The Thin Red Line


Recruitment

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Oh, and I have a few words for you guys. Creepy forest. Crazy cults. Undead. Make of them what you will...


Kelsey MacAilbert wrote:

I'll give it a couple days before accepting characters.

Also, I wanted to tell you guys that I am very open to the idea of collaborative worldbuilding, so if you guys have ideas for things to add to Thyressa, I'm open to them.

Then you don't mind how I've already taken the liberty of shoehorning a hammy show-combat arena into your campaign setting as a major form of entertainment as part of my backstory? ;D


Kelsey MacAilbert wrote:

I'll give it a couple days before accepting characters.

Also, I wanted to tell you guys that I am very open to the idea of collaborative worldbuilding, so if you guys have ideas for things to add to Thyressa, I'm open to them.

.

.
How much "Maturity" (or lack of) can we put in?


I'll throw in a character for consideration shortly;

The wiki said no traits, I'm wondering is it possible to use a feat to pick up 2 traits via Additional Traits feat spending a feat to pick up 2.

I'm not thinking anything crazy like Ancestral weapon or anything. Just curious if the feat is available.


No. Eventually there will be traits, but not yet. I have to homebrew a whole list of regional ones, and only one region is up.

"How much "Maturity" (or lack of) can we put in?"

Could you please rephrase?


Kelsey MacAilbert wrote:


"How much "Maturity" (or lack of) can we put in?"

Could you please rephrase?

.

.
Blood? Gore? Sex? Sex related stuff? Psychotic Evil? and how to handle them?

Liberty's Edge

Anabella Izabella wrote:
Kelsey MacAilbert wrote:


"How much "Maturity" (or lack of) can we put in?"

Could you please rephrase?

.

.
Blood? Gore? Sex? Sex related stuff? Psychotic Evil? and how to handle them?

Also, drugs and cannibalism, for that matter.


I'm fine with blood, gore, sex, drugs, and cannibalism. As for sexual violence, depends how the group as a whole feels. I have no problem bringing up rape and molestation, but it can very easily discomfort people, so I'm careful which gaming groups I bring that issue up with. No need to bring that up when somebody in the group has had past issues with it. That's just not cool.


As for the adventure I have planned, it strays into blood, gore, psychotic evil, foul language, and dead children.

Silver Crusade

Personally, I'd like to put my vote up to avoid rape and molestation within the campaign. Everything else is alright in my books, though.


Zavac the Scarred wrote:
Personally, I'd like to put my vote up to avoid rape and molestation within the campaign. Everything else is alright in my books, though.

+1. Hints and suggestions are one thing but open descriptions put me off.

Been thinking how to make the Gun-spade functionally cool I seem to be running into too many walls so I've decided to re-tool Alice as a core gunslinger and I was wondering if you'd allow for substituting wisdom with charisma for the base class.


Alice Tanner v.2
Female Human Gunslinger 5
Medium Humanoid (Human)
Init +4 (+6); Senses perception +12
--------------------
DEFENSE
--------------------
AC 15, touch 15, flat-footed 10 (+4 dex, +1 nimble)
hp 46 (5d10 + 10 con)
Fort +6, Ref +8, Will +4
Defensive Abilities Nimble +1
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee +8
Ranged +9
Space 5, Reach 5
Special Attacks Deeds, Grit 3
--------------------
STATISTICS
--------------------
Str 16, Dex 18, Con 14, Int 8, Wis 16, Cha 10
Base Atk +5; CMB +8; CMD 22
Feats Dodge, Gunsmith, Point Blank Shot, Rapid Reload (pistols), Two weapon Fighting, Quick Draw
Skills Acrobatics +12, Bluff +8, Intimidate +8, Knowledge (Local) +7, Perception +12
Language Talmoran
SQ Favored Class; Gunslinger (5 x skill point), Grit (Ex), Gunsmith, Gun Training (Pistol) (Ex) +5,
Combat Gear ; Other Gear

Deeds:
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger's size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
• Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break orDisable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
• Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally.
• Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.


All right, no rape or molestation in the adventure.

Go ahead and switch wisdom for charisma.

I made a new house rule: you get a feat every level instead of every other level. I'm borrowing this from The Collected Book of Experimental Might, and there is a reason (feat taxes and double feats). Nobody is playing a Fighter, right?

Each of you gets two extra feats due to this new house rule.

Silver Crusade

Zavac the Scarred wrote:
Brill Thundergem + stats

Wow. Well, in that case, I shall add on Shield Focus and Improved Initiative, bumping up her AC by 1 to 21 and her Init by 4 to +9.


That works.

I got the one feat per level thing from Monte Cook's Book of Experimental Might. It alleviates feat taxes a great deal and makes martials a bit more fun. Also, the Vital Strike feat chain no longer exists. The vital strike ablilities are something anyone can do if they meet the BAB prerequisites, not feats. Finally, combat maneuvers may be done as move actions if you so desire (you don't have to do them as move actions, but the option is there if you want it). Between those three changes, the annoying issue of martials lacking combat options is smoothed over pretty well.


Sigz, the Vital Strike thing kind of gimps your 7th level grit ability. When you hit 7th level, you can take an alternate grit ability from Grit and Gunslingers. If you don't have a copy, I'll tell you what the alternate 7th level grit abilities it has do so you can pick one.


Character sheet:

:
Variel Devonil
Male Human Soulknife 5 | [Chaotic Good]
Description:
Age 19
Brown hair, Green eyes
Height/Weight 5'5 tall, 120lbs. (Medium)
Homeland Cromora
Deity None
Campaign The Thin Red Line
Representing Velixsiol

Hit Points
HP 51

Strength
19 (+4)
Dexterity
19 (+4)
Constitution
10 (+0)
Intelligence
8 (-1)
Wisdom
13 (+1)
Charisma
7 (-2)

Initiative +4 = 4 [Dex]
Action Points (Lifetime) 9
Skills
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +4 = DEX 4+0+0
Appraise -1 = INT -1+0+0
Autohypnosis* +6 = Wis 1+5+0
Bluff -2 = CHA -2+0+0
Climb* +4 = STR 4+0+0
Craft -1 = INT -1+0+0
Craft -1 = INT -1+0+0
Craft -1 = INT -1+0+0
Diplomacy -2 = CHA -2+0+0
Disable Device*† +4 = DEX 4+0+0
Disguise -2 = CHA -2+0+0
Escape Artist* +4 = DEX 4+0+0
Fly* +4 = DEX 4+0+0
Handle Animal† -2 = CHA -2+0+0
Heal +1 = WIS 1+0+0
Intimidate -2 = CHA -2+0+0
K (Arcana)† -1 = INT -1+0+0
K (Dungeoneering)† -1 = INT -1+0+0
K (Engineering)† -1 = INT -1+0+0
K (Geography)† -1 = INT -1+0+0
K (History)† -1 = INT -1+0+0
K (Local)† -1 = INT -1+0+0
K (Nature)† -1 = INT -1+0+0
K (Nobility)† -1 = INT -1+0+0
K (Planes)† -1 = INT -1+0+0
K (Religion)† -1 = INT -1+0+0
Linguistics† -1 = INT -1+0+0
Perception +6 = WIS 1+5+0
Perform -2 = CHA -2+0+0
Perform -2 = CHA -2+0+0
Profession† +6 = WIS 1+5+0
Profession† +1 = WIS 1+0+0
Ride +4 = DEX 4+0+0
Sense Motive +1 = WIS 1+0+0
Sleight of Hand*† +4 = DEX 4+0+0
Spellcraft† -1 = INT -1+0+0
Stealth* +9 = DEX 4+5+0
Survival +1 = WIS 1+0+0
Swim* +4 = STR 4+0+0
Use Magic Device† -2 = CHA -2+0+0

* Armor Check Penalty 0
† Trained Only

Equipment

Notes
Bonus feats:Wild Talent, Quick draw (mind blade only), Psionic Meditation, Speed of thought, Ghost attack, Psionic Body
Other:Form mind blade, Shape mind blade, Throw mind blade, Enhanced mind blade (+2), Psychic Strike (+2d8), powerful strikes, Enhanced Throw.
Base Speed [ 30 (6 sq.) ]

AC [20] = 10 + 6 [+3 Studded Leather] +4 [Dex]
Touch AC [14] Flat-Footed [16]

Base Attack Bonus +5
Basic Melee Attack +9
Basic Ranged Attack +9

Weapon: Mind Blade (Psychokinetic)
Attack Bonus +10
Critical 19-20/x2
Type slashing
Range 40ft
Ammo infinite
Damage 1d6+1d4+5

Fortitude Save +2 = 1 [base] +0 [Con] +1 [racial]
Reflex Save +9 = 4 [base] +4 [Dex] +1 [racial]
Will Save +6 = 4 [base] +1 [Wis] +1 [racial]

CMB +9 = 5 [BAB] +4 [Str] +0 [size]
CMD +23 = 5 [BAB] +4 [Str] +4 [Dex] +0 [size] + 10
Feats
Two-Weapon Fighting
Two-Weapon Defense
Double Slice

Traits
Carrying Capacity
Light Load: 116lbs.
Medium Load: 233lbs.
Heavy Load: 350lbs.
Lift Over Head: 350lbs.
Lift Off Ground: 700lbs.
Push or Drag: 1750lbs.
Languages
Common

Special Abilities
Other Race Name Hybrid
Racial Abilities:+1 to all saving throws, +1 skill points/level

Experience Points 10000


Kelsey MacAilbert wrote:

All right, no rape or molestation in the adventure.

Go ahead and switch wisdom for charisma.

I made a new house rule: you get a feat every level instead of every other level. I'm borrowing this from The Collected Book of Experimental Might, and there is a reason (feat taxes and double feats). Nobody is playing a Fighter, right?

Each of you gets two extra feats due to this new house rule.

Emphasis mine.

Fighter Here.

I am/was planning to throw a Cleric or Oracle into the mix, but I've only got minor experience making those, and there's been a lot of other crap coming up preventing me from actually sitting down and drafting one up.

I'll see what I can put up in the next hour, otherwise this is my final character submission for your game.


Human Oracle (Life, Lame)

Attributes:

S 18 (20 with belt)
D 12
C 12
I 8
W 10
X 20

Offense:

+1 Initiative
Speed 20ft (15 in armor)
Melee: +1 Tetsubo +9(1d10+8; 20/x4)
Power Attack +8 (1d10+11)

Defense:

AC 21 HP 55 (5d8 + 15)
Fort: +4 Ref: +4 Will: +6
CMD: 19

Feats:

Racial- Armor Proficiency (Heavy)
1-Toughness
2-EWP (Tetsubo)
3-Power Attack
4-Spell Focus (Conjuration)
5-Augment Summoning

Revelations:

1-Channel (Su): You can channel positive energy like a cleric,
using your oracle level as your effective cleric level when
determining the amount of damage healed (or caused to
undead) and the DC. You can use this ability a number of
times per day equal to 1 + your Charisma modifier.

3-Safe Curing (Su): Whenever you cast a spell that cures the
target of hit point damage, you do not provoke attacks of
opportunity for spellcasting.

Spells Known:

0-
1-Detect Undead*, Summon Monster I, Cure Light Wounds, Bless, Protection from Evil
2-Lesser Restoration*, Summon Monster II, Cure Moderate Wounds

*-Mystery bonus spell

skills:

Diplomacy:+13
Kn(Religion):+7
Spellcraft:+7
Sense Motive:+8

gear:

+1 Tetsubo (2,320gp)
+1 Full Plate (2,500gp)
Cloak of Resistance +1 (1,000gp)
Belt of Giant Strength +2 (4,000gp)

Etc(~70 gp)
Tent; Bedroll; Rope, Hemp (50ft); Grappling Hook; Waterskin x2; Flint & Steel; Backpack; Journal Book; Ink(Purple); Inkpen; Miner's Pick; Whetstone; Hammer; Flask; Small steel mirror; Oil (1 pt); 5 Fishhooks; Paper (3 sheets); Sealing wax; Soap (1 lb); Signet Ring; Spell Component Pouch;

Tender: 610 gp

Alright, this is what I came up with. I got no name or background written here, and I may have messed up on deriving vital stats or missed something b/c I really have to jet. Submitting Oracle for approval.

Scarab Sages

Turned Smokedog into an ranged combatant. Added the 2 extra feats (neat! I have the BoEM :)

Edlethorn aka "Smokedog"
Male Elven Alchemist (Grenadier) 5th

Stats:

STR: 14
DEX: 16
CON: 12
INT: 16
WIS: 10
CHA: 10

Defense:

HP: 45
AC: 19 (+1 chain shirt, +1 ring of protection, +3 Dex bonus), Touch AC: 14, Flatfooted AC: 15
Fortitude: +6 (+4 Base, +1 Con, +1 Resistance)
Reflex: +8 (+4 Base, +3 Dex, +1 Resistance)
Will: +2 (+1 Base, +1 Resistance)
CMD 18

Offense:

Initiative: +3
BAB +3
CMB +5
Melee: +5
Ranged: +6
Masterwork Heavy Mace +6, 1d8+2
+1 Mighty Composite Long Bow (+2 Str): +7, 1d8+3
Rapid Shot (Bow): +5/+5, 1d8+3/1d8+3
Bomb: +6, 3d6+3
Rapid Shot (Bomb): +4/+4, 3d6+3/3d6+3

Skills:

Craft (Alchemy) +11, Disable Device +11, Knowledge (Arcana) +7, Knowledge (Nature) +7, Perception +10, Sleight of Hand +9, Spellcraft +11, Survival +8, Use Magic Device +8

Feats:

Throw Anything, Point Blank Shot, Toughness, Precise Shot, Rapid Shot, Stabbing Shot, Extra bombs

Special abilities:

Bomb 3d6+3 (6 Splash)
Alchemy (Swift)
Mutagen
Nartial Weapon Proficiency (Composite Long Bow) [Archetype Bonus]
Discoveries: Precise Bomb [Archetype Bonus], Explosive Bomb, Smoke Bomb
Alchemical Weapon [Archetype Bonus]

Extracts (CL5):

Extracts per day: 4+1, 2+1,
1st level: Bomber's Eye, Cure Light Wounds, Detect Secret Doors, Disguise Self, Jump, Identify, Shield
2nd level: Cure moderate wounds, Invisibility

Gear:

+1 Mighty Composite Long Bow (+2 Str)( 2600 )
+1 Chain shirt ( 1250 )
+1 Ring of Protection ( 2000 )
+1 Cloak of Resistance ( 1000 )
Wand of CLW: 50 charges ( 750 )
Handy Haversack ( 2000 )
Formula Book ( 15 )
Blank Book ( 15 )
Alchemist's Kit ( 25 )
Alchemist Portable Lab ( 75 )
Masterwork Heavy Mace ( 312 )
Bedroll ( 0.1)
Rations x10 ( 5 )
Silk Rope ( 10 )
Alchemist Fire x4 ( 200 )
Total (10337.1)
Pouch: 162gp, 9sp

Misc:

Edlethron is an unremarkable looking elf, that is if you can ignore a few small, but very visible burn scars. He stands at about 5'8", his skin is of a pale green color, with black shoulder length hair, and brown eyes. He earned his callsign because of the smells his clothing quickly acquire via alchemical experiments, which include fire, smoke and other foul smelling subtances, he is currently working on some concoction to mask these smells, but in the meantime he resorts to semi regular baths and new sets of clothes.

Edlethorn joined the CRS in order to "put his alchemical talents to use for a good cause, to blow up big bad things to tiny pieces".

MORE TBD


Nice! Picking up Mobility and Deft Shootist grit feat :D


Dursk wrote:
Kelsey MacAilbert wrote:

All right, no rape or molestation in the adventure.

Go ahead and switch wisdom for charisma.

I made a new house rule: you get a feat every level instead of every other level. I'm borrowing this from The Collected Book of Experimental Might, and there is a reason (feat taxes and double feats). Nobody is playing a Fighter, right?

Each of you gets two extra feats due to this new house rule.

Emphasis mine.

Fighter Here.

I am/was planning to throw a Cleric or Oracle into the mix, but I've only got minor experience making those, and there's been a lot of other crap coming up preventing me from actually sitting down and drafting one up.

I'll see what I can put up in the next hour, otherwise this is my final character submission for your game.

Okay. That'll work.


Excellent. I'll accept characters tomorrow morning, and then we can start RPing.


Now complete with backstory and two extra feats.


Will post a bit later.


Hey, Fighter. I forgot one last house rule. Fighters have 8 plus int modifier skill points per level and all Knowledge skills, Stealth, Perception, Acrobatics, Heal, Linguistics, Sense Motive, Spellcraft, Use magic Device, and Disable Device are class skills along with the normal class skills.

Why? Fighters need a more versatility, and I like the idea of that coming from being a skill monkey. As for 8 skill points, it won't unbalance the game, and I see Fighters as a class that should have a whole lot of skills. Fighters are trained professionals, right? If this is so, why shouldn't they have a bunch of skill points? As for the extra class skills, I gave them all Knowledge because knowing your enemy and the history and cultural reasons for conflict makes perfect sense, so Knowledge skills make sense, even ones like Arcana (I fight many magical beasts and spellcasters. Why should I not learn as much as possible about them?). Spellcraft has a similar justification. A Fighter fights spellcasters enough that it is justifiable to learn about what they can do so that they can recognize what spells are being flung at them. As for UMD, Fighters are well trained professionals. It is perfectly feasible for a well trained professional to want to learn to use magical resources. Acrobatics is useful for seaship or airship based Fighters or more flamboyant individuals, Stealth is useful for lighter armed Fighters (it's another perfectly feasible thing for a professional to want to learn), and Linguistics is useful for soldiers, sailors, or mercenaries who do a great deal of traveling to many locations, and such. Heal is useful for reasons so obvious I shouldn't have to say, Sense Motive is there because Fighters often do things like stand guard duty, and nobody wants an easily fooled idiot on guard duty. The same goes for Perception. As for Disable Device, warfare often involves a lot of complex machinery. A Fighter just may know something about the inner workings and how to sabotage them.

If you choose a Fighter archetype that changes the official number of skill points from two to something higher you gain the difference.

That should be it for house rules. I know it's probably annoying that I keep springing things, but I want to achieve more options for martial classes, especially the Fighter. I promise not to implement any new house rules once play starts.


I hope this is enough:

--------

NAME: Anabella Izabella

RACE: Female Human

Lang:
Move: 40 ft.

CLASS: Berzerker <- Favored (Skill Pts:0 / HP:5)

STATS:

STR 15
DEX 14
CON 15
INT 14
WIS 14
CHA 14

Senses: Perception +10

DEFENSE:

AC: 16 (+2 dex, +3 armor, +1 ring), Touch 13, Flat Footed 14 (+1 DEX)

CMD 19,

HP: 56 (5D12 + 10 CON + 5 Toughness +5 FCB)

SAVES:

Fort: +7 (+8)
Reflex: +4 (+5)
Will: +4 (+5)

OFFENSE:

INIT: +6

Hand +7 1d3+2 (20/x2) (b)
Masterwork Dagger +8 1D4+2 (19-20/x2) (P or S)
+1 Greatsword +8 2D6+4 (19-20/x2) (S)
BAB: +5 CMB: +7

RACIAL ABILITIES:
Humanoid

Medium Size

30 ft movement speed

Bonus Feat

+1 Skill point per level

+1 to all saving throws

CLASS ABILITIES:
All of the following are class features of the barbarian.

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
- Low-Light Vision (Ex): The barbarian's senses sharpen and she gains low-light vision while raging.
- Night Vision (Ex): The barbarian's senses grow incredibly sharp while raging and she gains darkvision 60 feet. A barbarian must have low-light vision as a rage power or a racial trait to select this rage power.

Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
- If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Trap Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

FEATS:
Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Mounted Combat (Combat)
You are adept at guiding your mount through combat.
Prerequisite: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

Combat Reflexes (Combat)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Endurance
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Diehard
You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.
Prerequisite: Endurance.
Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.

SKILLS:
Acrobatics (Dex) +10, Climb (Str) +10, Handle Animal (Cha) +10, Perception (Wis) +10, Ride (Dex) +10, Survival (Wis) +10, Swim (Str) +10

BACKGROUND:
Anabella is a girl from the wild who got in love with civilisation

APPEARANCE & PERSONALITY:
Anabella has Short black hair, dark eyes; Height 5'9'' , Weight 180 lbs, ;

EQUIPMENT:

Capacity | Light - 66 lbs; Medium - 133 lbs; Heavy - 200 lbs
Battle Gear: Masterwork Dagger, +1 Greatsword, +1 light fortified Leather,

Other Gear: Backpack, Bedroll, Candle (5), Fishhook, Flint and steel, Belt Pouch, trail Ration (5), Soap, Waterskin, Antitoxin (vial), Tindertwig (6), Traveler's outfit, +1 Ring of Protection, Cloak of resistance +1, ; 47,5 lbs / 300.45 gold

Mount and related gear: Heavy War Horse, Military saddle, Bit and bridle, Feed (6) ; 91 lbs

Liberty's Edge

Kelsey MacAilbert wrote:
Hey, Fighter. I forgot one last house rule. Fighters have 8 plus int modifier skill points per level and all Knowledge skills, Stealth, Perception, Acrobatics, Heal, Linguistics, Sense Motive, Spellcraft, Use magic Device, and Disable Device are class skills along with the normal class skills.

Can I switch to a Fighter now?


>.>

<.<

Go ahead. Just be warned that if 8 ends up making the Fighter too dominating, things may end up dropped to 6. 8 Doesn't seem to be something that would be too powerful, but I'm keeping an eye on it in case I'm wrong.

Liberty's Edge

It was a joke, but I really like skill points. I'm too intrigued by the Ardwright, but if you don't mind, I would like to switch my second favored class to Fighter.


That's fine.


It's just that Fighters need a little something extra, and they make sense having lots of skill points. Fighters focus on training and tactics, not brute strength, so it's feasible that they'd pick up a whole lot of different skills, especially lots of Knowledge skills.


Just off hand and not in any way trying to impress my opinion upon you, but simply bumping feats down to every even level rather than odd level with your feat at level 1 as normal and relaxing pre-requisites for feats at low levels might do nicely.

A house rule I often imply is ignoring BAB requirements for the first few levels for selecting feats. As well as ignoring the very first feat prerequisite in a feat chain longer than 2.

For example you can take cleave without taking power attack. You can't power-attack ever, but you can still use cleave. You still need Cleave for greater cleave ect. Same for the feat chains that require Dodge/Point blank shot. It cuts down on the feat tax costs of feat chains making them more appealing, combine it with faster feat progression should do nicely and it will likely work better than having a fighter with a ton of feats by level 5.

Here's what a fighter would look like under current rules (9 feats):
[Racial bonus]: 1 feat
[Lvl 1]: 1 feat
[Lvl 1 Fighter Bonus]: 1 feat
[lvl 2 Feat]: 1 feat
[lvl 2 Fighter Bonus]: 1 feat
[lvl 3 Feat]: 1 feat
[lvl 4 Feat]: 1 feat
[lvl 4 Fighter Bonus]: 1 feat
[lvl 5 Feat]: 1 feat

Under my suggestion (7 feats):
[Racial bonus]: 1 feat
[Lvl 1]: 1 feat
[Lvl 1 Fighter Bonus]: 1 feat
[Lvl 2]: 1 feat
[Lvl 2 Fighter Bonus]: 1 feat
[Lvl 4 ]: 1 feat
[Lvl 4 Fighter Bonus]: 1 feat

The problem of too many feats quickly extrapolates for a fighter at level 12 having 20 feats vs 15 feats under my method and only becomes worse. Comparatively a 12th level paladin would only have 8 feats under my method compared to 15 feats under yours it would be 13 vs 20. So the disparity stays the same while still adding more feats for everyone.

I'd also bump a Fighter down to 6+int mod just to keep balance with a rogue or other classes and give every class +2 skill points per level including the fighter so the gain is still the same for him as your original intent, but it balances him other classes.

I'm fond of house ruling UMD as a class skill for everyone. Since it's often difficult to use consistently without heavy rank investment and a character with a decent Charisma bonus anyways and tossing skill focus to anyone who would normally already have UMD as a skill.

Funny thing about fighters that most people gloss over it, but a fighter can retrain a single feat every 4 levels anyways. You could probably apply that rule to everyone if you'd like as well without too much trouble as it's only 1 every 4 levels for a max of 5 re-trainings between levels 1-20, which isn't too overpowered or anything.


I'd rather run with the feat per level. I like the idea of everyone having lots of feats, and I don't balk at Fighters peaking out at 32 at level 20. There are a LOT of feats across the four main splats, after all, and even with 32 you'll only have some of them.

I never saw retraining feats as particularly powerful.

As for the Fighter, I'll start with 8 + int skill points, and see if it needs to be dropped. 6 might be better, but I also want them to have lots of room for Knowledge skills.


Alias (Fighter) is adapted to spec. Posting polished Oracle with fewer glaring mistakes, and with things like spells/day. Pick your favorite of those; my preference is the Fighter, but it couldn't hurt me to branch out roles...

Sammael, Human Oracle (Lame, Life)

Attributes:
S 18 (20 with belt)
D 12
C 12
I 8
W 10
X 20

Offense:
+1 Initiative
Speed 20ft (15 in armor)
Melee: +1 Tetsubo +9(1d10+8; 20/x4)
Power Attack +8 (1d10+11)

Defense:
AC 21 HP 39 (5d8 + 15)
Fort: +4 Ref: +4 Will: +6
CMD: 19

Feats:
Racial- Armor Proficiency (Heavy)
1-Toughness
2-EWP (Tetsubo)
3-Power Attack
4-Spell Focus (Conjuration)
5-Augment Summoning

Revelations:
1-Channel (Su): You can channel positive energy like a cleric,
using your oracle level as your effective cleric level when
determining the amount of damage healed (or caused to
undead) and the DC. You can use this ability a number of
times per day equal to 1 + your Charisma modifier.

3-Safe Curing (Su): Whenever you cast a spell that cures the
target of hit point damage, you do not provoke attacks of
opportunity for spellcasting.

Spells:
0- Create Water, Mending, Guidance,Detect Magic, Read Magic, Light

1(8/day)-Detect Undead*, Summon Monster I, Cure Light Wounds, Bless, Protection from Evil

2(5/day)-Lesser Restoration*, Summon Monster II, Cure Moderate Wounds
*-Mystery bonus spell

Skills:
Diplomacy:+13
Kn(Religion):+7
Spellcraft:+7
Sense Motive:+8

Gear:
+1 Tetsubo (2,320gp)
+1 Full Plate (2,500gp)
Cloak of Resistance +1 (1,000gp)
Belt of Giant Strength +2 (4,000gp)
Etc(~70 gp)
Tent; Bedroll; Rope, Hemp (50ft); Grappling Hook; Waterskin x2; Flint & Steel; Backpack; Journal Book; Ink(Purple); Inkpen; Miner's Pick; Whetstone; Hammer; Flask; Small steel mirror; Oil (1 pt); 5 Fishhooks; Paper (3 sheets); Sealing wax; Soap (1 lb); Signet Ring; Spell Component Pouch;

Tender: 610 gp

Description:
Sammael is a large, bald, imposing man with a wooden leg, and many scars. He often uses this fact to enhance his ability to persuade others, or crack their attempts at lies in his presence. He typically wears full-plate carries an enormous studded club, and is no stranger to letting those speak for themselves when words fail him

Background:
Sammael was once a bodyguard, using his great size, powerful presence, and skill at conflict mediation to protect those who had hired him.

One day, he when protecting a client trading in illicit substances, the deal went bad, and an ambush was waiting for him. This left his charge near dead and Sammael's leg wounded, a dagger lodged deep inside his thigh. Sammael blacked out.

The next thing he knew, he was awake in the basement of a local alchemist, injured leg missing, and charge nowhere to be found. The alchemist explained to Sammael that he was the only living person when he arrived at the scene, and that his leg needed amputation to stem the flow of poison into his body. The alchemist then outfitted Sammael with a wooden peg-leg. Sammael saw his survival as the will of the gods, and vowed that from that day forth, no one under his protection would die again, studying various healing magics to that end, while giving praise to gods and learning to better cope with his handicap.

In Sammael's continued search for worthy people to protect, he came across the Rangers, and offered his services to them, provided the government didn't pry into his history.


Well, that turned out better than I thought, given how fast I (eventually) cranked out Sammael.

Cool. Well, who's it gonna be? Sammael? Dursk? Neither?!

Find out!

NEXT TIME ON THE THIN RED LINE!!!

http://www.youtube.com/watch?v=S9kN0pct-Q8


Here's my submission for a Tiefling BladeBound Magus.

Rolling for HP:
8 + 2 + 3 + 1 + 4d8 + 8 + 2 + 4 ⇒ 8 + 2 + 3 + 1 + (4, 2, 6, 5) + 8 + 2 + 4 = 45

Here's all the fluffy stuff:

Appearance:
A crude individual by nature Sarkik makes it a habit of hiding his infernal heritage a pair of small vestigial along his upper forehead with a wide brimmed straw hat, which conveniently doubles as a method for shading him from the harsh sun. He can pass for a common human at a distance but upon a close inspection his heritage easily becomes clearer as evident by his faded charcoal eyes, sharpened canines, or crimson tint of his tanned skin all of which he generally attempts to keep well hidden with loose fitting raggy dirt-crusted robes and the wide brim of his choice in headgear. His hair is short shaggy dark brown with a mismatching pair of silver and gold hoop earnings adorning both ears and with a strangely appropriate dark brown beard hanging off the end of his sharpened convex chin. A 2 1/2 foot long pipe that is usually filled with various spices and the occasional smigin of pesh completes his look, which oddly results in an astounding display of dexterity during a fight as he balances the pipe doing his utmost to not spill any of it's contents while wielding a scimitar elegantly in one hand while his off-hand completes the complex motions to draw upon arcane power. The last oddity that is often completely overlooked is that no matter where the blaring sun hangs in the sky Sarkik seems to never cast a shadow an attribute that is a little unnerving when one first notices the strange trait.

Personality:
He's even tempered, but often finds himself in trouble more often than not as his tongue has a habit of spitting crass remarks or unfortunate truths that often don't hold a place in polite or tactful conversation; conversations which usually end with a few nearly fatal wound, singed hair, and the offended party missing a few gold coins and trinkets.

A habitual gambler and chain smoker Sarkik is a lover of vice to a fault. He holds the intelligence of those becoming of a well respected thinker or wizard, but often wields his knowledge with the elegance of half ogres war-hammer in sharp contrast to his style of fighting. A mercenary at heart Sarkik isn't above taking most paying jobs as long as they don't break too many laws or result in death of anyone who didn't already have it coming, but prefers take less cruel offers of employment if they're available as long as he doesn't also owe an imposing sum of coin to more than one dangerous person or group.

He prays to Nethys, but isn't reverent and holds a fond admiration of Cayden Cailean and a strange fascination with Sarenrae. Enjoys a good insult as well as the company of those he views as less intelligent than he. Sarkik doesn't let his ill lot in life brood on his behavior, but finds it a little unnerving to be around those who are accepting of his strange heritage or even worse his crude behavior.

Backround:
Born a bastard to unwilling immigrants who saw his birth as a blight on their family name Sarkik was abandoned at a young age and grew up in a harsh environment spending most of his early life as a street urchin amongst the dusty unforgiving streets of the city. He eventually landed himself a position as a wizards apprentice, but after some time that fell apart when the loss of a lover propelled him into old habits which eventually sunk his apprenticeship when he gambled away one of his masters quite important magic items in a rather epic game of dice. Over time his blade would slowly turn black in his grief and began to talk to him taking on the personality of his lover a secret Sarkik keeps to himself as he thinks he's going insane.

Sans the tutelage Sarkik developed his skills independently becoming a deft fighter as well as a cunning magician over the years. Utilizing his skills he set himself up as a slightly lesser known man for hire if the work was dangerous or even a little unsavory shaking down debtors, tracking down fugitives, or working security for a traveling caravan.

Often spending his very ample earnings on miss placed bets or pesh and wine, he had since stagnated through life until one evening losing far more money than he owned in a gambling parlor. Sarkik took flight instead of face the debts he owed and became a wondering mercenary. Often mixing the strange often shunned powers of the arcane with lethal combat.

Sarkik is very much looking forward to escaping the busheling suffocation city for an adventurous romp with interesting and new people to distract him along his way.

Role in the party:

Major Arcane Blasting
Moderate Melee support
Minor Arcane utility
Minor Arcane de-buffing
Minor Battlefield Control
Moderate Knowledge checks
Major Comic Relief

Party Cohesion:
Will behave Chaotic Neutral, but will lean strongly towards good rather than evil. Will have slight issues with doing something exceedingly reckless with little to no reward. Will occasionally make snarky comments.

Notes: He's middle aged so stats are adjusted accordingly as well as his +2 Belt of Dexterity.

I took the basis of the character from a Legacy of Fire recruitment, so I'm hoping there's some kind of eastern desert nation with bazzars and lots of gambling, drugs, and other nefarious activities he can original hail from in Thyressa.

The full crunch is done in profile and is tip tops.

Good luck to the rest of you and happy gaming


Update:

:
Variel Devonil
Male Human Soulknife 5 | [Chaotic Good]
Description:
Age 19
Brown hair, Green eyes
Height/Weight 5'5 tall, 120lbs. (Medium)
Homeland Cromora
Deity None
Campaign The Thin Red Line
Representing Velixsiol

Hit Points
HP 51

Strength
19 (+4)
Dexterity
19 (+4)
Constitution
10 (+0)
Intelligence
8 (-1)
Wisdom
13 (+1)
Charisma
7 (-2)

Initiative +4 = 4 [Dex]
Action Points (Lifetime) 9
Skills
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +4 = DEX 4+0+0
Appraise -1 = INT -1+0+0
Autohypnosis* +6 = Wis 1+5+0
Bluff -2 = CHA -2+0+0
Climb* +4 = STR 4+0+0
Craft -1 = INT -1+0+0
Craft -1 = INT -1+0+0
Craft -1 = INT -1+0+0
Diplomacy -2 = CHA -2+0+0
Disable Device*† +4 = DEX 4+0+0
Disguise -2 = CHA -2+0+0
Escape Artist* +4 = DEX 4+0+0
Fly* +4 = DEX 4+0+0
Handle Animal† -2 = CHA -2+0+0
Heal +1 = WIS 1+0+0
Intimidate -2 = CHA -2+0+0
K (Arcana)† -1 = INT -1+0+0
K (Dungeoneering)† -1 = INT -1+0+0
K (Engineering)† -1 = INT -1+0+0
K (Geography)† -1 = INT -1+0+0
K (History)† -1 = INT -1+0+0
K (Local)† -1 = INT -1+0+0
K (Nature)† -1 = INT -1+0+0
K (Nobility)† -1 = INT -1+0+0
K (Planes)† -1 = INT -1+0+0
K (Religion)† -1 = INT -1+0+0
Linguistics† +0 = INT -1+1+0
Perception +6 = WIS 1+5+0
Perform -2 = CHA -2+0+0
Perform -2 = CHA -2+0+0
Profession† +5 = WIS 1+4+0
Profession† +1 = WIS 1+0+0
Ride +4 = DEX 4+0+0
Sense Motive +1 = WIS 1+0+0
Sleight of Hand*† +4 = DEX 4+0+0
Spellcraft† -1 = INT -1+0+0
Stealth* +9 = DEX 4+5+0
Survival +1 = WIS 1+0+0
Swim* +4 = STR 4+0+0
Use Magic Device† -2 = CHA -2+0+0

* Armor Check Penalty 0
† Trained Only

Equipment
backpack, bedroll, cooking kit, Silk rope, Barbed vest.

Notes
Bonus feats:Wild Talent, Quick draw (mind blade only), Psionic Meditation, Speed of thought, Ghost attack, Psionic Body
Other:Form mind blade, Shape mind blade, Throw mind blade, Enhanced mind blade (+2), Psychic Strike (+2d8), powerful strikes, Enhanced Throw.
Base Speed [ 30 (6 sq.) ]

AC [20] = 10 + 6 [+3 Studded Leather] +4 [Dex]
Touch AC [14] Flat-Footed [16]

Base Attack Bonus +5
Basic Melee Attack +9
Basic Ranged Attack +9

Weapon: +1 Mind Blade (Psychokinetic)
Attack Bonus +10
Critical 19-20/x2
Type slashing
Range 40ft
Ammo infinite
Damage 1d6+1d4+5

Fortitude Save +2 = 1 [base] +0 [Con] +1 [racial]
Reflex Save +9 = 4 [base] +4 [Dex] +1 [racial]
Will Save +6 = 4 [base] +1 [Wis] +1 [racial]

CMB +9 = 5 [BAB] +4 [Str] +0 [size]
CMD +23 = 5 [BAB] +4 [Str] +4 [Dex] +0 [size] + 10
Feats
Two-Weapon Fighting
Two-Weapon Defense
Double Slice

Traits
Carrying Capacity
Light Load: 116lbs.
Medium Load: 233lbs.
Heavy Load: 350lbs.
Lift Over Head: 350lbs.
Lift Off Ground: 700lbs.
Push or Drag: 1750lbs.
Languages
Common, Elven

Racial Abilities:+1 to all saving throws, +1 skill points/level

Experience Points 10000


I'm accepting:

Ironic Hero Ardwright
Velixsiol Soulknife
Anabella Izabella Berzerker

Dursk, the Fighter isn't bad, but we could really use the Oracle, as we already have a couple frontline warriors but little healing. I'll accept the Oracle, or you can submit another character since you expressed that the Oracle isn't your first choice.

We need two more characters before starting (one of Dursk uses the Oracle or submits another character). We need a healer and a full caster or full psion.

Silver Crusade

Aww, my poor Inquisitor. Ah, well...don't have time to throw together a caster (although a Heaven Oracle would be great to play).

Have fun guys!

EDIT: if there hasn't been a post up by the time I'm done classes this evening, I shall submit a Sorcerer-type. Would you prefer it be buff, blaster, or control?


I don't have a preference towards the type of arcane full caster.


Have fun guys. Thanks for the consideration :)

Silver Crusade

It was more of a question directed towards the ones accepted thus far. :)

Scarab Sages

Bummer, fave fun everyone!


If one of you guys want to submit a spellcaster, you can.


Sarkik isn't a full caster, but has more spells per day than a sorcerer of equivalent level due to his fueling them with his arcane pool. He doesn't ever get access to 7th-9th level spells, but has the versatility of a wizard punch of a sorcerer and can actually be useful in combat.

I can take the broad study arcana and basically steal wizard/sorcerer spells to make up for any deficiencies on the Magi Spell-list, I simply wont be a god at high levels with level 7/8/9 spells. Wish,Miricale, ect... are too cheesy and broken for my tastes anyways.

Btw, If I spend money on Materwork Thieves tools. Sarkik can open locks of a DC30 or lower an be decent and trap-disarming if there's an absence of a rougish character in play.


Oh thank god. I was worried we were going to have to have Anabella Izabella perform a variant of monk trapfinding.


Trapfinding won't be particularly important.


Oh, by the way Zavak, I think we have enough pure firepower to go around, particularly if Sarkik ends up in our group, so I'd recommend going with control.


Sarkik Nrau Veicesh wrote:

Sarkik isn't a full caster, but has more spells per day than a sorcerer of equivalent level due to his fueling them with his arcane pool. He doesn't ever get access to 7th-9th level spells, but has the versatility of a wizard punch of a sorcerer and can actually be useful in combat.

I can take the broad study arcana and basically steal wizard/sorcerer spells to make up for any deficiencies on the Magi Spell-list, I simply wont be a god at high levels with level 7/8/9 spells. Wish,Miricale, ect... are too cheesy and broken for my tastes anyways.

Btw, If I spend money on Materwork Thieves tools. Sarkik can open locks of a DC30 or lower an be decent and trap-disarming if there's an absence of a rougish character in play.

You still have delayed access to a lot of spells. You probably wouldn't get fifth or sixth level spells, either, because we probably won't hit those levels. I'm thinking 12 is the highest we'll go, so that stops you at 4th level spells. Plus, using arcane pool means you can't use it in combat. We also have an Ardwright, which can fill much the same role as a Magus. As for traps, I'm not a big trap GM.

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