comedy campaign with my Players, where all the combat events are governed by a group of decadent individuals, who grant boons for entertaining them... but will not hesitate to drop you into a pit if they are bored.


What are some of the best early game moments you experienced with new players?

Whether it's a hilarious moment, an epic fight or a simple "THIS ROCKS" moment, please post bellow.

For me, it was probably my first gaming session at my friends house. His dad and his sister joined as well.

The party:
" The friend" Thief, a rogue who is an elf who is an idiot
"The sister" Merisiel (she liked the name) a drow summoner
"The dad" ( he played dungeons and dragons when he was a kid) The name of his character is long and complicated, but probably involves a J. He was playing a tengu monk/brawler multiples ( we started this game at level 4)

The beginning involved a tense shadow and mist drake fight, an enjoyable friendly dragon fight, and the sister asking "Can I summon a pipefox? I want to smoke it". The session was awesome, and ended with the PCs solving a riddle where I hand each Player a note changing the way they play their character.
I had: Always lie, Really high, and Wants to die. They had to solve the riddle where one guardian told the truth, and the other one always lied... but there was a third one holding a pipe, who was really drunk but provided (often crazy) hints, swapping between liar and honest at random... They later solved a similar riddle, except I gave the players 2 notes each and had them swap the notes near at random... And the next day they started steamrolling my campaign. Oh well.


Currently, I am having a small issue with my group: Challenge. Every group member excels at their thing, so I'm having trouble coming up with a good challenging encounter.

So far my group is:
Tengu Brawler 2/master of many styles/drunken master/ quingong monk 4 who also carries a Flamethrower

Elf Unchained scout rogue 5 Who TWFs with a knife and a baldeboot and a pard as a pet.

Dow Unchained summoner 6 who has a Wolf eidolon, and a bunch of APL-2 CR monsters.

And they are steamrolling everything. They fought a march giant (CR 8), FOLLOWED BY a cave bear (CR7), and they beat them all... this is after they took out an owl bear and a lion (who the summoner tamed) without too much trouble. The following usually happens: The summoner sets her pets on the enemy Causing a ton of damage... The rogue either shoots or moves into flanking position... And the brawler/monk moves in and PWNS everything. Together they end most things in 3-8 rounds, pausing to heal as necessary.

Any way I can challenge them WITHOUT using "rocks fall everybody dies" scenarios.


Also, bewildering koan specifies "loses it's next ACTION" Not loses it's next TURN. So what about quickened spells?

P.S if we are going to be serious about this... Meagre starts 1,200 feet away from the PCs, Cthulu starts 2,000 feet in the air above the PCs, Pazuzu is slightly above Cthulu, and Cernunnos starts 1,000 feet away from the PCs, his bow ready. Terrain: flat grassy plain.

PPS: Demon Lords VS great old ones VS Empyreal lords VS kaiju VS common sense. Who would win?


Updates sporatically ( not that I know what that means)

Know thy enemy:

A paladins guide to smiting the infernal pits of hell

There are many excellent guides out there on how to be the best paladin ever… but this is a guide on how to handle the units of hell, the abyss, abaddon, and any other evil outsiders… this is a guide to, quite literally, knowing thy enemy.

This guide is about tactics, so I will be highlighting each builds ability to deal with these abominations… and how to destroy them

The builds (they are not rated here, as I will be evaluating them against a particular enemy)

The lancer
Two-hander
Two-weapon-fighter
Archer
Sword and board two-weapon fighting
Sword and board defence
The reach paladin
The combat medic paladin
The sacred fist paladin ( usually a champion of irori)

Bestiary 1:
#1: Devils, the LE corruptors

Devil, Barbed
CR: 11
HP:138
AC: 26

Okay, at CR 11 these are probably going to be among the last enemies you will face, and they are pretty tough.
They have greater teleport as an at-will SLA, so Archers will need to be careful, as this beast can teleport right up to your face. Barbed defence mean that Sacred fist paladins will need to rely on lay on hands quite a bit. It has low HP and high AC so the TWF (Both versions) might face some trouble, and the Two-hander will need to be careful with how he/she spends their power attack. Because this devil can teleport, the Reach paladin will have a bit of trouble. The Sword-and-board build will be better than usual, as the devil does not have such a good to-hit. The real winner here is the Lancer for the following reason: In combat, the barbed devil will probably be greater teleporting all over the place, and the lancer has the best speed. The lancer does great damage with a decent to-hit, and if the lancer roles well, he/she can one round the barbed devil. The Combat medic on the other hand, should be able to tank the devils hits, but because the devil can teleport, getting to weakened allies on time will be a problem.

In general, try to kill this sucker as quickly as possible before it warps to the squishy castys, kills them, and warps away.

Devil, bearded
CR:5
HP: 57
AC:19

This one is tough as well. The Archer has the same teleporting problems as with the Barbed devil, but the sacred fist will keep up with this sucker no sweat. The Two-hander and the Lancer will be powerful enough to put some dents in it, and the combat medic will be able to help negate the bleed damage, but the bearded devil will pressure him/her with it’s significant offence. The others can all keep up with the devil well enough, but because of the devils mobility and offence, will not truly shine.

In general stay cool, and do not retreat- this thing can teleport after you. If you find yourself pressured, ask a friend to ready an action to attack it and heal yourself. A good defence is key to this fight.

Devil, Bone
CR:9
HP:105
AC:25

The bone devil has high AC and high HP, as well as a few defensive options, such as wall of ice and quickened invisibility. The Archer is vulnerable to the devils teleporting trick, but can counter the wall of ice well enough. The Sacred fist will do serious damage, but might have problems getting off full attacks- the Two-hander faces the same problem, but does more damage on single attacks. The major problem here is action economy- the devil has a quickened SLA, and wall of ice will hold off the melee characters, so the others are all orange, except for the combat medic who is more likely to contribute when a wall of ice is between him/her and the Bad guy, and the Reach paladin who can get more AOOs from the devil using it’s SLA while near him, and who can evade more attacks thanks to likely higher DEX, and therefore AC. The sword and board defence paladin will probably need to cover the castys, but will hurt the devil a bit when it appears near him.

IN general, try to find permanent ways of bypassing the walls of ice, rather than wasting precious time attacking the walls of ice that the demon can create at-will, and if the devil goes invisible, move close to the rest of your group- that way you can heal the castys if they go unconscious, while the rest of the team gets a few hits in. Also, surrounding the devil will get a few AOOs and possibly a failed teleport when it tries to escape. Teamwork is critical here!

Devil Erinyes
CR:8
HP:94
AC:23

The erinyes has really low hitpoints in exchange for a small boost in AC. But she can fly, so unless you come into the fight pre-buffed, your castys will need to spend a turn buffing you up, and even then the fallen angel can fly faster than you. Also, try to find a way to keep your castys safe. She has a really nasty ranged touch attack routine, she can entangle and then kill an unprepared wizard or cleric. The Archer is the undisputed king here, being able to full attack without moving while staying close to the castys to heal them in a pinch. The Lancer comes second, due to not relying on full attacks so that he/she can follow the erinyes while she moves away. The sword and board paladin will survive a bit longer, but not really do much else. The Reach paladin will be a real star here, moving as close as possible and possibly getting some sweet AOOs in the process. The Two-hander will suffer from the lack of full attacks, the sacred fist and both two-weapon fighting builds even more so. The combat medic will need a wand of dimension door to keep up with the damage this cruel psychopath wreaks, but will probably negate a few attacks and might get close enough to make her provoke an AOO.

In general, try to protect the squishy members in some way, and be as mobile as possible- it is extremely hard to keep up with at-will greater teleport and a nice fly speed at the same time. Spread out a bit, but not too far apart- you want the wizard to have to move a bit but then be able to buff you, the reason for this is a nasty at-will unholy blight ability.

Horned devil
CR:16
HP:217
AC:35

Very low HP, rather high AC.
This guy can do serious damage in melee, but at range all he really has are suboptimal spells, and some summoning that will not even succeed most of the time. The greater teleport at-will ability makes things a little bit problematic though… Because of this, archers should hang around near a caster class that can do a bit of damage in melee- this means that the archer has some time to retreat, while the caster trades blows and the more dedicated melee PCs join in. All paladins should always be smiting this guy, unless there is an evildoer with a higher CR on the board. The two-hander will take serious damage, as will the two-weapon warrior and the sacred fist. The Sword-and board fighter is a bit more survivable, but the sword and board defence build will get hit eventually, or won’t do enough damage. The Reach paladin has a reach advantage that can not be ignored through using a five-foot step, so that’s good. But the Lancer is the real winner here. With ride-by attack the Horned devil should not be getting any full attacks against you, so that’s nice, and you probably do more damage than the reach paladin. The combat medic will need to stay mobile to survive the enemys onslaught, but he/she should be able to protect the castys long enough for the deicated meleers to get closer.

In general, try to avoid letting it get full attacks, but keep the pressure up or it’s regeneration will start to be a problem.

Ice devil
CR:13
HP:161
AC:32

I think I see a trend with mid-high level devils. Lower HP, higher AC than described in the monster creation section of the bestiary as “appropriate”. This guy is a lot like a bone devil- at will wall of ice, and he can even summon bone devils just like the bone devil! (Except with greater accuracy and twice as many are summoned). With a successfull summoning the walls of ice can really get in the way… The ice devil also has a 10d8 damage cone of cold for pure blasting, and the spear can slow you, meaning that combined with it’s 10 foot reach and combat reflexes, it can dish out some mean AOO damage. If you can avoid AOOs the archer is pretty great. The melee builds all face the same problem- walls of ice can cause them to waste turns hacking through those… damn… walls… But if you a reliable way of teleporting or gaining freedom of movement they become a lot better. The combat medic will need to protect the casters, which won’t be too hard, and cone of cold will only do slightly more damage than your lay on hands can heal.

Devil, Imp
CR:2
HP:16
AC:17

This fight should be pretty easy. The imp can go invisible, but the DC on it’s poison is really low, so all builds should be able to survive it’s hits. The archer comes out on top here, because the moment he/she sees the imp, the imp becomes a pin-cushion. The lancer is a bit weaker due to fly speeds being generally unavailable at this level. The other melee builds should not have no problem keeping up with the imp, but the imps stealth makes this a bit hard. The Reach paladin will have no problem hitting the imp. The combat medic will not have much to do, he/she will mostly be following the imp, trying to land a few hits.

Devil, lemur
CR:1
HP:13
AC:14

The lemure is the weakest devil of the lot, the lemure is slow but has a decent offence. Assuming there is a decent distance between the devil and the paladin at the beginning of the fight, the archer will not have to worry about the enemy closing in for melee. The Lancer will probably one-shot the demon, as will most melee builds, though they might eat a full-attack first. The Reach paladin will rapidly beat the lemur to death, and might not eat a full-attack.

In general, this devil is easy. At level one, you might have to smite this guy, at every other level don’t bother.

Devil, pit fiend

CR:20
HP:350
AC: 38

The key to this fight is a good fort, and will save, as this bad boy is packing piles of save or dies. The archer will be doing a lot of damage, but might have a problem with the disease save. The Two-hander and the lancer should be doing a lot of damage to the pit fiend, but might have trouble with the monsters melee attacks, and the fact that this is a SMACC with incredible mobility might mean that you eat a few ( or a TON) of spells before you can even damage it. The other melee builds will do fine, excluding the Sword and board build which will not do enough damage fast enough, and the pitfiend will completely anihilate it.


In pathfinder gameplay deteriorates after 17th level, so I came up with an alternate system:

In stead of progressing past 17th level you earn:
Combat Points: You earn combat points when the Gm says you do. You can spend combat points for:
An ability gained from an archetype or class- costs 2 combat points per level the archetype gains/ upgrades the ability at. ( but you need evasion for imp.evasion etc.)

1 point abilities:
your CON mod in bonus hit points.
1 extra spell per day

More later:


So, the idea is simple. Post any pathfinder or rpg related jokes you have here. Try to avoid swearing. Off the top of my head:

Yo mamas so old, Chtulu calls her a great old one!

Wizards without spells- use their spell books as weapons.

"He who lives by the sword dies by the sword" so what do bards die of?


Ah, great Idea, but I would rule 4 DIFFERENT! PCs. ( Must have a different class, stats, basic build idea etc.)

Personally I think a master summoner would really shine here, as he could restrict movement.

Also a scout rogue with an intimidate build.

And a cleric/magus for harm

And a gunslinger, cause why not.


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