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There is No Honor The first Savage Tide has already touched the mortal world, yet none who live today recall this time of red ruin. Unleashed from the cruel heart of a fel seed known as a Shadow Pearl, this Savage Tide swept over an ancient city perched atop the crown of a remote island. The tide transformed beggar and noble, merchant and thief, resident and visitor into feral, ravenous fiends. The fruits of centuries of labor came crumbling down in a matter of days, and when the survivors tried to stem the tide by destroying the Pearl, the resulting blast of power sunk their city into a boiling lake of death. Through it all, the Abyssal architect of the Savage Tide watched, taking pride in the ruin. When the Tide's final riples had faded, what was left became known as the Isle of Dread. Now, after a thousand years, the true masters of the Isle of Dread look upon new targets, new cities beyond the horizon, compelled by the hateful will of their demonic lord Demogorgon to prepare for the coming glory. This time, the doom will not be limited to one hapless city. This time, all of civilization waits unknowing on the shore, blissfully ignorant of what the incoming tide brings. This is going to be an unlimited gestalt 3.5 game, starting at first level. Use whatever you want. How bad could this possibly turn out? I'm thinking 4-5 players would be enough to get through at least this first adventure. I'd like to go through as much of the campaign as possible, but we'll take it one at a time. As a note, it would be wise to read the player's guide Also, I can be found fairly often in #savagetide on SynIRC. Questions are better asked/answered there. A map of the entire region, courtesy of Bouquet. Sasserine is at the southwest end of Jeklea Bay, which extends west of the Azure Sea. Character Info -Unlimited Gestalt. Go nuts. -32 Point Buy -Fast Feats -200gp to start -Everyone gets to take 1 District Feat as a bonus. -In your background, include some notable event that would give your character a reputation as an adventurer. Your character has just received an invitation to an audience at the Vanderboren manor, but they wouldn't receive the invite without having some kind of rep. Remember to include something about the District you're from (bonus feat). Submissions so far: pre:Character Class Player ------------------------------------------------------------- Ward Stuff/Cleric Piell Cereza Silvestre Scout/Swashbuckler Nucular Carmul Marika Sanyu Landi Psion/Warblade Bouqet Valgar Adams Swordsage/Psychic Warrior Gharbad the Weak Martin Withers Factotum/Necromancer Necroskowitz Karas Galaeron Cleric/Paladin Lord Koth Oaken Shapeshifter/Treant Ryuujin Corrina Benalish Duskblade/Abjurer Vicissitude Alator Psion/Mind Flayer ChrisAsmadi Callie Sutton Adept/Totemist RPZip Natasha Krystelle Petal/Warlock L0cke17 Jaxon Willow Bard/Druid Epicurius Acidalia Livingston Artificer/Druid Anias NovaLion fucked around with this message at 04:31 on Aug 23, 2014 |
# ? Aug 11, 2014 12:12 |
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# ? Apr 18, 2024 17:19 |
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Ward was forged nearly a hundred years ago by Illarien, a dwarven smith and wizard of some renown. Illarien was the proprietor of Illarien's Items, which bought, sold, and created magical items for sale. Ward was thus created to be both an example of Illarien's skill and a guard for the store. A year ago, however, Illarien was killed in a tragic teleportation accident, and Ward was left to find its own way. Ward enjoyed a brief stint in the Dungeon Bowl contests in the arena, but a rules change disqualifying created constructs ended his promising career after only one season. Ward is now searching for another position where it can display its considerable talents. pre:Ward Warforged Crusader 1/Cloistered Cleric 1 Lawful Neutral Strength 16 (+3) Dexterity 12 (+1) Constitution 18 (+4) Intelligence 10 (+0) Wisdom 12 (+1) Charisma 6 (-2) Total Hit Points: 14 Speed: 20 feet Armor Class: 19 = 10 +1 [dexterity] +8 [armor plating] Touch AC: 11 Flat-footed: 18 Initiative modifier: +1 = +1 [dexterity] Fortitude save: +6 = 2 [base] +4 [constitution] Reflex save: +1 = 0 [base] +1 [dexterity] Will save: +3 = 2 [base] +1 [wisdom] Attack (handheld): +4 = 1 [base] +3 [strength] Attack (unarmed): +4 = 1 [base] +3 [strength] Attack (missile): +2 = 1 [base] +1 [dexterity] Grapple check: +4 = 1 [base] +3 [strength] Languages: Common Feats: Adamantine Body Protection Devotion [cleric bonus] Merchant's Tongue [Regional bonus] Extra Granted Maneuver [from flaw] Flaws: Shaky (-2 to ranged attacks) Balance Dex* 0 = +1 +4 -5 [ACP] Climb Str* 0 = +3 +4/2 -5 [ACP] Craft (Armor) Int 4 = +0 +4 Concentration Con 7 = +3 +4 Jump Str* 2 = +3 +4 -5 [ACP] Swim Str** -5 = +3 +4/2 -10 [ACP] * = check penalty for wearing armor Warforged: * +2 constitution, -2 wisdom, -2 charisma (already included) * Composite plating makes armor unusable, 5% arcane spell failure * Cannot heal damage naturally * Does not eat, sleep, breathe * 25% chance to avoid criticals and sneaks * -1 to -9 hp, inert but not progressing to death * Immune to poison, sleep, energy drain, disease, nausea, paralysis, fatigue, exhaustion * Slam for 1d4 bludgeoning Crusader: Furious Counterstrike Steely Resolve 5 5 readied maneuvers, 3 initially granted Maneuvers Known: Crusader's Strike, Vanguard Strike, Stone Bones, Leading the Attack, Charging Minotaur Stances Known: Martial Spirit Cloistered Cleric: Bardic Knowledge Turn Undead 3x/day Domains: Knowledge, Magic, (traded for Protection Devotion feat) Gear: Masterwork Cold Iron Greatsword w/ wand sheath 500 pre:Ward Warforged Hero 1/Cloistered Cleric 1 Lawful Neutral Strength 17 (+4) Dexterity 12 (+1) Constitution 16 (+3) Intelligence 12 (+1) Wisdom 11 (+0) Charisma 6 (-2) Total Hit Points: 13 Speed: 20 feet Armor Class: 19 = 10 +1 [dexterity] +8 [armor plating] Touch AC: 11 Flat-footed: 18 Initiative modifier: +1 = +1 [dexterity] Fortitude save: +5 = 2 [base] +3 [constitution] Reflex save: +3 = 2 [base] +1 [dexterity] Will save: +2 = 2 [base] +0 [wisdom] Attack (handheld): +4 = 1 [base] +3 [strength] Attack (unarmed): +4 = 1 [base] +3 [strength] Attack (missile): +2 = 1 [base] +1 [dexterity] Grapple check: +4 = 1 [base] +3 [strength] Languages: Common Feats: Adamantine Body Protection Devotion [cleric bonus] Merchant's Tongue [Regional bonus] Power Attack [from flaw] Cleave [Hero Bonus] Flaws: Shaky (-2 to ranged attacks) Balance Dex* 0 = +1 +4 -5 [ACP] Climb Str* 2 = +3 +4 -5 [ACP] Craft (Armor) Int 5 = +1 +4 Listen Wis 5 = +1 +4 Spot Wis 5 = +1 +4 Swim Str** -3 = +3 +4 -10 [ACP] Tumble Dex* 0 = +1 +4 -5 [ACP] * = check penalty for wearing armor Warforged: * +2 constitution, -2 wisdom, -2 charisma (already included) * Composite plating makes armor unusable, 5% arcane spell failure * Cannot heal damage naturally * Does not eat, sleep, breathe * 25% chance to avoid criticals and sneaks * -1 to -9 hp, inert but not progressing to death * Immune to poison, sleep, energy drain, disease, nausea, paralysis, fatigue, exhaustion * Slam for 1d4 bludgeoning Hero: Bonus Feats Cloistered Cleric: Bardic Knowledge Turn Undead 3x/day Domains: Knowledge, Magic, (traded for Protection Devotion feat) Gear: Masterwork Cold Iron Greatsword w/ wand sheath 500 Piell fucked around with this message at 13:30 on Aug 20, 2014 |
# ? Aug 11, 2014 13:15 |
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Oh, this will get very interesting. Currently looking at a Duskblade/Cleric or Wizard, or a Paladin/Arcane caster. Not sure yet.
Lord Koth fucked around with this message at 14:30 on Aug 11, 2014 |
# ? Aug 11, 2014 14:27 |
I am going to do some kind of healing character, but not sure what the other side will be.
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# ? Aug 11, 2014 16:16 |
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What's unlimited gestalt do? The only thing I could find online is that everything stacks, including hit die size and bab. And how does gestalt deal with multiclass penalties, I couldn't find anything in unearthed arcana.
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# ? Aug 11, 2014 16:37 |
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Withdrawing.
Fasdar fucked around with this message at 05:59 on Aug 12, 2014 |
# ? Aug 11, 2014 17:08 |
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Kurieg posted:What's unlimited gestalt do? The only thing I could find online is that everything stacks, including hit die size and bab. Gestalt is essentially getting to be two classes at the same time, of the same level, with all the benefits and pitfalls that come with each.
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# ? Aug 11, 2014 21:43 |
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Gestalt I get, I was just wondering what the difference between it and unlimited gestalt was. I'll probably make something warlocky later. Eldritch Glaive shenanigans go!
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# ? Aug 11, 2014 22:37 |
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Quick question before I make a caster type. Can I substitute Combat Casting for Skill Focus: Concentration for requirements? CC sucks balls in comparison.
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# ? Aug 12, 2014 01:52 |
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If you aren't already full, I'd like to apply with a Scout/Swashbuckler, someone who used to be a guard on a ship, lives in the Azure District as of the start of the adventure. I have PMs of course.pre:Cereza Silvestre Chaotic Good Human Level 1 Scout/Swashbuckler Strength 12 (+1) Dexterity 16 (+3) Constitution 12 (+1) Intelligence 14 (+2) Wisdom 10 (0) Charisma 14 (+2) HP: 11 Speed: 30ft. AC: 16 (3 Dex mod, 3 Studded) FF: 12 Touch:13 Initiative: 3 (3 Dex mod) Fort Save: 3 (2 Base, 1 Con mod) Reflex Save: 5 (2 Base, 3 Dex mod) Will Save: 0 Attack (light weapons): 4 (1 BAB, 3 Dex mod) Attack (ranged): 4 (1 BAB, 3 Dex Mod) Grapple: 2 (1 BAB, 1 Str mod) Languages: Common, Halfling, Dwarven, Elven Feats: Weapon Finesse (Swashbuckler), Dodge (1st level), Mobility (Human Bonus feat), Water Rat (Region) Skills Balance 6 (4 ranks, 3 dex mod, -1 ACP) Bluff 6 (4 ranks, 2 Cha mod) Diplomacy 6 (4 ranks, 2 Cha mod) Disable Device 5 (3 ranks, 2 Int mod) Escape Artist 4 (2 ranks, 3 Dex mod -1 ACP) Hide 6 (4 ranks, 3 dex mod -1 ACP) Listen 4 (4 ranks) Move Silently 6 (4 ranks, 3 Dex mod -1 ACP) Search 6 (4 ranks, 2 Int mod) Sense Motive 4 (4 ranks) Survival 2 (2 ranks) Swim 3 (2 feat, 1 Str mod) Tumble 6 (4 ranks, 3 Dex mod -1 ACP)) Use Rope 5 (2 ranks, 3 Dex mod) Class Features 1d6 Skirmish Trapfinding Gear Kukrix2 (16 gp) Studded Leather (25 gp) Backpack (2 gp) Bedroll (1 sp) Blanket, Winter (5 sp) Block and Tackle (5 gp) Caltrops x3 (3 gp) Chalk x10 (1 sp) Crowbar (2 gp) Flint and Steel (1 gp) Grappling Hook (1 gp) Lantern, hooded (7 gp) Mirror, steel (10 gp) Oil, flask x3 (3 sp) Rations 4 days (2 gp) Rope 50ft (1 gp) Sewing Needle (5 sp) Soap (5 sp) Spade (2 gp) Thieves' Tools (30 gp) Thunderstone x3 (90 gp) Waterskin (1 gp) 8 gp remaining Cereza Silvestre has lived in Sasserine for most of her life, after her mother settled down in the Azure District from parts unknown. She has never known a father, as her mother has always claimed he died in the shipwreck that landed her in the city. In any case, Cereza was trained to fight in a style similar to her mother's, a strange series of movements that incorporated a form of dancing. Listiria, her mother, taught her this from an early age, hoping to pass down some semblance of her tribe's nomadic ways. Cereza practices when she can, but has yet to fully grasp the nuances. She became a guard on a trading ship in an attempt to hone her skills, working for almost nothing save for room and board, and the experience of travel. This lasted only a few months before misfortune struck, and the crew was beset by pirates. The portion of the crew not killed were to be sold as slaves, including Cereza, but for her there remained a sliver of luck. The ship was originally registered in a port somewhat far from Sasserine, and in addition, the crew were mostly from other parts of the world. The pirates moved their bounty to Shadowshore to offload the slaves and start getting estimates on the cargo. Listiria, having not heard from her daughter in the usual amount of time Cereza would write to her, was in the process of shaking down the local thugs in Shadowshore, and soon caught wind of the slave auction. Listiria attended the auction, bought her daughter back, then mother and daughter slipped into the inn the pirates were carousing in for the night. A few slit throats and reclaimed gold pieces later (with some extra thrown in for emotional damages), Listiria pressed a couple hundred gold into Cereza's hands and told her not to allow this incident to make her fear going out into the world once more. And so Cereza continued to look for work that would allow her to finally reach the potential her mother had always seen in her. Nucular Carmul fucked around with this message at 23:21 on Aug 23, 2014 |
# ? Aug 12, 2014 04:21 |
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A few quick questions. 1. Will we be using the feats in the adventure guide as 1st level bonus feats? It says they can be, but that it's not necessary. 2. Would it be possible to take (Greater)Luminous Armor as spells known for a Sorcerer? I suppose there's always Arcane Preparation too, but those precious, precious feat slots... 3. Are Flaws allowed? 4. Would it be possible to switch Paladin casting to Cha? edit: Questions added. Lord Koth fucked around with this message at 05:33 on Aug 12, 2014 |
# ? Aug 12, 2014 04:32 |
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Lord Koth posted:Two quick questions. 1. Yes, you can take 1 District Feat as a bonus. 2. I can't think of any serious abuse off the top of my head, so for now feel free to take an armor spell as known. 3. I'll look at Flaws on a case-by-case basis. 4. I don't really want to deal with keeping track of minor changes to every class/character/whatever. If you find a good homebrew of what you want to play, I'll take a look at it. NovaLion fucked around with this message at 07:11 on Aug 12, 2014 |
# ? Aug 12, 2014 05:30 |
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Kurieg posted:Gestalt I get, I was just wondering what the difference between it and unlimited gestalt was. "Unlimited gestalt" is just regular gestalt, it's specified that way because tiered gestalt (where stronger classes like full casters don't get to gestalt, while weaker classes like monk do) is a lot more common here.
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# ? Aug 12, 2014 05:34 |
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I just moved everything down to my next post. Go see it there. Gharbad the Weak fucked around with this message at 22:33 on Aug 16, 2014 |
# ? Aug 12, 2014 20:17 |
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Marika Sanyu Landi The only child of a successful merchant couple with contacts (and ancestry) scattered widely across Oerth, Marika's loving parents taught her that she shouldn't let being a woman stop her from succeeding in life. The unspoken message was that "succeeding" was important and the unintended message was that any path to success that didn't hurt someone else was a good one, regardless of pesky things like rules and laws. Marika received an excellent education from some of Sasserine's finest tutors and earned admittance to the House of the Dragon at a younger age than the average pupil. During her time at the academy, she was never the best in her class at any one subject, but did manage to do well in almost every subject, both academic and physical. She also demonstrated a facility for good-natured pranks widely appreciated by her fellow students and innocuous enough to be mostly tolerated by a faculty that remembered their own student days with fondness. For the most part, Marika's time at the House of the Dragon passed without noteworthy incident. There were trials and tribulations, of course, each desperately important at the time, but only one event that had a particularly strong impact on her future path through life. The incident occurred, curiously enough, in Philosophy class. One of the readings made an off-handed remark about poison being a woman's weapon. The young Marika questioned this assertion, a rather arrogant young nobleman defended it, the instructor lost control, and what had the potential to be an enlightening discussion about means vs. ends, gender roles, the social construction of morality and the price of victory instead degenerated into Marika leaping across the classroom, knocking the nobleman to the floor, and kneeing him in the groin repeatedly while screaming incoherently about the inherent weakness of men until the instructor managed to pull her off of him. Luckily this was Marika's first significant infraction, the nobleman's family was only slightly higher status than Marika's, and the headmaster had seen enough of the youth in action to be rather sympathetic to Marika's actions, having wanted to do something similar himself to the smug brat once or twice. The short term result of the incident was Marika scrubbing a lot of floors. The medium term effect was to spark an intense interest in poison, attacking from a distance, outnumbering the opponent, using the power of the mind to alter one's surroundings, and so on. The longer term effect was the young nobleman experiencing a number of periods of major illness, which led to his withdrawal from the House of the Dragon, although no one but Marika realized that connection and deeply regretted her revenge six months later when she accidentally gave herself a mild dose of the same poison and spent a night in misery like she had never experienced before. The young woman continued her learning and experimentation with poison, but to a less obsessive degree and with a newfound determination to avoid using her skills of any sort solely to injure another based on her own whim. Upon graduation, Marika was at a loss for the first time she could remember. She had been so focused on learning as much as she could and graduating that she had no idea what to do when she was finished. In a panic, she managed to talk herself into a position as an assistant at the House of the Dragon. A few months later, when the headmaster received a request for suggestions of individuals who might be a good fit for some discreet troubleshooting work he was grateful for the opportunity to pass on Marika's name. It was obvious the recent graduate needed a more rigorous employment environment and even his tolerance and fondness for Marika were being stretched by her creative influence on the pranks of the students. When the invitation arrived, Marika leaped at the chance to try something new and didn't notice the headmaster's relief when she asked for the time off. The next day, she packed up a kit that should suffice for whatever lies ahead and set out into the unknown with a cheerful wave. pre:Human Psion (Shaper) 1 / Warblade 1 Chaotic Good Deity: Lydia Strength 14 (+2) Dexterity 14 (+2) Constitution 10 (+0) Intelligence 16 (+3) Wisdom 14 (+2) Charisma 10 (+0) Total Hit Points: 12 Speed: 30 feet Armor Class: 15 = 10 +2 [dexterity] +3 [armor] Touch AC: 12 Flat-footed: 13 Initiative modifier: +2 = +2 [dexterity] Fortitude save: +2 = 2 [base] +0 [constitution] Reflex save: +3 = 0 [base] +2 [dexterity] +1 [warblade, when not flat-footed] Will save: +4 = 2 [base] +2 [wisdom] Attack (handheld): +3 = 1 [base] +2 [strength] Attack (unarmed): +3 = 1 [base] +2 [strength] Attack (missile): +3 = 1 [base] +2 [dexterity] Grapple check: +3 = 1 [base] +2 [strength] Languages: Common, Amedi, Draconic, Elven Flaw: Murky-Eyed (roll miss chance from concealment twice and miss if either roll misses) Feats: Boost Construct [Level 1] Academy Graduate [Regional Bonus] Master of Poisons [Human Bonus] Psicrystal Affinity [Psion Bonus] Combat Reflexes [Flaw Bonus] Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Martial Lore (Int), Profession (Wis), Psicraft (Int), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha). Feat bonus class skills: Decipher Script (Int), Forgery (Int), Gather Information (Cha) Skill Att Total Att Ranks Misc Balance Dex* 4 = +1 +4 -1 (armor) Concentration Con 4 = +0 +4 Craft (Poison) Int 12 = +3 +4 +2 (tools) +3 (psicrystal) Decipher Script Int 4 = +3 +1 Forgery Int 4 = +3 +1 Jump Str* 1 = +2 +0 -1 (armor) Know (Arcana) Int 4 = +3 +1 Know (Arch) Int 4 = +3 +1 Know (Dungeon) Int 4 = +3 +1 Know (Geography)Int 4 = +3 +1 Know (History) Int 5 = +3 +0 +2 (feat) Know (Local) Int 4 = +3 +1 Know (Nature) Int 4 = +3 +1 Know (Nobility) Int 5 = +3 +0 +2 (feat) Know (Religion) Int 4 = +3 +1 Know (Planes) Int 4 = +3 +1 Know (Psionics) Int 4 = +3 +1 Psi/spellcraft Int 7 = +3 +4 Swim Str** 0= +2 +0 -2 (armor) Tumble Dex* 5 = +2 +4 -1 (armor) Use P/M Device Cha 1 = +0 +1 * = check penalty for wearing armor Warblade: Battle Clarity Weapon Aptitude 3 readied maneuvers Maneuvers Known: Steel Wind, Charging Minotaur, Sudden Leap Stances Known: Punishing Stance Psion (Shaper): 3 power points/day Powers Known: Astral Construct, Psionic Minor Creation, Urban Strider Gear: Item Cost Weight Ranseur 10 12 Kukri 8 2 Flail 8 5 Studded leather armor 25 20 Composite shortbow (STR +0) 75 2 Silk rope 50' 10 5 Backpack 2 2 Belt pouch 1 .5 Signal whistle .8 0 Waterskin 1 4 Masterwork Craft (Poison) tools 55 5 Arrows (40) 2 6 Total 197.8 pre:Dalimal the Artiste Psicrystal Str 1, Dex 15, Con -, Int 6, Wis 10, Cha 10 Diminutive Construct AC 16 (+4 size +2 dex), Touch 16, flat-foot 14 Fort +2, Refl +2, Will +4 (from Marika) Skills: Climb +10 (0ranks); Move Silently +6 (4ranks); Search +2 (4ranks); Spot +4; Listen +4 plus Balance +6; Concentration +4; Craft (Poison) +2; Decipher Script -1; Forgery -1; K(Arcana) -1; K(Arch) -1; K(Local) -1; K(Nature) -1; K(Religion) -1; K(Planes) -1; Psicraft +2; Tumble +4; UMD +1 Inherent Qualities: Construct Traits: Immune: Ability Damage, Ability Drain, Critical Hits, Death Effects, Disease, Energy Drain, Exhaustion, Fatigue, non-object/harmless Fortitude save effects, Mind-affecting, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning. Cannot heal but can be repaired. Psicrystal Climbing: Use Dex for Climb checks, +8 Climb [racial], always take 10 for Climb. Psicrystal Special Abilities: Alertness (Ex): When within reach of Marika, she gains the Alertness feat. Improved Evasion (Ex) If subject to attack that allows Refl save for half, take 0 on success or half on failure. Personality (Artiste) (Ex): Marika gains +3 to Craft. Self-Propulsion (Su): Marika Standard Action: Psicrystal gains 30ft Speed/20ft Climb. Fades after 1day. Share Powers (Su): At Marika’s choice, share powers manifested with psicrystal (if within 5ft). If duration > instantaneous, power ceases if psicrystal moves >5ft away. Manifest “You” target powers on psicrystal as touch range. Cannot share powers that do not affect constructs. Sighted (Ex): Sense environment as normal creature. Darkness (even Supernatural) irrelevant. Can’t detect invisible/ethereal. Range: 40ft. Telepathic Link (Su): Link between Marika & psicrystal, range: 1mile. Communicate as if psicrystal were target of mindlink power. Personal Construct Level: 5th. Replaces: The bonus feat at 5th level. Prerequisite: You must know the astral construct power. Benefit: You can create a specific astral construct that you have chosen as your favored as if you had the Quickened Power feat, by only sacrificing your psionic focus. This personal construct, once chosen, always has the same abilities and appearance every time you summon it. Each time you gain a level, you may change the abilities and appearance of your favored construct. Powers wishlist: 1: Crystal Shard, Ecto Protection 2: Psionic Repair Damage, Specified Energy Adaptation, Damp Power, Swarm of Crystals 3: Dispel Psionics, Ectoplasmic Cocoon, Energy Wall, Touchsight 4: Psychic Reformation, Psionic Fabricate, Psionic Dimension Door, Psionic Freedom of Movement 5: Power Resistance, Psionic True Seeing, Psionic Major Creation, Tower of Iron Will 6: Temporal Acceleration, Psionic Greater Fabricate, Crystallize, Retrieve 7: Psionic Moment of Prescience, Energy Wave 8: Bend Reality, Psionic Greater Teleport, Psionic Mind Blank 9: Reality Revision, True Creation, Assimilate Constructor Prestige Class Mirror Bouquet fucked around with this message at 01:53 on Aug 24, 2014 |
# ? Aug 13, 2014 06:57 |
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Bouquet posted:NovaLion, I'm thinking about a Psion (Shaper). Are we using the default psionics/magic transparency rules? If so, would it be possible to have Psicraft/Spellcraft and/or Use Psionic Device/Use Magic Device transparency too? I'm going with complete transparency.
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# ? Aug 13, 2014 08:45 |
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A crusader, swordsage and a warblade. Tome of Battle, motherfuckers.pre:Valgar Adams Azurin Unarmed Swordsage 1/Psychic Warrior 1 True Neutral Strength 14 (+2) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 12 (+1) Wisdom 16 (+3) Charisma 8 (-1) Total Hit Points: 10 Speed: 30 feet Armor Class: 19 = 10 +2 [dexterity]+3 [wisdom] +4 [chain shirt] Touch AC: 15 Flat-footed: 14 Initiative modifier: +3 = +2 [dexterity]+1 [Quick to Act] Fortitude save: +5 = 3 [base] +2 [constitution] Reflex save: +5 = 3 [base] +2 [dexterity] Will save: +6 = 3 [base] +3 [wisdom] Attack (handheld): +2 = 0 [base] +2 [strength] Attack (unarmed): +3 = 0 [base] +2 [strength]+1[discipline focus] Attack (missile): +0 = 0 [base] +2 [dexterity] -2 [Shaky] Grapple check: +2 = 0 [base] +2 [strength] Languages: Common Feats: Regional Bonus: Water Rat Flaw: Adaptive Style Azurin Bonus: Azure Talent Psychic Warrior: Psicrystal Affinity 1. Psycarnum Infusion Concentration Con 9 = +2 +4 +3 [Psicrystal] Jump Str* 4 = +2 +4 -2 [ACP] Hide Dex* 4 = +2 +4 -2 [ACP] Move Silently Dex* 4 = +2 +4 -2 [ACP] Tumble Dex* 4 = +2 +4 -2 [ACP] Swim Str** 4 = +2 +4 -4 [ACP] +2 [water rat] Sense Motive Wis 7 = +3 +4 * = check penalty for wearing armor Azurin: Human appearing with blue schlera (whites of eyes) * Humanoid, incarnum subtype * Extra feat at 1st level (included) * Starts with an extra point of essentia, minimum 1. Swordsage: Quick to Act 1 Discipline Focus: Weapon Focus (unarmed strike) 6 known maneuvers, 4 readied Maneuvers Known: Shadow Blade Technique, Mighty Throw, Wolf Fang Strike, Counter Charge, Sapphire Nightmare Blade, Burning Blade Stances Known: Island of Blades Psychic Warrior: Psychic Warrior Feat [included] Powers: Force Shield Power Points: 0 [class] + 1 [wisdom] Gear: Chain Shirt [100 gp] Light, AC 4, Armor Penalty 2, 25 pounds Feather Token, Anchor [50 gp] Potion of Lessor Vigor [50 gp] The Adams family is a well known and extremely prosperous whaling family, descended from the notorious Morgan Adams, a great duelist and rumored pirate. Generation after generation of Adams were captains, bold and true. Valgar, meanwhile, is a barely notable member of the Dredgers Guild. Valgar just, you know, is kinda... casual. Which is a nice way to say unambitious, I suppose. His plan was to build up enough money to buy a shack, find someone appropriately fat and ugly to have children with, and slowly waste away doing the same job he'd been doing for the past few years. That is, until someone let loose a goddamn dinosaur in the middle of the Gull's Nest. Now, to set the record straight, Valgar happened to be walking by when he heard the screams. After making fairly sure no one else was going to solve the problem for him, Valgar heroically snuck into the building, where a (somewhat small) deinonychus was running around a little like a dinosaur who had found itself let loose in the middle of a bunch of screaming people. In a moment that would change Valgar's life forever, he was heroically spotted because the crate he was hiding behind up and moved, because some jerk was hiding UNDER it and WALKED AWAY (who does that?) and, seeing that Valgar was the only person not running around, the dinosaur for some reason saw him as the most immediate threat. Tales would spread among the people of the Azure district of how Valgar confidently strode towards the dinosaur, and, with a sigh, knocked it unconscious with a single chop of his hands, mainly because everyone was too busy running to see Valgar desperately flailing about trying to stay alive. But the tale sounded much cooler than how that sounds, so, you know. It goes. So Valgar, Dino-Puncher, became somewhat a local celebrity. He figured it was a one time deal, and actually found himself enjoying the attention. He didn't enjoy the people picking fights with him to prove they could beat up Valgar, but that usually didn't last long and no harm was done. Either he'd give'm a bit of a spanking or he'd run and hide, like you do. It was all surprisingly fun! Still, being invited to the Vanderboren Manor was more attention than he expected. Being a local celebrity has its perks, right? - - - So, Psycarnum Infusion allows a psychic warrior to expend psionic focus to treat Azure Talent as if it had max possible essentia for one round. So, we can have up to 2 essentia in it, and, basically, for one round, we get 4 temporary PP (of which I can only use 1 at level 1), which can be immediately used to fuel Force Screen for 1 minute. With leather armor, his base AC is 10+2[leather]+2[dex]+3[wis]=17, but with force screen it goes up to 21. So, as long as we scout, my yet-to-be-named guy can enter every combat with Force Screen without spending any "real" pp. In this build, the Psychic Warrior is mostly a passive buffing class. I might be changing the manuvers. It's a little up in the air, since I've never played a gestalt campaign before, I get a little dizzy. Gharbad the Weak fucked around with this message at 21:24 on Aug 16, 2014 |
# ? Aug 13, 2014 15:23 |
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You folks seem to have a lot of meaty frontline fighters. But do you have the skills that kills? Martin Withers Martin Withers is the son of the once famous adventurer turned arena champion Gerhart Withershins. Young Martin would always watch his father’s bouts and dreamed of someday becoming a contender and following in his father’s footsteps. However, when his father refused to take a bribe from a local “fraternal organization” to throw a match his life changed dramatically. His father was ambushed by assassins on the way home from a fight and killed in the streets. To make an example of those that refused to do business with them, the criminals then assaulted Wither’s home and murdered his family, setting fire to the building as they left. Martin himself had been injured in the attack but managed to escape death by hiding beneath the bodies of his own family until the assassins had left. While Martin escaped with his life he was left to fend for himself amid the streets of Sasserine. He survived to see adulthood by picking up a wide variety of skills that allowed him to be prepared for any number of contingency. He eventually made a habit of breaking into others’ homes to steal items that he could later pawn off for some quick cash. However, on one such occasion he was caught by the homeowner, a visiting explorer. Amazed by the skill Withers utilized in evading his security until that point, the adventurer took Martin under his wing. Since then Martin has made a name for himself as a scholar, dilettante, and gentleman explorer. His reputation is that of a cunning man that can find a way to resolve any number of dangerous situations. What few know is that the reasons behind Martin’s expeditions have changed ever since he took up with the cult of Vecna. No longer does he seek the adventure as merely a means of wealth, he desires to unlock the mysteries behind life and death to avert the same mortality that ended his childhood. pre:Martin Withers Human Factotum//Dread Necromancer 1 Neutral Evil Background: Arena Blood Strength 10 (+0) Dexterity 14 (+2) Constitution 8 (-1) Intelligence 15 (+2) Wisdom 13 (+1) Charisma 16 (+3) Total Hit Points: 7 Speed: 30 feet Armor Class: 16 = 10 +2 [dexterity]+4 [chain shirt] Touch AC: 12 Flat-footed: 14 Initiative modifier: +2 = +2 [dexterity] Fortitude save: -1 = 0 [base] -1 [constitution] Reflex save: +4 = 2 [base] +2 [dexterity] Will save: +4 = 3 [base] +1 [wisdom] Attack (handheld): +0 = 0 [base] +0 [strength Attack (unarmed): +0 = 0 [base] +0 [strength] Attack (missile): +2 = 2 [base] +2 [dexterity] Grapple check: +0 = 0 [base] +0 [strength] Languages: Common, Draconic, Infernal Feats: Human Bonus: Arcane Disciple: Undeath Dread Necromancer: Tomb-Tainted Soul Autohypnosis Wis 2 = +1 +1 Bluff Cha 4 = +3 +1 Concentration Con 0 = -1 +1 Craft(Alchemy) Int 3 = +2 +1 Craft(Poisonmaking) Int 3 = +2 +1 Diplomacy Cha 7 = +3 +4 Disable Device Int 3 = +2 +1 Disguise Cha 4 = +3 +1 Gather Information Cha 4 = +3 +1 Hide Dex* 2 = +3 +1 -2 [ACP] Intimidate Cha 9 = +3 +4 +2 [Arena Blood] Knowledge(Arcana) Int 3 = +2 +1 Knowledge(Religion) Int 6 = +2 +4 Knowledge(Nature) Int 3 = +2 +1 Listen Wis 2 = +1 +1 Move Silently Dex* 2 = +3 +1 -2 [ACP] Search Int 3 = +2 +1 Spellcraft Int 6 = +2 +4 Spot Wis 2 = +1 +1 Tumble Dex* 1 = +2 +1 -2 [ACP] Use Magic Device Cha 7 = +3 +4 * = check penalty for wearing armor Human: * Humanoid * Extra feat at 1st level (included) * 4 extra skillpoints at first level, 1 every level thereafter Dread Necromancer: Spellcasting Charnel Touch (Su) Rebuke Undead (Su) Factotum: Inspiration 2 Cunning Insight(Ex) Cunning Knowledge(Ex) Trapfinding (Ex) Gear: 14 gp Chain Shirt [100 gp] Light, AC 4, Armor Penalty 2, 25 pounds Glaive [8 gp] Two-handed, Slashing, 1d10, ×3, 12 pounds Longbow [75 gp] Ranged, Piercing, 1d8, x3, 100 ft., 3 pounds Arrows (80) [3 gp] 9 pounds Necroskowitz fucked around with this message at 12:07 on Aug 15, 2014 |
# ? Aug 14, 2014 01:53 |
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If anyone has a suggestion or two about my skill list selection, feel free to let me know! I took hide/move silent because some shadow-hand moves let you do things like go invisible, but I'm not tied to them.
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# ? Aug 14, 2014 02:19 |
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Backstory also added to my main post. I can rewrite it if it's too grim for the campaign you're trying to run: Martin Withers is the son of the once famous adventurer turned arena champion Gerhart Withershins. Young Martin would always watch his father’s bouts and dreamed of someday becoming a contender and following in his father’s footsteps. However, when his father refused to take a bribe from a local “fraternal organization” to throw a match his life changed dramatically. His father was ambushed by assassins on the way home from a fight and killed in the streets. To make an example of those that refused to do business with them, the criminals then assaulted Wither’s home and murdered his family, setting fire to the building as they left. Martin himself had been injured in the attack but managed to escape death by hiding beneath the bodies of his own family until the assassins had left. While Martin escaped with his life he was left to fend for himself amid the streets of Sasserine. He survived to see adulthood by picking up a wide variety of skills that allowed him to be prepared for any number of contingency. He eventually made a habit of breaking into others’ homes to steal items that he could later pawn off for some quick cash. However, on one such occasion he was caught by the homeowner, a visiting explorer. Amazed by the skill Withers utilized in evading his security until that point, the adventurer took Martin under his wing. Since then Martin has made a name for himself as a scholar, dilettante, and gentleman explorer. His reputation is that of a cunning man that can find a way to resolve any number of dangerous situations. What few know is that the reasons behind Martin’s expeditions have changed ever since he entered the temple of a long forgotten god. No longer does he seek the adventure as merely a means of wealth, he desires to unlock the mysteries behind life and death to avert the same mortality that ended his childhood.
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# ? Aug 14, 2014 03:37 |
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Got a picture, name and backstory for my character, put it up there in my post. Read the player's guide top to bottom.
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# ? Aug 14, 2014 05:33 |
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If anyone wants a crazy detailed Greyhawk map to fill in the details of things, here it is http://ghmaps.net/greyhawk-maps/online-map/ . Sasserine is at the southwest end of Jeklea Bay, which extends west of the Azure Sea.
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# ? Aug 14, 2014 08:10 |
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Karas Mournheart Quick and dirty backstory is he was turned over to and raised by acolytes of Boccob as a child. Though an arcane interest of theirs, they also raised him fairly and saw to his education and schooling. He's aware of what people generally think of those like him, and wishes to change perceptions. Currently working as a shrine guard. I'll flesh it out, but it's currently late. Anyways, I'll be your portable knowledge tome. pre:Name: Karas Mournheart Lesser Tiefling Duskblade 1//Abjurer 1 Neutral Good Deity: Boccob Str 16(+3) Dex 14(+2) Con 14(+2) Int 18(+4) Wis 10(+0) Cha 06(-2) HP: 10 Speed: 30 feet Armor Class: 16 = 10 + 2[Dex] + 4[Armor] Touch: 12 Flat-footed: 14 Init: +2 = + 2[Dex] Saves Fort: +4 = 2[Base] + 2[Con] Refl: +2 = 0[Base] + 2[Dex] Will: +2 = 2[Base] + 0[Wis] BAB: +1 Melee: +4 = 1[BAB] + 3[Str] Range: +3 = 1[BAB] + 2[Dex] Grapple: +4 = 1[BAB] + 3[Str] Languages: Common, Infernal, Draconic, Auran, Aquan, Elven Feats: 1st: Power Attack Flaw: Spell Focus(Abjuration) Bonus: Scribe Scroll Region: Academy Graduate Skills: Stat Ranks Misc. Climb Str* 2 = +3 +0 -2[ACP] Concentration Con 6 = +2 +4 Decipher Script Int 5 = +4 +1 Jump Str* 2 = +3 +0 -2[ACP] Knowledge -Arcana Int 8 = +4 +4 -Dungeoneering Int 5 = +4 +1 -History Int 6 = +4 +0 +2[Feat] -Nature Int 6 = +4 +2 -Local Int 6 = +4 +2 -Nobles&Royals Int 6 = +4 +0 +2[Feat] -Religion Int 8 = +4 +4 -Planes Int 6 = +4 +2 Ride Dex 2 = +2 +0 Sense Motive Wis 0 = +0 +0 Spellcraft Int 8 = +4 +4 Swim Str** -1 = +3 +0 -4[ACP] * = check penalty for wearing armor Duskblade Spells 0: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue 1: Shocking Grasp, Ray of Enfeeblement Wizard Spells 0: All 1: Shield, True Strike, Feather Fall, Benign Transposition, Protection from Evil, Detect Secret Doors, Magic Missile Typical Wizard Spells Prepared 0: Prestidigitation, Caltrops, Mending, [s]Resistance 1: True Strike, Feather Fall, [s]Shield Lesser Tiefling: Humanoid(Planetouched) +2 Dex, +2 Int, -2 Cha Darkvision 60' +2 bonus to Bluff & Hide Resist Cold 5, Resist Electricity 5, Resist Fire 5 SLA: Darkness 1/day Duskblade: Arcane Attunement 7/day Armored Mage Wizard(Abjurer): Immediate Magic(Urgent Shield) 4/day Scribe Scroll(Bonus Feat) Flaw: Inattentive: -4 on Listen & Spot checks Gear: Chain Shirt Guisarme Spiked Gauntlet Spell Component Pouch x2 76 gp Lord Koth fucked around with this message at 18:19 on Aug 15, 2014 |
# ? Aug 15, 2014 10:30 |
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I'm going to be making picks this Saturday, probably around noon in Tokyo. Have everything finished by then!
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# ? Aug 16, 2014 23:16 |
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I never got my question answered
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# ? Aug 17, 2014 00:23 |
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It is Saturday, though. Oh, NEXT Saturday. Gharbad the Weak fucked around with this message at 00:55 on Aug 17, 2014 |
# ? Aug 17, 2014 00:43 |
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It's Sunday in Tokyo so he probably means next Saturday.
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# ? Aug 17, 2014 00:49 |
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Oaken For quite some time Standing Stone Park located in Sunrise has been a place of serenity, of nature, and of beauty. Those with a preference for the natural world, or a touch of nature magic, gravitated toward the park, eschewing the more industrial areas of the city. Many came to the park to sit and relax, to pray, or to get in-tune with nature. There was a particular tree that was quite popular for these activities. This tree was strangely vibrant with natural energy, drawing those of a druidical bent from afar. One day a passing Druid, some say a distant member of the Knowlern family, came to pray at this tree. This Druid became quite in-tune with nature and rose as green light leaked from beneath their eyes reaching out and touching the tree. And thus the tree awoke. Yes the tree awoke, and found it didn't know what to do. The Druid had left, without giving the tree a purpose. For some time the tree remained standing where it had always been. Watching those that came to relax, and those that came to pray. Eventually it grew curious about their lives beyond the park and it arose and left the park. In traveled the city for some time, though it drew more than its fair share of looks. Over time it grew to have a name, not the best of names perhaps but a name none the less. As various citizens began to call the walking tree Oaken. In time even the city paled. Oaken grew curious and left the city and traveled the land for a time. It soon learned that many of the fleshy creatures, humans and otherwise, were vicious and had a tendency to pray upon each other. Oaken felt distraught at this and while witnessing a bandit attack he strode forward and fought off the terrorizing force. Natural energy built up within it and its form shifted and changed, it took on the wooden and leafy form of a predator, looking much like a plant based wolf. It tore into the bandits and drove them away. Oaken had finally found a purpose and began to travel as a wandering hero. He began to gain a name for himself, it is not every day that a tree walks around fighting off bandits, pirates and raiders and accomplishing various adventures,. He began to make a name for himself to such a degree that even those in the City of Sasserine had begun to hear about him, remembering the walking tree that had once walked their streets. Oaken was passing through the area again when he was surprised to hear people calling his name, and even cheering him, and then a courier ran him down. It seems that his fame had grown to the point that even he had received an invitation to an audience at the Vanderboren manor. Oaken wasn't entirely clear on just who was important in the areas of the city outside of Sunrise but still he understood the honor in the invitation. And it might be for the best if he goes, especially if he intends to return to the city again. pre:Name: Oaken Race: Treant Class: Shapeshifter/Treant Levels: 1 Age: 10 Height: 6'6" Weight: 567 lbs Hair: Leafy Green Eyes: Green Atr: Base + Race + Levels + Items --- ---- ---- ------ ----- Str: 16 + 0 + 0 + 0 = 16 (+3) Dex: 14 + 2 + 0 + 0 = 16 (+3) Con: 16 + 0 + 0 + 0 = 16 (+3) Int: 10 + 2 + 0 + 0 = 12 (+1) Wis: 10 + 0 + 0 + 0 = 10 (+0) Cha: 10 + 0 + 0 + 0 = 10 (+0) HP: 11 XP: 0 BAB: +1 Grapple: +4 AC: 17 (+4 Natural Armor, +3 Dex) Speed: 30 ft Languages: Common, Alignment: CG Initiative: +3 Saves: Type Base Stat Misc Total ---- ---- ---- ---- ----- Fort: 2 + 3 + 0 = +5* Refl: 2 + 3 + 0 = +5 Will: 0 + 0 + 0 = +0 *+2 bonus to resist special attacks from plant creatures. Skills: Skill Modifier Ranks Stats Misc ----- -------- ----- ----- ---- Balance +3 0 +3 Bluff +0 0 +0 Climb +4 1 +3 Craft +1 0 +1 Disguise +0 0 +0 Escape Artist +3 0 +3 Handle Animal +1 0 +0 +1 Hide +4 1 +3 (+16 in forested areas) Jump +4 1 +3 Knowledge Nature +6 4 +1 +1 Listen +4 4 +0 Spot +4 4 +0 Survival +5 4 +0 +1 Swim +3 1 +3 Feats: Student of Nature (1st Bonus) Power Attack (1st) Racial Qualities: +4 Natural Armor +2 Dex, +2 Int Plant Type: Immune to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. Low-Light Vision: Can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Retain the ability to distinguish color and detail under these conditions. +16 racial bonus to Hide checks made in forested areas. Automatic languages: Common, Sylvan, Treant. Class Abilities: Speak with Animals Shape shift (Predator) Meld With Equipment: 1 item. Forms Known: Predator Form: Primary Bite attack 1d8, 5ft reach. +4 enhancement bonus to Strength and Natural Armor improves by 4. Base land speed becomes 50 feet. Inventory: Name Cost LBS ------------ ------ ----- None Money: pre:Predator 11/11 HP; 21 AC (13 Touch, 18 Flat-footed) Fort +5/Ref +5/Will +0) Bite +6 vs. AC 1d8+5 damage Speed 50
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# ? Aug 17, 2014 06:30 |
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Vicissitude posted:Quick question before I make a caster type. Can I substitute Combat Casting for Skill Focus: Concentration for requirements? CC sucks balls in comparison. Sorry I missed this! Yeah, go ahead.
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# ? Aug 17, 2014 13:20 |
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The Benalish family has been fine upstanding magical merchants for generations beyond measure (as far as the public knows). They deal only in the finest of magical objects, trinkets and gewgaws for sale. Everything from weapons and armor to enchanted quills and impossibly precise instruments of measure. When Corrina was sent to the Academy to learn the Art she was expected to excel in her studies as the family always had, and then join the business as a procurer and part-time enchanter. But life is what happens when your parents are busy making plans for you. Corrina was a mediocre student at best, mostly due to her propensity for physical altercations with other students and a nearly constant state of disciplinary action for daydreaming in class. Her work was sloppy, theories unfounded and poorly researched, and the only thing she excelled at was abjuration, and only then to protect herself from the spells and hexes her classmates sent her way. However, those who did attempt to curse her often found themselves on the receiving end of a physical assault. While she eventually made it out of the Academy, there were rumors that her family had made a generous donation to ease her passing. Combined with her sudden departure on an "acquisitions journey", it seemed as though the Benalish family was sweeping their daughter under the rug. That would have been the end of her story, except for the bandits. Now, the Benalish family was rather involved in royal affairs. All sorts of ambitious courtiers would come, under the strictest confidence of course, to them for a little bit of magical one-upsmanship to get ahead of the game with their peers. This was fairly common knowledge, but nobody ever admitted to anything. But the fact is, a caravan of even minor magical objects was a rich haul. Nobody expected much from the failed student of magic, but she surprised the lot of them. Corrina had often snuck away from class to head down to the stables. The stablemaster was an old sell-sword, long since retired with a badly broken leg. But he took a liking to her and showed her the ins and outs of using a blade. She was almost the daughter he'd never had, and he saw a kind of kindred spirit in a "failure" like him. But those lessons came back to her pretty quickly in the heat of battle. The magic seemed to flow with her as she fought, wrapping around the blade and striking true with the steel. Those spells she used to deflect petulant curses now warded against lethal blows. It was over a lot sooner than she believed it ever could be, but in the end the caravan was safe and only a half dozen had been killed or wounded. It could have been so much worse. The family was quick to welcome her back with open arms. They made a very big to-do of it. A gala, a meeting with the royal family, a few prospective arranged marriages being negotiated in private. Thankfully a message arrived before anything serious could be decided about Corrina's future. She had been invited to Vanderboren manor for a very important purpose. pre:Corrina Benalish Human Duskblade 1//Abjurer 1 Neutral Good Strength 10 ( 0) Dexterity 15 (+2) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 12 (+1) Charisma 10 ( 0) Total Hit Points: 10/10 Speed: 30' Armor Class: 12 = 10 +2 Dex Touch AC: 12 Flat-footed: 10 Initiative modifier: +2 = +2 [dexterity] Fortitude save: +4 = 2 [base] +2 [constitution] Reflex save: +2 = 0 [base] +2 [dexterity] Will save: +3 = 2 [base] +1 [wisdom] Attack (handheld): +3 = 1 [base] +2 [dexterity] Attack (unarmed): +3 = 1 [base] +2 [dexterity] Attack (missile): +3 = 1 [base] +2 [dexterity] Grapple check: +1 = 1 [base] +0 [strength] Languages: Common, Draconic, Elven, Celestial Feats: District - Merchant's Tongue Human - Exotic Weapon Proficiency (Elven Courtblade) Wizard 1 - Scribe Scroll 1st - Weapon Finesse Flaw - Reach Spell Flaws: Innatentive (-4 to Spot and Listen checks) Concentration Con 6 = +2 4 Craft - Drawing Int 7 = +3 4 Knowledge - Arcana Int 7 = +3 4 Spellcraft Int 7 = +3 4 Tumble Dex 4 = +2 2 (4) Swim Str 4 = +0 4 Duskblade: Arcane Attunement 6/day Armored Mage (Light) Spells known: 0 - Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue 1 - Magic Weapon, Ray of Enfeelbement Wizard Abjuration specialist (lose Enchantment and Illusion) Familiar - Raven, speaks Common Spells known: 0 - All 1 - Comprehend Languages, Endure Elements, Mage Armor, Magic Missile, Protection from Evil, Shield Gear: Elven Courtblade 150 Longbow 75 Everburning Torch 110 40 arrows 2 Backpack 2 Bedroll 0.1 Chalk x10 0.1 Fishhook 0.1 Flint and steel 1 Inkvial x2 16 Inkpen 0.1 Mirror 10 3 Belt pouches 3 Rations x10 5 100' Silk rope 20 Tent 10 Whetstone 0.02 Spell component pouch 5 3 Spellbooks 45 Cold weather outfit 8 Explorer's outfit 10 Traveler's outfit 5 Gold: 22.6gp Vicissitude fucked around with this message at 00:50 on Aug 18, 2014 |
# ? Aug 17, 2014 19:10 |
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Alator Background: Journal. It appears that I must once more start this document anew, now that present circumstances give me time to heal, far enough away that my foes cannot find me. For the sake of posterity, if nothing else, I feel that I should begin with the events that lead to my own downfall, and left me this ragged shell, a mere echo of my former glory and power, washed up like so many wretches like detritus upon the beaches of this human city. A month ago, I was Alator the Wise - an exile from my own race, a sage of no small renown, a constant student of the natures of the mortal races and one of the masters of the arts of Psychometabolism. This is my tale, such as I remember in my meagre and damaged state, of how I fell. As I did for so many days, I was working in my hidden laboratory when it happened. Magister Keldoren, an archmagi of some note, had asked me to examine his notes for a curious device that required psionic components alongside the arcane ones. Then, if I might borrow a phrase from a poet I saw at the Baron’s court, some months ago, “my world began to burn” when my own kin sought to end my life. You see, a great many years ago, I was bidden by my home’s elder brain - long dead now, slain in wars with the Duergar years ago, along with the rest of that den of malice - to study and learn about the surface races. And drawing upon my powers, I changed myself and hid amongst them, taking many roles over the years before I realized that perhaps they were not so inferior after all. Perhaps it was simply the length of time away from the Elder Brain, I do not know, but regardless, one day I ceased to be a spy and became an exile. Sadly, my kin could not stand to have one of us free of the control of the Elder Brains, and they have long sought to end me over the years, but this attempt was the most aggressive yet. Two score of them began with a lightning assault, a barrage of dispulsion and inferno manifestations to strip away my extensive defenses - and burn the extensive library that I had made my life’s work - hundreds of tomes of lore, studies of human nature, lost! Even now, I am still outraged at this loss. But alas, that was merely the first stage of their attack - the next was far more insidious. You see, in a one-on-one competition, none of my kin, save perhaps an Ulitharid or an old Alhoon, could challenge me at the height of my power, at least in the arena of the mind. But thirty? I was outmatched, overwhelmingly so, and they meant to break my mind and will in the very moments where the blazing building sought to consume my flesh. Seconds left, I gathered the very last of my power and cast myself to the Astral, to the whims of Boccob and Zuoken, in a faint hope for salvation. And I ended up here, in a city upon the sea, as a wretch - but I live, and I shall do as the humans - the great survivors - do and rebuild. Alator posted:
Alator's Psicrystal posted:--Psicrystal Source List: Savage Species: Mind Flayer Racial Class The Mind’s Eye (Expanded Classes, Part Two): Change Shape ACF (http://archive.wizards.com/default.asp?x=dnd/psm/20070314a) ChrisAsmadi fucked around with this message at 01:34 on Aug 24, 2014 |
# ? Aug 19, 2014 22:14 |
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Callie Sutton Callie has always dreamed of dragons, ever since she was a little girl. Great ones, huge and majestic, and little ones, curling and skittering. When she didn't dream she doodled, filling page after page with sketches of dragons doing all sorts of things. It's been a bit of an obsession, really. Her parents hoped that packing her off to one of the most prestigious schools in the district would help cure her of that. It didn't. See, Callie has a theory. Everyone knows dragons can turn into humans, or elves, or whatever, right? So shouldn't it be possible for a human to turn into a dragon, and just go the other way? This shouldn't work. It really shouldn't work. But the strange part is that it does seem to actually be working. Whatever inbuilt magical talent Callie has is working to fulfill her goal, and she is changing into something different. For example, most humans can't spew flames almost thirty feet out of their mouth and wrap them around the legs of a gang of thieves trying to escape from some chasing guards. Or form giant glowing symbols of power that seem to protect her. Or speak what she's pretty sure is draconic, because it definitely sounds silibanty enough, although she's a little worried that she might have just made that language up in her head. Still, though, she's made progress and Callie is ecstatic. She always knew she could do it, and now she is! She's gonna be the dragon she always knew she could be. pre:Callie Sutton Dragonfire Adept 1 | Totemist 1 Strength 08 (-1) Dexterity 14 (+2) Constitution 18 (+4) Intelligence 10 (+0) Wisdom 10 (+0) Charisma 14 (+2) Total Hit Points: 14 = 8 [d8 HD] + 4 [CON] + 1 [Dragontouched] + 1 [Totem Avatar Meld] Defenses Armor Class: 17 = 10 +2 [Dexterity] +3 [Studded Leather Armor] +1 [Shield] +1 [Totem Avatar 1 Ess] Touch AC: 12 Flat-footed: 15 Resist 3 acid/electricity/fire/cold [Dragon Mantle 1 Ess] Initiative: +2 = 2 [Dexterity] Fortitude save: +6 = 2 [Base] +4 [Constitution] +2 [Dragon Mantle Shaped] Reflex save: +4 = 2 [Base] +2 [Dexterity] Will save: +2 = 2 [Base] +0 [Wisdom] Attacks Quarterstaff -3 1d6-1 (x2 crit) Sling +2 1d4-1 (x2 crit) Fire Breath n/a 1d6 in 15' cone or 30' line, Refl save for half Breath Save DC: 16 = 10 + 0 [1/2 Class] + 4 [Con] +2 [Ability Focus] Languages: Common, Draconic Feats Flaw: Noncombatant -2 to melee attack rolls FlawFt: Ability Focus (Breath Weapon) Increase the saving throw DC of your breath weapon attack by +2. Dstrct: Academy Graduate Pick any three Charisma or Intelligence-based skills. These three skills are always considered class skills for you. In addition, you gain a +2 bonus on Knowledge (History) and Knowledge (Nobility) checks, and can use these skills untrained. Azurin: Power Surge (Breath Weapon) You can apply any of the following improvements to this ability: 1) Increase the save DC to resist the effect by +1. 2) Increase the damage dealt by +1 per die. 3) Increase the duration of the effect by 50% (not applicable to instantenous duration) After using this feat, you have to wait 1 round to use this attack again. DFA L1: Dragontouched You gain the dragonblooded subtype. You gain 1 hit point, a +1 bonus on Listen, Search and Spot checks, and a +1 bonus on saving throws vs. paralysis and sleep. You can also select draconic feats as if you were a sorceror of your character level. 1: Entangling Exhalation When you use your breath weapon, you can deal half damage and entangle all targets. Entangled targets take an extra 1d6 points of damage each round at the start of your turn. This effect lasts for 1d4 rounds. If the breath weapon doesn't deal energy damage, creatures are still entangled but don't take bonus damage. Skills Skill Stat Ranks Other Total Bluff* CHA+2 4 6 Climb* STR-1 0 -2 -3 [Armor Check Penalty -2] Concentration* CON+4 0 4 Diplomacy* CHA+2 4 +2 8 [Mwk Clothing +2] Handle Animal* CHA+2 0 2 Intimidate* CHA+2 4 6 Jump* STR-1 0 -2 -3 [Armor Check Penalty -2] Know(Nobility)* INT+0 0 +2 2 [Academy Graduate +2] Know(History)* INT+0 0 +2 2 [Academy Graduate +2] Listen* WIS+0 0 +1 1 [Dragontouched +1] Search* INT+0 0 +1 1 [Dragontouched +1] Sense Motive* WIS+0 0 0 Spot* WIS+0 0 +1 1 [Dragontouched +1] Survival* WIS+0 0 0 Swim* STR-1 0 -2 -3 [Armor Check Penalty -2] UseMagicDevice* CHA+2 4 6 * on the skill name marks a class skill, * in the rank column marks double-cost ranks Features Azurin: Base land speed of 30' 1 extra feat One extra essentia point Dragonfire Adept: Invocations: Gain spell-like abilities. Saving throw DC is 10 + Equiv Spell Level + CHA modifier. Breath Weapon (Su): Gain a breath weapon that you can use at-will as a standard action. Each time you use the breath weapon, choose whether it takes the form of a 15' cone or 30' line. The breath weapon deals 1d6 points of fire damage, and a successful reflex save (DC 10 + 1/2 Class Level + CON) halves the damage. You are immune to the effect of your own breath weapon. Dragontouched: At 1st level, gain Dragontouched as a bonus feat. Totemist: Meldshaping: You can shape and meld any soulmeld available to Totemists. The DC for saving throws against soulmelds is 10 + number of essentia points invested + Con modifier. Can only shape two soulmelds per day. Essentia: Your personal pool of essentia is a resource that can be invested into soulmelds to increase their power. Wild Empathy: Can perform Wild Empathy checks to influence animals as with Diplomacy. Invocations Endure Exposure: With a touch, you grant a creature (or yourself) the ability to withstand temperatures between -50 and 140* without having to make fortitude saves. The creature is also immune to the effects of your breath weapon. Soulmelds Dragon Mantle: You draw on the incarnum of the mightiest dragon to increase your resilience. You gain a +2 enhancement bonus on Fortitude saves. Essentia: You gain resistance to acid, electricity, fire and cold equal to 3x the number of points invested in this soulmeld. If you have resistance to any of these energy types from another source, it stacks with the resistance granted. Totem Avatar: You gain bonus hit points equal to your meldshaper level. Essentia: You gain an enhancement bonus to your natural armor equal to the number of points you invest in Totem Avatar. Note that any soulmeld can be shaped on any day; this is just Callie's current lineup. Gear Studded Leather (+3 AC, -1 ACP, 15% ASF) - 25gp Wooden Shield (+1 AC, -1 ACP, 5% ASF) - 3gp Quarterstaff (1d6, x2 crit) - 0gp Masterwork Courtier's Clothes (+2 Diplomacy checks) - 80gp Backpack - 2gp Rope, Hempen - 1gp Sling - 0gp Sling Bullets x 20 - 2gp Oil flask x 10 - 1gp 86gp RPZip fucked around with this message at 02:43 on Aug 24, 2014 |
# ? Aug 20, 2014 01:02 |
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You should all pop into #savagetide on SynIRC so I can ask some questions!
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# ? Aug 20, 2014 13:04 |
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Hey Vicissitude and LordKoth, you guys both look to be going for Abjurant Champion. However, gestalt doesn't allow classes that are essentially class combinations like Abjurant Champion.
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# ? Aug 20, 2014 18:22 |
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To be fair, Nova said go nuts. I'd like to get a ruling on that one.
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# ? Aug 21, 2014 01:01 |
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Natasha Krystelle Natasha moved to Sasserine early in her life, after she got separated from the rest of her clan blown out to sea during a hurricane before she was practiced with her wings, she was picked up by a passing merchant ship headed for Sasserine. Once there, she was at a loss for how to pay for food, lodging, all of the things which she had never had to worry about before, however before long her talent at weaving living baskets from flowers and local plants was noticed by the proprietor of the Dancing Monkey, and she was offered a job weaving baskets for parties as unique party favors and decorations. She works there to one day have the money to travel back to the area she was found and find her clan. After a recent incident wherein Natasha managed to foil the kidnapping of a merchant's daughter while on flower delivery. The kidnappers attempted to kidnap the youngest heir by hijacking the delivery cart for the flowers to disguise their exit. They didn't notice the 17 inch tall Natasha in the back. She fried their faces off from the shadows and drove the terrified girl back home to quite a handsome reward, and a significant increase in commissions. Now Natasha is hungering for more adventure, as it will provide the most likely avenue to finding the island she originally came from, and the adrenaline of the fight is addicting to a fae so young. pre:Petal 1 / Warlock 1 Neutral Good Tiny Size Strength 4 (-3) Dexterity 24 (+7) Constitution 12 (+1) Intelligence 20 (+5) Wisdom 8 (-1) Charisma 20 (+5) Total Hit Points: 7 Speed: 15 feet, 30' Fly (good) Armor Class: 20 = 10 +7 [dexterity] +1 [armor] +2 [size] Touch AC: 19 Flat-footed: 13 Initiative modifier: +11 = +7 [dexterity] +4 Improved Initiative Fortitude save: +1 = 0 [base] +1 [constitution] Reflex save: +7 = 0 [base] +7 [dexterity] Will save: +1 = 2 [base] -1 [wisdom] Attack (missile): +9 = 0 [base] +7 [dexterity] +2 size Languages: Base: Common, Sylvan Bonus: Draconic, Infernal, Ignan, Aquan, Terran Feats: Improved Initiative [Level 1] Merchant's Tongue [Regional Bonus] Weapon Finesse [Racial Bonus] Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Total Att Ranks Misc Bluff Cha 9 = +5 +4 Diplomacy Cha 9 = +5 +4 Craft(Basketweaving)Int 7 = +5 +2 Craft (Flower Arranging)Int 7 = +5 +2 Know (Arcana) Int 9 = +5 +4 Know (Planes) Int 9 = +5 +4 Psi/spellcraft Int 9 = +5 +4 Use P/M Device Cha 9 = +5 +4 * = check penalty for wearing armor Warlock: Eldritch Blast 1d6 Invocation: Least: Baleful Utterance Petal (racial class): Weapon Finesse, Low-light Vision, Land speed 15, fly speed 30' (good), -8 Str, +10 Dex, +2 Con, +4 Int, +4 Cha Gear: Load Light Med Heavy 6.5lbs 13lbs 20lbs Equipment (all tiny sized) Benefit Weight (lbs) Cost (gp) Tiny Chitin Armor AC +1, Max Dex +7, ACP-1, ASF 5% 1 10 Bandoleer, Masterwork (2) 12 item pockets 0.5 10 String 50' no weight 0.1 Eggshell Granade, Dust no weight 20 Fish Hookx2 no weight 0.2 Flint &Steel 0.5 1 Blessed Bandage Auto-stabilize a dying creature 10 Potion Belt holds 6 potions 1/rnd free action 0.5 1 Everfull Mug Drink 3x/day 200 Needle x2 1 Trail Bar x4 (tiny) each provides 24 hrs of sustenance 0.4 4 Angel Radiance as everburning torch, spell component 20 Potion of Cure Light Wounds 2x 100 Potion of Lesser Vigor 2x 100 Weight(total) Cost(Total) Current GP 2.9 477.3 22.7 L0cke17 fucked around with this message at 04:21 on Aug 23, 2014 |
# ? Aug 21, 2014 07:00 |
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Still making a druid/bard. Just have to finish him up, which will probably happen tonight.
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# ? Aug 22, 2014 11:38 |
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Galaeron Though he considers himself a recent arrival to Sasserine, many in the Sunrise district regard Galaeron as a long-standing fixture of the community. Having arrived ten years previously from the Duchy of Ulek as an apprentice Nature Guard of Ehlonna's church, his journeyman assignment was, and continues to be, to keep track of any significant geological changes due to proximity to the Hellfurnaces. Divinations have showed that volcanic activity shouldn't threaten major livable areas for several decades yet, but it never hurts to keep watch - and makes a good junior assignment for a younger member. This mission unsurprisingly does not take up too much of his time, so he's spent most of the years setting up a small shrine to Ehlonna just outside the outskirts of the city, as well as providing care and treatment to those requesting it to both the residents of Sunrise, as well as the various livestock operated by plantations in the area - and their owners when required. Recently though he's noticed an unusual surge of geological activity around the Hellfurnaces - something that could endanger the surrounding area if it continues. As the current level is almost certainly unnatural, he's begun investigating possible sources, as well as potential sources of backing for a more in-depth investigation. Having assisted the Vanderborens before at some of their more far ranging plantations around the city, he's confident he can at least get an audience. Besides, if he's asking for their help bringing in experts to take a closer look, it's only fair that he helps them with their own problems pre:Name: Galaeron Wood Elf Cloistered Cleric 1//Paladin of Freedom 1 Chaotic Good Deity: Ehlonna Str 14(+2) Dex 13(+1) Con 12(+1) Int 10(+0) Wis 17(+3) Cha 10(+0) HP: 11 Speed: 40 feet Armor Class: 14 = 10 + 1[Dex] + 4[Armor] -1[misc] Touch: 10 Flat-footed: 13 Init: +1 = + 1[Dex] Saves Fort: +3 = 2[Base] + 2[Con] Refl: +1 = 0[Base] + 1[Dex] Will: +5 = 2[Base] + 3[Wis] +2 bonus on Fort saves to resist special attacks from plant creatures +2 bonus against enchantment spells or effects BAB: +1 Melee: +3 = 1[BAB] + 2[Str] Range: +4 = 1[BAB] + 3[Wis] Grapple: +3 = 1[BAB] + 2[Str] Languages: Common, Elven Feats: 1st: Zen Archery Flaw: Precise Shot Domain: Knowledge Devotion Domain: Point Blank Shot Region: Student of Nature Skills: Stat Ranks Misc. Bluff Cha 0 = +0 +0 Concentration Con 5 = +1 +4 Decipher Script Int 0 = +0 +0 Diplomacy Cha 0 = +0 +0 Handle Animal Cha 5 = +0 +4 +1[Feat] Heal Wis 3 = +3 +0 Knowledge -Arcana Int 1 = +0 +1 -Nature Int 2 = +0 +1 +1[Feat] -Religion Int 4 = +0 +4 -Planes Int 3 = +0 +3 Listen Wis 5 = +3 +0 +2[Race] Ride Dex 5 = +1 +4 Sense Motive Wis 3 = +3 +0 Speak Language -- - - -- -- Spot Wis 5 = +3 +0 +2[Race] Spellcraft Int 0 = +0 +0 Survival Wis 6 = +3 +2 +1[Feat] Domains Taken: - Lord Koth fucked around with this message at 08:50 on Aug 23, 2014 |
# ? Aug 22, 2014 23:45 |
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Go ahead and finish everything up soon, I'll be making picks in a few hours.
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# ? Aug 23, 2014 01:39 |
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# ? Apr 18, 2024 17:19 |
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NovaLion posted:Go ahead and finish everything up soon, I'll be making picks in a few hours. I will be posting my items as soon as i get home tonight, don't have access to the spreadsheet here. Only super relevant items is armor that gives +1 AC and a couple healing potions.
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# ? Aug 23, 2014 01:56 |