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  • Locked thread
malikial
Jan 26, 2013
Sorry about lack of posting. Extra busy weekend due to taking next weekend off for birthday. BUT NOW I HAVE 6 DAYS OFF WORK! Granted atleast half of these will be a drunken haze... That doesn't mean it will stop me from posting.

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Mirthless
Mar 27, 2011

by the sex ghost
Marisa, Naga Machinist

code:
Marisa
Naga Machinist
Fighter 1 / Machinesmith 9 (machinesmith favored)
Neutral

History:
  Marisa was born in the slums of Underrock, old half-finished tunnels in the coldest 
  part of the city. Poor and uneducated, she spent her adolescent years scrapping with
  other street urchins and running with a street gang to keep herself fed and her 
  family taken care of. The Tunnel Snakes weren't much of a gang when she joined - a 
  few kids led by whoever was tough enough to bully everyone else around. In a few 
  short months, she'd seized control of the gang and worked on consolidating power in
  the streets.

  The Tunnel Snakes did well for a while. They controlled a large chunk of the streets
  and through their control of the slums and lower class areas of underrock, they 
  collected a great deal of protection money. Unfortunately, they also gained the ire 
  of the other gangs and the attention of the local authorities. The Tunnel Snakes 
  were sold out to the Underrock magistrate, and most - Marisa included - were caught.

  Sentenced to a corrective facility for young women, Marisa's punishment came in the 
  form of education and rehabilitation. Most of the lessons inflicted on her didn't
  stick - she hadn't much use for etiquette, housekeeping, or literature. But she
  felt right, working with her hands and learning the sciences of industry that were
  powering Underrock. She took to machinery better than she did to crime. She spent
  six years inside, learning the Ins and Outs of machining. While she was at it, 
  she rebuilt the Tunnel Snakes on the inside. Soon enough, Marisa and her cohorts
  weren't expected to attend their other lessons, having found enough pliable guards
  and administrators to let them have free reign of the labs and facilities 
  throughout. 

  Despite the alarming amount of illicit drugs and illegal weapons now floating 
  throughout the facility thanks to the effort of the Tunnel Snakes, Marisa and most
  of her gang were "graduated" early on the pretense of "good behavior". It was no
  secret what the Snakes were doing on the inside, but Underrock was in the midst of
  a technological renniasance, and bright, motivated individuals were badly needed
  regardless of their backgrounds. The Tunnel Snakes were forced into legitimacy. 

  Marisa's gang was split up out of necessity, spread throughout the various think-
  tanks, research firms, corporations and government agencies in Underrock. She made
  sure to keep tabs on everyone, but busy as she was with her own work and research
  into Mobius energy, she hardly had time to go back to crime. When an opportunity
  came up to move to Geareg as a researcher, her achievements and... "unique" 
  demeanor made her a natural choice for the job.

  Marisa was officially put "On Loan" to the dwarves twelve years ago, and while
  either her or the government of Underrock could end her residency at any time, 
  neither seems to have any inlination to do so. Her criminal record barred many
  doors for her in Underrock, but in Geareg, the Dwarves don't seem to trust 
  anyone who has never caused any trouble. The Dwarves have a love of fighting
  and drinking that would appeal to any resident of the lower tunnels, and despite
  her substantial differences, she had made a good home for herself in the city
  of Dwarves.

  

Description:
  [url]http://i.imgur.com/ru7XhmZ.jpg[/url]
 
  Marisa is a Naga, a humanoid with the lower body of a snake. She is covered in
  tan scales with spots of brown mottling, with a pretty face by human standards,
  despite distinctly reptillian facial features. Her hair is long, but kept up in
  a bun, and usually dyed whatever color fits her fancy at a given time. Her
  natural hair color is a ~!mystery!~

  In her casual clothes, Marisa dresses for comfort, wearing a tank top and her
  Tunnel Snakes jacket. She has never been one for ornamenting her tail despite the
  current fashions in Underrock. She wears fingerless gloves, "because they're cool"

  When dressed for battle, she wears a suit of sleek mithral barding, carefully 
  crafted and fitted to protect her without limiting her mobility. The back of the
  armor is emblazoned with the Tunnel Snakes logo and motto, "Tunnel Snakes Rule" 



STR 17 / +3 / BAB 7/2 - MAB 13/8 
CON 14 / +2 / Fortitude 11 / HP 83/83 
DEX 10 / +0 / Reflex 9 / AC 19
INT 16 / +3 / One bonus prototype 1/2/3
WIS 10 / +0 / Willpower 4 
CHA 12 / +2 

HP rolls (10, 5, 8, 2, 6, 6, 5, 6, 7, 5) - +9 favored



Class Skills all  get +3 [A'int got time for no non-class skills]

  STR
    Climb / R5 [T12]
    Swim  / R0 [T7]

 
  CON
    None
  
  
  DEX
    Disable Device / R0 [T4]
    Fly / R0 [T4]
    Ride / R9 [T20] 

  INT
    Appraise / R0 [T6]
    Craft (Armorsmithing) (+4 class bonus) (+2 circ bonus) / R8[T21]
    Craft (Weapons) (+4 class bonus) (+2 circ bonus) / R8 [T21]
    Craft (Machines) (+4 class bonus) (+2 circ bonus) / R8 [T21]
    Knowledge (arc) / R0 [T7]
    Knowledge (dun) / R0 [T7]
    Knowledge (his) / R0 [T7]
    Knowledge (eng) / R8 [T15]
    Knowledge (geo) / R0 [T7]
    Knowledge (nat) / R0 [T7]
    Knowledge (pla) / R0 [T7]
    Spellcraft (int) / R0 [T7]

  WIS
    Perception / R2 (+3 racial bonus) [T9]
    Profession / R0 [T4]
    Survival / R0 [T4]

  CHA
    Handle Animal / R0 [T4]
    Intimidate / R4 [T8]
    Use Magic Device / R9 [T13]





Traits
  Armor Expert
    -1 to armor check penalties
  Inspiring Rush
    1/day - +1 trait bonus to attack and damage rolls on charge, allies who charge also get bonus
  



Racial Features
  [url]http://www.giantitp.com/forums/showthread.php?t=138802[/url]
  
  +2 Dex / + 2 Cha / -2 Wis
  Medium creature
  30ft move speed
  Natural Climber - Take 10 on climb checks, climb speed 30ft
  Low-Light Vision - See twice as far as humans in poor illumination
  Keen Senses - +2 to Perception
  Bite - 1d4+str natural attack, inject venom 1/hr
    Poison (DC10+half HD+CON) - freq 1/round for CON rds, 1d2 Wis damage, 1 save
  Immune to own poison, +2 saves vs poison
  Weapon proficiency with shortspears, longspears, spears, javs, halberds
  Languages: Common, Draconic, Dwarven, Elven, Undercommon
  
  


Class Features
  Greatwork
    Python - Naga Steamcycle
      An odd example of Naga's technological variance from Geareg, steamcycles are currently
      all the rage in Underrock. While the dwarves favor armed and armored constructs for
      combat, and enclosed carriages for transport, the Naga favor mobility and speed, and
      to be unencumbered by walls of metal. Steamcycles contain a variety of different means
      of locomotion and holding their rider and passengers, ranging from sidecars to bowls.
 
      Python is the second iteration of Marisa's personal steamcycle, built on a larger frame
      for greater comfort and a more threatening presence in combat. Though harder to manuver
      in tight spaces and close combat, the bike has been outfitted with a defensive weapon
      system and thicker armor plating, in addition to a larger mobius core capable of much
      greater throughput. 

       Size Large
       Speed 50ft
       AC 21 (8 natural armor, 3 dex)
       Attack (Slam) 2d6+4 damage 
       STR 19 / DEX 17 / CON -- / INT -- / WIS 10 / CHA 01
       HP 85 (10, 9, 9, 3, 3, 9, 1 +30) - 7HD
       BAB +7/+2 / Saves F2 - R4 - W2 (MAB 11/6 - 2d6+4)
       Shared Machinesmith Trick: Crossbow Turret
       Shared Machinesmith Trick: Improved Crossbow Turret
       DR 5/Adamantine

   
  Crafter
    1/2 Machinesmith class level to craft checks

  Prototypes
    Craft prototypes that can cast spells

  Repair 5d6
    Fix broken items on touch. Repair xd6 points of damage 3+int/day.    

  Crafting Expertise
    Craft wondrous item bonus feat. Use machinesmith levels to craft items. 
    
  Trapfinding
   half level to Per checks to locate traps and disable dev. checks. Disable magical traps.

  Machinist Trick - Crossbow Turret x2
   AC9 / Hardness 10 / 30 HP / 30lbs / [20 bolt capacity]
   Heavy Repeating Crossbow x2 - 133gp
     1d10 damage, 19-20x2 critical, 120ft range
     Reload as a free action, every 5 rounds of attacks, standard action to load a new magazine
     Retarget as a swift action
  
  Machinist Trick - Combat Trick 
   Bonus combat feat.

  Machinist Trick - Combat Trick
   Bonus combat feat.
   
  Machinist Trick - Crossbow Turret, Improved

  Axiom - Lose any prototype of 3rd level or high to cast Dispel Magic

Feats

  Mounted Combat ([url]http://www.d20pfsrd.com/feats/combat-feats/mounted-combat-combat---final[/url])
  Ride-by Attack ([url]http://www.d20pfsrd.com/feats/combat-feats/ride-by-attack-combat---final[/url])
  Spirited Charge ([url]http://www.d20pfsrd.com/feats/combat-feats/spirited-charge-combat---final[/url])
  Power Attack ([url]http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final[/url])
  Trample ([url]http://www.d20pfsrd.com/feats/combat-feats/trample-combat---final[/url])
  Improved Overrun ([url]http://www.d20pfsrd.com/feats/combat-feats/improved-overrun-combat---final[/url])
  Charge Through ([url]http://www.d20pfsrd.com/feats/combat-feats/charge-through-combat[/url])
  Weapon Focus: Lance 


Prototypes Prepared
 1st level - 6/day
   Grease
   Obscuring Mist
   Shield x3
   Spike Trap

 2nd level - 5/day
   Blade Drones x2
   Bull's Strength x2
   Levitate x1

 3rd level - 4/day
   Stinking Cloud x2
   Keen Edge x1
   Water Walk x1



Prototypes Known
 1st Level 
  Expeditious Retreat ([url]http://www.d20pfsrd.com/magic/all-spells/e/expeditious-retreat[/url])
  Feather Fall ([url]http://www.d20pfsrd.com/magic/all-spells/f/feather-fall[/url])
  Floating Disk ([url]http://www.d20pfsrd.com/magic/all-spells/f/floating-disk[/url])
  Hold Portal ([url]http://www.d20pfsrd.com/magic/all-spells/h/hold-portal[/url])
  Grease ([url]http://www.d20pfsrd.com/magic/all-spells/g/grease[/url])
  Magnify Vision ([url]http://www.d20pfsrd.com/magic/3rd-party-spells/louis-porter-jr-design/magnify-vision[/url])
  Obscuring Mist ([url]http://www.d20pfsrd.com/magic/all-spells/o/obscuring-mist[/url])
  Shield ([url]http://www.d20pfsrd.com/magic/all-spells/s/shield[/url])
  Spike Trap ([url]http://forums.somethingawful.com/showthread.php?threadid=3530618&userid=0&perpage=40&pagenumber=32#post416250763[/url])
  

 2nd Level -
  Blade Drone ([url]http://www.d20pfsrd.com/magic/3rd-party-spells/louis-porter-jr-design/blade-drone[/url])
  Bull's Strength ([url]http://www.d20pfsrd.com/magic/all-spells/b/bull-s-strength[/url])
  Levitate ([url]http://www.d20pfsrd.com/magic/all-spells/l/levitate[/url])


 3rd Level - 
  Stinking Cloud ([url]http://www.d20pfsrd.com/magic/all-spells/s/stinking-cloud[/url])
  Water Walk ([url]http://www.d20pfsrd.com/magic/all-spells/w/water-walk[/url])
  Keen Edge ([url]http://www.d20pfsrd.com/magic/all-spells/k/keen-edge[/url])  



Equipment

 Power Lance ([url]http://i.imgur.com/7zjc715.png[/url]) - 2100 GP
  1d8 x3 damage, 10lbs, P(or B), Reach 

  This steel lance has a retraction mechanism powered on a small steam motor. When the motor is 
  engaged, the lance's end retracts. Originally designed to make the weapons more portable,
  Marisa has reinforced the engine's components to prevent decalibration when the weapon's
  compacted form is used as a bludgeoning weapon.

  Retraction mechanism (lance becomes a bludgeoning weapon w/o reach)

  Magic Weapon / +2 Enhancement Bonus
  +1d8 Acid Damage


 
 Mithral Field Barding +2  - +7 Armor bonus, +3 Max Dex, -1 ACP, 25% ACP 
   
  Marisa crafted this suit of field plate based on dwarven full plate designs. She refitted
  the upper cuirass to allow greater mobility and redesigned the leg pieces to be more in line 
  with Naga physiology. It has been outfitted with a Dwarven Delver's Armor patch kit and a 
  set of black iron chains.
	
  +2 enhancement bonus to armor, covered in amazing dwarven art.
  Resist Negative 5


 
 Tunnel Snakes jacket
   
  This is a leather jacket emblazoned with the logo of an underrock street gang. The logo is
  a snake preparing to strike. It is surrounded by the text, "TUNNEL SNAKES RULE"



 Belt of Hard Work

  +4 CMB to Overrun and Bull Rushes and +4 STR to any check made against Terrain



 The Stern Rebuttal
 
  +3 Mace, 1d8 20/x2 Damage. 

  Special: open fire on up to two targets adjacent to one another including one in front/one behind. Range 20ft, Touch AC, DEX
  based attack roll. Deals 1d12+3 damage to both targets, reload standard action. 20/x3 Critical



 The Net Gain Gun
  
  2/day Standard Action (free draw), fire a ranged (20ft) Grapple that targets CMD (1d20+4+int) and Immobilized a target, rendering
  them grappled. Net HP is 10 and is automatically hit by attacks. Nets have to be replaced. Once somebody is netted they can be
  grappled again (standard action at +4) into a Pin and then Tied Up as another standard action.

  

 Chip Off the Old Block

  Luckstone! +1 to Saves, Skills and Ability Checks. Found lodged in Marisa's scales after a night of arm wrasslin'.



 Shades
  yeaaaaaaaaaaaaaaaaaaaaaaaaaah



 Steamcycle Saddlebags
  Potion of Cure Light Wounds x2 - 100gp
  Sunrod x20 - 40gp
  Trail Rations x20 - 10gp
  Hammock - 1sp
  Silk Rope, 50ft - 10gp
  Masterwork Weaponsmithing tools (+2 Weaponsmithing) - 55gp
  Masterwork Armorsmithing tools (+2 Armorsmithing) - 55gp
  Masterwork Toolbox (+2 Machining) - 55gp
   

  213gp

Mirthless fucked around with this message at 03:24 on Sep 20, 2013

Nikumatic
Feb 13, 2012

a fantastic machine made of meat
i guess in all of my workstress this week i forgot this thread existed for a while sorry guys :allears:

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
So I was bored the last couple of days and made a summoner.

Just in case stuff doesn't work out. For whatever reason.

pre:
Salzra Brighttongue
Fetchling Summoner (Shadow Caller) 5
N Medium Outsider (native)

Strength       8 -1
Dexterity     14 +2 (12, +2 rc)
Constitution  12 +1
Intelligence  14 +2
Wisdom        10 +0 (12, -2 rc)
Charisma      20 +5 (17, +2 rc, +1 lv)

HP 25 (5d8+5; 8, +3x4, +5)
AC 17 (+5 armor, +2 dex)
FF 15, Touch 12

Init +2
Speed 30'
Darkvision 60'; low-light vision

BAB +3
MAB +2 (3, -1 str)
RAB +5 (3, +2 dex)

CMB +2 (3, -1 str)
CMD 14 (3, -1 str, +2 dex)

Fort +2 (+1, +1 con)
Ref  +3 (+1, +2 dex)
Will +5 (+4, +0 wis)

Attacks
Light Crossbow +6, 1d8 (19-20/x2), 80'
Frost Bolt +5 (ranged touch) 1d3 cold

Skills (4, +2 int, +4 fav class)
Craft          +2  (+2 int)
Diplomacy      +14 (5r, +3c, +5 cha, +1 trt)
Fly            +2  (+2 dex)
Handle Animal  +5  (+5 cha)
Know (planes)  +9  (2r, +3c, +2 int, +2r)
Linguistics    +7  (2r, +3c, +2 int)
Profession     +1  (+1 wis)
Ride           +2  (+2 dex)
Sense Motive   +9  (5r, +3c, +0 wis, +1 trt)
Spellcraft     +10 (5r, +3c, +2 int)
Stealth        +12 (5r, +3c, +2 dex, +2r)

Languages
Common
Aklo
Infernal
Elven
Read Lips

Traits
Fangwood Diplomat - +1 Diplomacy, always a class skill. 
Talented Organizer - +1 Sense Motive, always a class skill. 

Feats
1L - Spell Focus (conjuration) - +1 to save DCs for conjuration spells.
3L - Augment Summoning - Creatures conjured with summon spells gain +4
       to Strength and Constitution for the duration of the summon. 
5L - Craft Magic Arms and Armor - Craft magic arms and armor. 
	   
Features

Fetchling - +2 Dex, +2 Cha, -2 Wis; Medium Outsider (native); 30' speed
 - Darkvision 60', low-light vision
 - Shadow Blending (Su) - Dim light grants 50% miss chance (not tot. conceal).
 - Shadowy Resistance - Resist cold 5 and electricity 5
 - Skilled - +2 K (planes), +2 Stealth
 - Spell-Like Abilities (Sp) - 1/day memory lapse DC 16, CL total HD. 
 
Summoner (Shadow Caller)
Proficient with simple weapons and light armor. Can cast spells in light armor
  without incurring the normal ASF (but not apply to heavier armor or shields).
Shadow Caller Class Skills - Add Stealth, remove Use Magic Device.
Spells - Spontaneous spells, based on cha. Saves are 10+sp.lvl+cha.
Cantrips - Unlimited 0-level spells per day. 
Eidolon - Similar to a summoned creature. Not sent back home until -Con score.
  Not warded off by protection from evil and similar effects. Summoned 
  by a 1 minute ritual. Returns with same hp total (unless slain last time, in 
  which case returns with 1/2 hp). Does not heal naturally. Dismissed with a 
  Standard Action. If slain, cannot be summoned again until the next day. Cannot
  be sent back with dispel magic, but dismissal and banishment
  function normally. Immediately banished if summoner is unconscious, asleep, 
  or killed. HD, saves, skills, feats, abilities tied to summoner's level. 
  Evoluton point distribution is set until the summoner gains a level. 
  Eidolon is the summoner's detached shadow (neither has their own). 
Life Link (Su) - When the eidolon takes enough damage to be slain, the summoner 
  can sacrifice hp to heal damage (1 for 1). Additionally, summoner and eidolon 
  must remain within 100'. Past 100', up to 1,000', the eidolon's current and
  maximum hp are reduced by 50%. Up to 10,000', reduced by 75%. The eidolon is
  immediately banished if it is ever more than 10,000' away. Current hp lost 
  this way are not restored if the eidolon moves closer, but max hp is. 
Summon Monster III - Can cast summon monster III as a spell-like ability 
  3+cha times per day. Can only be used if the eidolon is not summoned. Cast 
  as a standard action, creatures remain for 1 minute per level. Can only have
  one active Summon Monster effect this way at one time. Considered to be part 
  of her spell list, can be used for item creation, etc. 
  Replace fiendish and celestial with shadow. 
  SMII: Remove elementals and lemures, add zoogs. 
  SMIII: Remove dretches and lantern archons, add augur kytons. 
Bond Senses (Su) - As a standard action can share senses with eidolon, for up to
  summoner level rounds per day. No maximum range, must be on the same plane. 
  Can end as a free action. 
Shield Ally (Ex) - Within eidolon's reach, +2 shield to AC and +2 circ. saves. 
  Lost if eidolon is grappled, helpless, paralyzed, stunned, or unconscious. 

Eidolon (N Medium Outsider)
Init +2; Senses darkvision 60'; Perception +7; Speed 30'
AC 18, touch 12, flat-footed 16 (+6n+2d); hp 24 (4d10+4c)
Fort +5 (+4b+1c), Ref +3 (+1b+2d), Will +4 (+4b)
Melee kukri +7 (1d4+4) and 3 kukris +7 (1d4+2); or 2 claws +8 (1d4+4)
Str 18, Dex 14, Con 13, Int 8, Wis 10, Cha 11; BAB +4; CMB +8; CMD 20
Feats Martial Prof (kukri), Multiweapon Fighting
Skills Acrobatics +7 (2r+3c+2d), Bluff +0 (+0c), Climb +11 (4r+3c+4s),   
  Intimidate +4 (1r+3c+0c), Know (planes) -1 (-1i), Perception +7 (4r+3c+0w), 
  Sense Motive +7 (4r+3c+0w), Stealth +17 (4r+3c+2d+8r), Survival +4 (1r+3c+0w)
Languages as summoner
SQ Link, Share Spells, Evasion, Evolutions
Link (Ex) - Free mental communication with summoner. Magic item slots shared.
Share Spells (Ex) - Summoner may cast a spell with a range of "you" on eidolon
  as a spell with a range of touch. 
Evasion (Ex) - If save vs. Ref for 1/2, take no damage. 
Evolutions (Evolution Pool 8; free claws, limbs (arms), limbs (legs)
Reach (weapon) (Ex; 1) - Increase reach with weapon attacks by 5'.
Skilled (Ex; 1) - +8 racial to one skill (Stealth).
Limbs (arms) (Ex; 2) - Extra pair of arms. 
Shadow Blend (Su; 2) - In any condition besides bright light, get concealment.
  With shadow form, get total concealment. Suspend or resume as free action. 
Shadow Form (Su; 2) - Constant concealment, melee attacks affect incorp. as 
  with ghost touch property, and half damage to corporeal creatures. 

Spells (1st: 6/day, 2nd: 3/day)
CL 5, Save DC 15+level
Known: 6/4/3
0: Acid Splash Frost Bolt, Detect Magic, Mage Hand, Mending, 
  Message, Open/Close
1: Grease, Mage Armor, Lesser Rejuvenate Eidolon, Unseen Servant
2: Alter Self, Haste, Lesser Evolution Surge

Gear
+1 Mithral Shirt         1600g, 12.5lb, +4, MDex +6, ACP -0, ASF 10%
Traveler's Outfit        1g, 5lb
Mst. L. Crossbow         335g, 4lb, 1d8, 19-20/x2, 80', P, reload move
- Bolts, 10              1g, 1lb
Ring of Sustenance       2500g, ring, don't eat or drink, sleep 2 hours
Component Pouch          5g, 2lb
Bandolier                1g, .5lb

Eidolon
Mst. Kukri, 4            1232g, 8lb, 1d4, 18-20/x2, S
Kukri, 20                160g, 40lb
Bolts, 50                5g, 5lb

27g remaining
Load 25lb (light 26; medium 53; heavy 80)
E. Load 53lb (light 100; medium 200; heavy 300)

quote:

Shadow Creature Template (+1 CR)
Senses - Darkvision 60' and low-light vision.
Defenses - From HD. 1-4, resist 5 cold and elect; 5-10 resist 10, DR 5/magic; 11+ resist 15, DR 10/magic.
Spell Resistance - SR equal to new CR+5.
Shadow Blend - In any illumination other than bright light, blend with shadows to gain concealment (20% miss chance). Suspend/resume as free action.

Summon I

Shadow Eagle (CR 1) (N Small shadow animal)
Init +2; Darkvision 60'; Perception +9; Speed 10', fly 80' (average)
AC 14, touch 13, flat-footed 12; hp 7
Fort +5, Ref +4, Will +2; SR 6; Resist cold and electricity 5
Melee 2 talons +3 (1d4+2), bite +3 (1d4+2)
Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7; BAB +0; CMB +1; CMD 13; Feats Weapon Finesse; Skills Fly +8, Perception +10
Concealment (20%) in any lighting other than bright.

Shadow Viper (CR 1) (N Tiny shadow animal)
Init +3; Senses darkvision 60', low-light vision, scent; Perception +9; Speed 20', climb 20', swim 20'
AC 16, touch 15, flat-footed 13; hp 5
Fort +3, Ref +5, Will +1; SR 6; Resist cold and electricity 5
Melee bite +5 (1d2 plus poison)
Str 8, Dex 17, Con 12, Int 1, Wis 13, Cha 2; BAB +0; CMB +3; CMD 10 (can't be tripped); Feats Weapon Finesse; Skills Climb +13, Perception +9, Stealth +15, Swim +13
Poison (Ex) Bite injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Concealment (20%) in any lighting other than bright.

Summon II

Shadow Giant Spider (CR 2) (N Medium shadow vermin)
Init +3; Senses darkvision 60', tremorsense 60'; Perception +4; Speed 30', climb 30'
AC 14, touch 13, flat-footed 11; hp 22
Fort +6, Ref +4, Will +1; Immune mind-affecting effects; SR 7; Resist cold and electricity 5
Melee bite +4 (1d6+2 plus poison); SA web (+5 ranged, DC 14, hp 2)
Str 15, Dex 17, Con 16, Int --, Wis 10, Cha 2; BAB +2; CMB +4; CMD 17 (29 vs trip); Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs)
Poison (Ex) Bite injury; save Fort DC 16; frequency 1/round for 4 rounds; effect 1d2 Str damage; cure 1 save.
Concealment (20%) in any lighting other than bright.

Shadow Wolf (CR 2) (N Medium shadow animal)
Init +2; Senses darkvision 60', low-light vision, scent; Perception +8; Speed 50'
AC 14, touch 12, flat-footed 12; hp 17
Fort +7, Ref +5, Will +1; SR 7; Resist cold and electricity 5
Melee bite +4 (1d6+3 plus trip)
Str 17, Dex 15, Con 19, Int 2, Wis 12, Cha 6; BAB +1, CMB +4, CMD 16 (20 vs trip); Feats Skill Focus (Perception); Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking)
Concealment (20%) in any lighting other than bright

Squid

Zoogs

Summon III

Shadow Ape (CR 3) (N Large shadow animal)
Init +2; Senses darkvision 60', low-light vision, scent; Perception +8; Speed 30', climb 30'
AC 14, touch 11, flat-footed 12; hp 25
Fort +9, Ref +5, Will +2; SR 8; Resist cold and electricity 5
Melee 2 slams +5 (1d6+4)
Str 19, Dex 15, Con 18, Int 2, Wis 12, Cha 7; BAB +2; CMB +7; CMD 19; Feats Great Fortitude, Skill Focus (Perception); Skills Acrobatics +6, Climb +16, Perception +8
Concealment (20%) in any lighting other than bright

Shadow Leopard (CR 3) (N Medium shadow animal)
Init +4; Senses Darkvision 60', low-light vision, scent; Perception +5; Speed 30', climb 20'
AC 15, touch 14, flat-footed 11; hp 25
Fort +7, Ref +7, Will +2; SR 8; Resist cold and electricity 5
Melee bite +7 (1d6+5 plus grab), 2 claws +7 (1d3+5); SA pounce, rake (2 claws +7, 1d3+5)
Str 20, Dex 19, Con 19, Int 2, Wis 13, Cha 6; BAB +2; CMB +7 (+11 grapple); CMD 21 (25 vs trip); Feats Skill Focus (Stealth), Weapon Finesse; Skills Acrobatics +8, Climb +13, Perception +5, Stealth +11 (+15 in undergrowth)

Augur Kyton (CR 2) (LE Tiny outsider (evil, extraplanar, kyton, lawful))
Init +7; Senses darkvision 60', deathwatch; Perception +7; Speed 20', fly 50' (perfect); Space 2.5'; Reach 0'
AC 17, touch 15, flat-footed 14; hp 25; regeneration 2 (good weapons/spells, silver)
Fort +4, Ref +8, Will +4; DR 5/good or silver; Immune cold
Melee gore +6 (1d4+1 plus bleed); SA bleed (1d2), unnerving gaze (30', DC 9)
Spell-Likes (CL 6; concentration +4); Constant deathwatch; At-Will bleed (DC 8), mage hand, open/close; 3/day inflict light wounds (DC 10)
Str 12, Dex 17, Con 14, Int 13, Wis 12, Cha 7; BAB +3; CMB +6; CMD 15 (can't be tripped); Feats Imp. Init, Lightning Reflexes; Skills Bluff +4, Escape Artist +9, Fly +11, Intimidate +4, Perception +7, Sense Motive +7, Sleight of Hand +9, Stealth +17; Languages Common, Infernal (can't speak)
Unnerving Gaze (Ex) - On a fail, shaken for 1 round.

Rtwo
Jan 25, 2013
Another summoner? Are you sure that's wise?

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Hmm, probably right. Back to the drawing board.
Or character sheet or whatever.

e: Making a Strix. Woop woop.

zachol fucked around with this message at 00:46 on May 9, 2013

Plutonis
Mar 25, 2011

Hecate will probably die soon so i might make a fighty person though. Bloo bloo!

Rtwo
Jan 25, 2013
Yeah, I realized after I posted that "we already have two mook makers" might not be a valid concern if more than one person needs to bring in a new character.

Plutonis
Mar 25, 2011

Then again i remember that hilarious Wizard guide that pointed that summoning specialists ARE the most broken kind of character in D&D, Rtwo. And that sort of carries out to lesser mook makers.

Ryuujin
Sep 26, 2007
Dragon God
Yeah might need to think of something else for me as well, getting low on hit points after that soldier ripped into Thorgeisl. And uh can't really run away all that well. So shift and shoot and hope for the best, but if the Soldier does that little charge of death again Thorgeisl is screwed.

If Thorgeisl survives to level again I can finally get some AoE to deal with swarms of enemies, because right now he is kind of screwed in those situations.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Well the summoner is meant to be sort of like a virtual tank. Partial concealment on her summons most of the time, just throwing out a bunch of eagles or wolves or whatever to harass the enemy and soak up hits. Eidolon has total concealment most of the time, but also only deals half damage and has fairly anemic damage from the start. She can also handle diplomacy somewhat, good cha etc.

Still poking at the Strix, but she'll probably be a melee combatant, or just ranged if I can't figure out something neat with flyby.

How should we do equipment? Marisa has about 5867g, which is what I gave the summoner, but I don't know what that's based on.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

zachol posted:

How should we do equipment? Marisa has about 5867g, which is what I gave the summoner, but I don't know what that's based on.

Equipment gold is decided on the fly and kept even with the rest of the party. So just keep it fast and loose for now and I'll help you gen if you actually die.

Rtwo
Jan 25, 2013
I'm getting married this weekend, so Lefty won't have a whole lot to say for the next week and a half or so.

Doomykins is aware of this and tells me he has workarounds, but I don't think it's public knowledge I'm out for a bit.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
It came up in casual conversation so to be polite I'll make it official here. When I notice you haven't posted in a week, I'll try to contact you. After a few days I'll have to think about dropping you.

Though if you have a reason and you tell me it that's probably cool.

On that note R^2 is getting married and I know none of you are the bride so where all the posts at? Definitely losing track of Nabisco and Nikumatic who haven't posted in about 5 days each.

Rtwo
Jan 25, 2013
"Every technology gets used as a weapon. You can't stop inventing things just because some rear end in a top hat uses it to oppress people. I mean, think about how the guy who invented Dynamite has to feel, you know?"

karma++ to Mirthless.

Plutonis
Mar 25, 2011

Well maybe he should make a prize for people who advance peace or something?! Like the Anvilbeard Peace Prize.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
I'm a bad/dumb man. :saddowns:

don't touch me you'll catch my madness

Ryuujin
Sep 26, 2007
Dragon God
I am assuming you want new people to submit characters for the second game?

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Correct.

Nikumatic
Feb 13, 2012

a fantastic machine made of meat
in all honesty i have come down with a complete and awful case of "giving absolutely no fucks", which i have come to the realization of while trying to give a gently caress over the past week. :(

I'm gonna go ahead and drop out. Even when I really enjoy myself doing forum DND it's only like a moderate kind of enjoyment and the rest of the time everything just feels like a complete mental slog to me. It's purely the result of the systems, not any of you peeps or the story or anything like that. It's just Not My Thing and honestly it's probably better for someone who actually cares to be playing even if I am totally the bitchinest ever.

Ryuujin
Sep 26, 2007
Dragon God
This is kind of sad, but at least I guess it means Oreom isn't going to hit on the guy's daughters in front of his face. But yeah not everyone can really get into DnD on PbP, just like I couldn't get into the * World games on PbP.

Plutonis
Mar 25, 2011

Oooh dear. Well we kind of need to have Oreom give the phase ripper to the party then. Shame you are leaving, i like your character even though IC Hecate hates his guts.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Considering I originally over-booked with 8 players I'm gonna block anybody from genning to replace Oreo and slip in at a snug 7. If you really want to get in on my racket of Arcanum games look over here.

Plutonis posted:

Oooh dear. Well we kind of need to have Oreom give the phase ripper to the party then. Shame you are leaving, i like your character even though IC Hecate hates his guts.

I'll handle Oreom's fate and passing of all party-relevant items, don't fret. I'm really just sad that all that build-up with Jaquelyn was lost Oreo is gone because he's 1000% personality and rules hard.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Oreom is super the best and I am sad to see him go.





e: Hey look it's a thing.


pre:
Maas Aalhadottir, 12th LRRG
Strix Scout 7
N Medium humanoid (strix)

Strength      10 +0 (8 [+2 item])
Dexterity     22 +6 (16+2rc+1lv [+2 item])
Constitution  12 +1
Intelligence  14 +2
Wisdom        10 +0
Charisma      10 +0 (12-2rc)

HP 39 (7d8+7; 8, +6x4, +7)
AC 23 (+5a+1e+6d+1d)
FF 23, Touch 17

Init +6
Speed 35', Fly 60' (average)
Darkvision 60'; low-light vision

BAB +5
MAB +5  (5+0s)
RAB +11 (5+6d)

CMB +5 (5+0s)
CMD 21 (5+0s+6d)

Fort +4  (+2+1c+1r) +1 vs poison
Ref  +11 (+5+6d)
Will +2  (+2+0w)

Attacks
Bow +12 1d6+1 x3 70'
Dagger +6 1d4 19-20 10'

Skills (8, +2 int; +6 fav class)
Acrobatics         +16 (7r+3c+6d)
Bluff               +0 (+0c)
Craft (bows)       +10 (3r+3c+2i+2i)
Diplomacy          +10 (6r+3c+1t)
Disable Device     +21 (7r+3c+6d+3c+2i)
Disguise            +0 (+0c)
Escape Artist      +12 (3r+3c+6d)
Fly                +16 (7r+3c+6d)
Handle Animal       -- (+0c)
Intimidate          +6 (3r+3c+0c)
Knowledge (dung)    +8 (3r+3c+2i)
Knowledge (geog)    +8 (3r+3c+2i)
Knowledge (nature)  +2 (2i)
Linguistics         -- (+2i)
Perception         +10 (7r+3c+0w) +3 traps
Profession          -- (+0w)
Sense Motive       +10 (7r+3c+0w)
Sleight of Hand    +10 (1r+3c+6d)
Stealth            +16 (7r+3c+6d)
Survival           +10 (7r+3c+0w)
Swim                +5 (2r+3c+0s)

Languages
Strix
Common
Elven

Traits
Fangwood Diplomat - +1 Diplomacy, always a class skill
Wasp Whisperer - +1 Fort vs poison, make Diplomacy checks to improve 
  Hostile or Unfriendly insectile vermin toward Indifferent

Feats
1L - Point-Blank Shot - +1 ranged attack and damage within 30'
3L - Precise Shot - No -4 to shoot into melee
3B - Fleet - +5' speed
5L - Flyby Attack - Can make standard action at any point while flying
7L - Hover - Can hover w/o check
	   
Features

Strix - +2 Dex, -2 Cha; 30', Fly 60' (average)
Nocturnal - +2 Perception and Stealth in dim light or darkness
Tough - +1 Fortitude
Darkvision 60', Low-Light Vision

Scout
Trapfinding - 1/2 level Perception to locate traps and Disable Device
  Can use Disable Device to disarm magical traps. 
Targeted Strike +4d6 - When the scout uses the attack action, extra damage. 
  Not multiplied on crit. Ranged within 30'. Must match lethality. 
  Cannot be used against targets with concealment.
Uncanny Dodge - Cannot be caught flat-footed. 
Scout Talents
- Trap Spotter - Gain an immediate Perception check vs traps within 10'.
- Fast Stealth - Use Stealth at full speed. 
- Hit and Run - Use targeted strike with Shot on the Run or Spring Attack. 
Trap Sense +1 - Reflex and dodge against attacks vs. traps. 
Fleet - Bonus feat. 
Evasion - On a successful Reflex for half, take no damage. 

Gear
+1 Mithril Provoc. Armor   5075g, 15lb, +5 Armor, MDex +6, 
                             ACP -0, ASF 10%, Speed 30', partial
+1 Comp. Shortbow          2375g, 2lb, 1d6, x3, 70', P
Arrows, 20                 1g, 1lb
Mst. Dagger                302g, 1lb, 1d4, 19-20, 10', P/S
Ring of Sustenance         2500g
Ring of Protection +1      2000g
Thieves' Ring              300g, can make DD checks, +2 SoH conceal
Belt of Str +2             4000g
Gloves of Dex +2           4000g
Handy Haversack            2000g, 5lb
- Arrows, 40               2g, 2lb
- Mst. Thieves' Tools      100g, 2lb, +2 Disable Device
- Mst. Fletcher's Tools    55g, 5lb, +2 Craft (bows)

790g remaining
Load 24lb (light 33; medium 66; heavy 100)

zachol fucked around with this message at 07:52 on May 23, 2013

malikial
Jan 26, 2013
Doom. I'm gonna drop out of this. I'm sorry. Had a few bad weeks and been really busy and depressed and I don't think I can post up to par.

Mirthless
Mar 27, 2011

by the sex ghost
this is my face right now

D:

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
:smith:

Well that's two in two days. Gonna hope the party can stay active and capped at 6, it is a little silver lining that the party was slightly too big before.

Rtwo
Jan 25, 2013
Jesus, Doomykins. I can't leave you alone for a drat minute, can I?

(I'm back.)

Plutonis
Mar 25, 2011

Lefty was the glue that kept us together :<

malikial
Jan 26, 2013
Hey, I might come back to just this game. I had a bit of a nervous breakdown/got badly injured/was really stressed because of huge basement flood and 12 hour work days but I worked out my poo poo. I think on top of all my stress I had joined like 5 games so I was a bit spread thin on that too. Sorry about all this crap. I've just had a bad past few days.

Rtwo
Jan 25, 2013
Lefty's BAB, saves, CMB, and CMD increase by +1; his HP increases to 49; a bunch of his skills improve; his Locate Traps is now +16; his Disable Traps now +19; his Trap Sense +2.

Lefty picks up a Ninja Trick for his Rogue Talent, learning Wall Climber. All that athletics stuff really paid off! Lefty now has a Climb speed of 20 on vertical surfaces.

(Copypaste from rules: A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb, it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.)

Mirthless
Mar 27, 2011

by the sex ghost
Calling dibs on Oreom's Black Iron Chains. Didn't have the budget for magic when I made my mithral field plate.

Ryuujin
Sep 26, 2007
Dragon God
That the one that makes armor magical? I still have one of those, waiting until I get the ability to ignore Arcane Spell Failure in heavy armor, and then getting some plate mail or something. I dunno.

Mirthless
Mar 27, 2011

by the sex ghost

Ryuujin posted:

That the one that makes armor magical? I still have one of those, waiting until I get the ability to ignore Arcane Spell Failure in heavy armor, and then getting some plate mail or something. I dunno.

If we're in a place with appropriate downtime when you make it, I can make any of the special material/masterwork armors with my craft skill, so that should shave down costs. Can't do the actual magic item crafting because I can't afford the feats, but the base items are pretty expensive when you get into adamantium and mithral.

Ryuujin
Sep 26, 2007
Dragon God
Oh man Adamantium or Mithral? Didn't even think of that. The chain or whatever should handle the making it magical, so I would just need to get the armor. That said this idea is a long ways off. As the arcane armor mastery heavy comes in at 9th level. Already ignore arcane failure for medium armor.

Rtwo
Jan 25, 2013
How about you slap that onto your armor now so you make it to level 9 and not die? I'm reasonably confident a level 9 character can come up with some method of enchanting armor.

Hashtag Yoloswag
Mar 24, 2013

...I'm sorry. I can't seem to remember any of the rest.
hello friends

To avoid confusion, Doomykins asked me to shift this gen for Blood and Empire to this game.



Ostarian Kaedmond is a gentleman, wordsmith, compulsive liar, thief, coward, and drunkard.

Born into the noble house Kaedmond, Ostarian was left in the care of his wealthy aunt, Lady Kavina Kaedmond-Tohttam, as his parents died in a skirmish on the border of Ostorn when he was only two. Unfortunately, the Lady Kavina was a rather poor guardian; while she drank and indulged (as the wealthy are wont to do), Ostarian was more or less left to raise himself, and he did so on the streets. And oh, the habits he picked up on the streets! A quick wit and fast tongue helped Ostarian mingle with the lesser peoples of Draunt, and so he learned the arts of thievery and deceit, to control others with a wink and a handful of coin.

That’s not to say his aunt had no influence on his behavior, of course. Many was the time that he snuck into her private quarters to sample her wines and liquors, and it’s likely only by her constant inebriation that he was never caught. Ostarian would therefore spend his nights not studying as a proper gentleman should, but rather with his peasant friends, drinking and generally disturbing the peace.

So it would be that he landed himself in prison at the age of twenty (for accidentally setting a bar on fire, no less). By this time, Ithor’s conquest had ended, and so the guard was a bit more lax than it had been in years past. Luckily for him, the guards of his cell were also stupid, and he conned them into releasing him in exchange for a cut from his family's personal vaults. Of course, this payment never came, and what fool would believe a noble so uncouth as to resort to bribery? This did, of course, earn him a bit of a reputation (or perhaps a grudge) with the local militia.

He returned to a House in utter disarray: the head of House Kaedmond, Lord Udhomar Kaedmond, passed on without leaving a suitable heir during Ostarian's incarceration. To make matters worse, it was rumored that the Lord had not died of natural causes, but rather that an assassin was responsible and that the contractor was a Kaedmond themselves. Seeking to escape the dark web of politics that was quickly forming around him, Ostarian fled the country, heading for Ostorn where he could freely dance, sing, and drink with the elves! (He would later learn that he did not much care for elven wines, much preferring the drier kinds made in Draunt.)

Unfortunately, shortly after his arrival, Ostorn entered martial law and sealed its borders. Dissatisfied with the sudden change in elven attitudes, Ostarian relocated to Ashdown, a small, quiet town near the edge of the Wall, a massive, ancient barrier of vines and thorns. Now he is trapped, with a giant valley that seems to have formed overnight on one side, and the imposing (and recently, seemingly hostile Wall) on the other.


code:
Ostarian Kaedmond
Human Bard 7
Chaotic Good

HD: 8 + 6d8=5, 3, 3, 3, 4, 2 + (3 con*7 level) = 49 ([url]http://orokos.com/roll/115970[/url])


HP: 49/49
AC:    17    (10 + 4 armor + 1 natural + 1 deflection + 1 dex)
Fort:  +5    (Base 2 + Con 2 + 1 resistance)
Refl:  +7    (Base 5 + Dex 1 + 1 resistance)
Will:  +6    (Base 5 + Wis 0 + 1 resistance)

Init:  +1
BAB:   +5
CMB:   +3    (5 BAB - 2 Str + 0 size)
CMD:   14    (10 + 5 BAB - 2 Str + 1 Dex + 0 size)

Speed: 30 feet

Attacks
Light crossbow (1d6+1, 19-20x2, P)
Dagger	       (1d3-2, 19-20x2, S/P)


Str     7  +0      7    (-2)
Dex    12  +0     12    (+1)
Con    14  +2     16    (+3) (+2 armor)
Int    12  +0     12    (+1)
Wis    10  +0     10    (+0)
Cha    18  +2+1+2 23    (+6) (+2 racial, +1 level, +2 armor)

Languages:
Common, Dwarven, Elven

Skills                   	Ranks     Stats     Bonus     Total
Acrobatics (Dex)             	3    	  1    	    3         7
Appraise (Int)                  3         1         3         7
Bluff (Cha)                     6         6         3+1       16
Diplomacy (Cha)                 5         6         3         14
Knowledge (Geography) (Int)     6         1         3         10
Knowledge (History) (Int)       6         1         3         10
Knowledge (Local) (Int)         6         1         3         10
Knowledge (Religion) (Int)      6         1         3         10
Linguistics (Int)               3         1         3         7
Perception (Wis)                3         0         3         6
Perform (Cha)                   7         6         3         16
Use Magic Device (Cha)          1         6         3         10

Traits
Witty Repartee (+1 to Bluff checks)
Focused Mind (+2 to concentration checks)

Feats

0th Defiant Luck (Once a day, reroll natural 1 or received critical hit)
1st Inexplicable Luck (Once a day, +8 to any roll before it is rolled, or +4 after)
3rd Bestow Luck (Extra daily use of Defiant Luck, ability to use Inexplicable Luck on an ally)
5th Combat Casting (+4 concentration when casting defensively or grappled)
7th Extra Performance (6 extra rounds of Bardic Performance per day)

Spells

0th: Light, Summon Instrument, Detect Magic, Resistance, Ghost Sound, Lullaby
1st: Adoration, Chord of Shards, Cure Light Wounds, Fumbletongue, Saving Finale
2nd: Allegro, Gallant Inspiration, Mirror Image, Oppressive Boredom
3rd: Crushing Despair, Cure Serious Wounds

Gear:
513 gp    21 lbs carried (light load)

Crossbow bolt x10        	10gp      1 lb
+1 Mithral shirt of defiant	5400gp	  12 lb
    (aberrations)
    +4 AC, +3 AC vs aberrations, 10% spell failure, DR 2/- against aberrations
Headband of alluring charisma	4000gp    1 lb
    +2 Cha (enhancement)
Belt of mighty constitution	4000gp	  1 lb
    +2 Con (enhancement)
Amulet of natural armor		2000gp	  0 lb
    +1 AC (natural)
Cloak of resistance +1		1000gp	  1 lb
    +1 fort, refl, will (resistance)
Ring of protection +1		2000gp    0 lb
    +1 AC (deflection)
Ring of sustenance		2500gp    0 lb
    Provides food, water, and reduces long rest time to 2 hrs
Handy haversack			2000gp    5 lbs
    Always weighs 5 lbs, can withdraw any item as a move action
	Dagger                 		2gp       1 lb
	Light crossbow            	35gp      4 lbs
	Crossbow bolt x30		30gp	  3 lbs

Hashtag Yoloswag fucked around with this message at 11:21 on May 31, 2013

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Nabisco you are heading into "no post in a week" territory and I've already contacted you once and know why, but all the same if I can't get you back into the game by Tuesday I'm going to have to replace Edie. :smith:

Rtwo
Jan 25, 2013
Oh god Oreom kidnapped Edie on his way out and is off somewhere in the wilderness doing unspeakable things to her. :aaa:

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Panic! at Nabisco
Jun 6, 2007

it seemed like a good idea at the time
Welp. This game demands a ton of attention and motivation that I just do not have between family stuff, various and sundry ~emotional problems~ :saddowns:, and all that other nonsense, and I figure bowing out is probably better overall than continuing to post infrequently and feel constant, Catholic-esque guilt about my lack of motivation. Sorry to come in on the heels of a bunch of other people leaving, too.

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