Justin Riddler wrote:
Thanks, Justin.
Drispeera D'Lith wrote:
That sounds fine, Dris. You could even have someone from Razmiran come along to finish what they started. Unfortunately, Ionnia, the only way to get better from kidney failure is to get a new kidney. I've already been waiting 2 1/2 years. It will probably be another year or two before I get to the head of the line. High demand, low supply. :(
Cindy Lu wrote: Sorry to see you go Garion. Did not know about the dialysis. Is that for you? If so, I hope you can recover to where its no longer needed. Yep, it's for me. Four and a half hours of dialysis, four days a week. The only recovery is a kidney transplant at this stage. You wouldn't happen to have a spare one lying around? :)
The god is worshiped by mercenaries and barbarians all across the world. One of Gorum's most hardcore sects is the Theocracy of the Fist, which controls a small archipelago of volcanic islands.[6] The Lord in Iron is commonly worshiped by half-orcs, who believe that he is one of them, and that his encasement in iron is the deity’s successful effort to hide his true nature from human worshipers who would be unable to handle his true nature. This belief continues to spread, thanks to the teachings of the orcish warlord-turned-proselytizer named Naellk, who had a vision of himself in an idol of the deity in battle. He is also frequently worshiped by Kellids, who find the orc claims that the Lord in Iron is one of their kind heresy, and wars between the two racial groups have increased since this claim emerged. Most of Gorum's priests are clerics, although there are some druids. Bards and rangers may perform some service within the church, but are not members of the priesthood. Knightly followers of Gorum believe battle is the true calling of a knight, not tournaments or courtly pursuits. For Iron Knights, strength and determination supersede honor, duty, and fame. More than other orders, Gorumite knights are often found as mercenaries
Gorum (pronounced GOR-um) is a god of battle above all other pursuits; it is said that if there is ever a time with no more conflicts to be fought, he would rust away into nothingness. Known as the Lord in Iron, his faithful believe he is present in every iron weapon of war that is forged. The church of Gorum proclaims faith in strength and power, over spirituality or intellect. High priests are great warriors who attain their position through battle. Priests wear heavy spiked armor and forsake non-metallic weapons. The services conducted by the church consist primarily of actual and improvised percussion, to include clanging weapons against shields. Gorum concerns himself with few matters outside of battle, and this attitude extends to include his relations with other deities. He sees little value in matters of diplomacy and politics, considering the pursuits of his divine peers as frivolous a best. The Lord in Iron is considered brash and impulsive; he takes what he wants, by force if necessary, and answers any direct opposition to his will with violence.
Sadronmeldir wrote:
Bolding mine. The Opportunist gains an increased bonus when others help her, it's not a penalty she gives to her opponents.
MacGurcules wrote:
The OP did mention that he was planning a small quest for the dead character in the other world, one that would have an effect on her character.
Born on Lunar Colony One, Randy Callahan entered Starfleet Medical Academy after several tours of duty with the colony's Emergency Services Corps. He graduated middle of the class, undistinguished in every way, save for a tendency to take shortcuts prompted by his emergency training. His first postings were planetside at various Star Fleet Bases and, after a tour of duty on Starbase 11, received his first assignment on a deep space vessel, the USS Aubrey. He is quite excited about the opportunity.
Sounds like fun. Alistair woke up Saturday morning and took a shower. He toweled off and started to shave. My beard's really thick this morning, he thinks, Like I haven't shaved all week. Weird. He started to get dressed. Pulling on his shirt, he realized the arms were too long, the cuffs hanging over his knuckles. When he tried to button the shirt, the buttons didn't reach. He finally found a pullover shirt he could squeeze into but it was a tight fit. His pants, when he put them on, ended about an inch below his feet. He rolled up the cuffs, shaking his head, and got ready to go to work. Outside he looked for his car, which he'd left parked in the lot, spotted it and walked over to it. As he opened the door, he suddenly realized How did I do that? It's pitch dark outside, not even a streetlight, and I spotted my car from twenty yards away? What the hell is going on? Human turning into dwarf
Felix Tahrhal wrote: My submission for this game. Need to update gear I was looking over your character, Felix, and noticed that both your traits give you a +1 bonus to Diplomacy. From the PRD Many traits grant a new type of bonus: a “trait” bonus. Trait bonuses do not stack—they’re intended to give player characters a slight edge, not a secret backdoor way to focus all of a character’s traits on one type of bonus and thus gain an unseemly advantage.
Artanthos wrote:
See Idiocracy and The Marching Morons.
Raymond Lambert wrote: Also willing to chip in gas money for a ride from NYC. Otherwise, I can take the metro north trains. Anyone know how hard it is to get to the consite and/or hotel from the metro north Hartford station? Raymond Metro North doesn't actually go to Hartford. You'd have to take Amtrak.
Bingo Underbough is a youngish halfling with long blond hair tied back in a ponytail. He jogs along on his pony, Fern, humming along with the elf's tune. His skin is weathered and, even though he seems carefree enough, his eyes never stop scanning the underbrush along their path. Background: Jamis and Chamira were two halfling slaves who escaped from Galt when their master's family met the Gray Gardeners. They found their way to Daggermark, in the River Kingdoms, where they took employment with the Assassin's Guild and were moderately successful. Over the years, they had several children, one son, the eldest, Kaleel, and three
daughters, Bellis, Marra and Sephanie. As a result, Chamira took fewer jobs for the Assassins, while the children, as they became older, served as lookouts and distractions when needed. In the year 4705 AR, Jamis was given an assignment in Razmiran. He refused to take Kaleel or the girls with him, forbidding them from following after. He never returned. Several months after Jamis' disappearance, Kaleel returned to his family's house to find the front door ajar. Drawing his two daggers, he cautiously entered. That caution saved his life. Sensing danger, the young halfling ducked under the mace swinging for his head and sheathed his daggers in the gut of his attacker, a gold-masked follower of
He found his mother and sisters in the basement storage room. What he saw there haunts his dreams to this day. They'd been tortured most cruelly, with blade and flame. Kaleel's faith died that day, along with his family. He dragged the dead priest down to the basement and built a funeral pyre for his mother and three sisters, placing their killer at
He assembled supplies and, as night fell, said good-bye to his family and promised their spirits he would do everything in his power to see that those responsible for their deaths would pay. Thrusting a torch into the pyre, he left the house and, shortly thereafter, left Daggermark for ever. He now calls himself Bingo Underbough and travels the River Kingdoms, looking and waiting for the chance to pay his family's debt.
TowerOfTheHeavens wrote:
When he first began his travels, Garion planned to demand an explanation from his missing father for leaving his mother to raise a half-breed child on her own. His journey has taught him much, though, including tolerance for the ways of other peoples. Now, when he finds his father, he still wants an explanation but he is willing to ask politely.
Garion Tathos is a tall, slender half-elf with long brown hair and slightly elongated ears. He wears studded leather armor and carries a heavy mace, crossbow and a light shield. His cloak is pinned with a butterfly, signifying Desna, and he wears a gold hoop in his left ear. He was born in Almas to a human priestess of Desna nine months after the Great Andoran Fair. Marina Tathos believed the father to be an elven wandering bard whose name she does not remember. She still keeps the pendant she found when she woke in the morning. The silver disk bears the symbol of a crescent moon with three stars above it and crossed swords below. Garion inherited his mother's faith and his father's wanderlust. While his mother still lived he suppressed his desires but after she died of disease in his 30th year he took the pendant and set off to explore Golarion and find his father.
If you are still accepting submissions - Bingo Underbough, Halfling Skirmisher
Spoiler: BINGO UNDERBOUGH CR 1/2
Male Halfling Ranger (Skirmisher) 1 LN Small Humanoid (Halfling) Init +3; Senses Perception +7 -------------------- DEFENSE -------------------- AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size) hp 13 (1d10+2) Fort +5, Ref +6, Will +2 -------------------- OFFENSE -------------------- Spd 15 ft. Melee Dagger +2 (1d3/19-20/x2) and Shortspear +2 (1d4/20/x2) and Unarmed Strike +2 (1d2/20/x2) Ranged Staff Sling, Half. +5 (1d6/20/x3) -------------------- STATISTICS -------------------- Str 11, Dex 16, Con 14, Int 12, Wis 13, Cha 14 Base Atk +1; CMB +0; CMD 13 Feats Deadly Aim -1/+2 Traits Brigand, Well-Informed: Diplomacy Skills Acrobatics +2, Climb -1, Craft (Traps) -1, Diplomacy +6, Escape Artist +0, Fly +2, Handle Animal +6, Knowledge (Geography) +5, Knowledge (Local) +3, Knowledge (Nature) +5, Perception +7, Ride +0, Stealth +4, Survival +5, Swim -3 Modifiers Brigand Languages Common, Elven, Halfling SQ Compass, Enemies: Animals (+2 bonus) (Ex), Fearless, Track +1, Wild Empathy +3 (Ex) Combat Gear Bullets, Sharpstone (10), Bullets, Sling (20), Bullets, Spongestone (10), Dagger, Shortspear, Staff Sling, Half., Studded Leather; Other Gear Alchemist's Fire Flask, Compass, Fishhook, Flint and steel, Potion of Cure Light Wounds, Pouch, belt (2 @ 5 lbs), Pouch, belt (8 @ 4.78 lbs), Sack (empty), Sack (empty), Sewing needle, Sunrod, Tanglefoot bag, Twine (50'), Waterskin, Whetstone -------------------- SPECIAL ABILITIES -------------------- Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc. Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost. Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Enemies: Animals (+2 bonus) (Ex) +2 to rolls vs Animals. Fearless +2 morale bonus vs Fear saves. Track +1 +1 to survival checks to track. Well-Informed: Diplomacy +1 Gather Information and Knowledge (Local), and one of these is a class skill. Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Scottenkainen wrote: Hourman, though, feels the demon's sword cut him again back down to 25 hp again, but is able to deliver a satisfying blow to the demon at the same time, bending his pole-staff over the demon's head. Hourman struggles to get free of the demon's whip. He scans the garage looking for anything useful. He's looking for anything that might be used as a Vehicular Weapon. If there is something he can lift, he will try that once he gets free. If not he will kick off Invulnerability and try to get the whip out of the demon's grasp. "You can't stop all of us, ugly! Why don't you just give up and go home?"
Tessius wrote:
Mint on Card, unopened and unplayed with. A sad fate for any toy. |
