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  1. #21
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    Ignore Herobizkit
    Also, I'll repost her here.
    Shieldmaiden
    Shieldmaiden

    [16 pp] ABILITIES:
    (0) Str 10 0
    (2) Dex 12 +1
    (4) Con 14 +2
    (4) Int 14 +2
    (6) Wis 16 +3
    (0) Cha 10 0

    [34 pp] COMBAT:
    (14) Attack +7
    (20) Defense +10
    Attacks: Melee (+7), Ranged (+7), Plasma Control (+13)

    [8 pp] SAVES:
    (0) Toughness +7 (Con +2, Protection 5)
    (3) Fort +5
    (4) Reflex +5
    (1) Will +4

    [16 pp] SKILLS: (2pp per 8 ranks) Acrobatics 8, Drive 8, Investigate 8, Notice 8, Profession: Officer 8, Search 8, Sense Motive 8, Survival 8

    [15 pp] FEATS:
    Acrobatic Bluff 1, Benefit: Security Clearance 1, Elusive Target 1, Evasion 1, Equipment 2 (+5 armor suit with special links for device), Improved Block 1, Improved Disarm 1, Jack of All Trades 1, Precise Shot 1, Takedown Attack 2, Track 2, Weapon Bind 1 ok

    Power Armor Mode
    [49 pp] Device 12: Power Armor (Hard to lose); (1) Feature: Restricted (to users with special armor links) [grants 60pp towards Powers]

    (5) Morph 4 (into motorcycle; PF Metamorph)
    (3) Leaping 3
    (5) Protection 5 (Impervious bonus to armor suit only)
    (1) Speed 1
    (10) Deflect 5
    (10) Enhanced Str +10
    (8) Super-Senses 8 [darkvision, direction sense, distance sense, infrared, radio, time sense, track 2]
    (11) Plasma Control 5 (PF: Homing 1)
    (3) Expanded Feats: Attack Specialization (Plasma Control) 3
    (4) Communication 4 (radio, 1 mile)

    60pp Total

    Motorcycle Mode
    (49) Device 12: Power Armor (Hard to lose); Feature: Restricted (to users with special armor links) [grants 60pp towards Powers]

    (5) Morph 4 (into battlesuit; PF Metamorph)
    (3) Leaping 3
    (5) Protection 5 (Impervious bonus to armor suit only)
    (5) Speed 5
    (5) Force Field 5
    (8) Super-Senses 8 [darkvision, direction sense, distance sense, infrared, radio, time sense, track 2]
    (22) Plasma Control 5 (AP: Stun 5, 10pp; Power Mod: Range 1; PF Homing 1)
    (3) Expanded Feats: Attack Specialization (Plasma Control) 3
    (4) Communication 4 (radio, 1 mile)

    60pp total

    DRAWBACK:
    Normal Identity 4

    Abilities 16 + Skills 16 (64 Ranks) + Feats 15 + Powers 48+2 + Combat 34 + Saves 8 – Drawbacks -4 = 135pp
    From what I've read of your rules edits, my Deflect and Leaping powers have to be adjusted/reassigned. And I'm still not sure if my plasma power is only +5 to damage (which makes it, what, suck?)
    Last edited by Herobizkit; Friday, 11th March, 2011 at 01:20 AM.

 

  • #22
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    Ninja!

    Fine, thanks Voda! My own M&M PbP on CM's forum kinda died off last year as I got too distracted while waiting for responses and I went out of town with my family for a week or two to visit relatives back in Michigan. After that trip, I just kept forgetting to update it on the rare occasions where I was reminded of it. Maybe I'll try reviving it, but I've been too busy and distracted with other games lately (I'm running 3 games over OpenRPG and playing in 2). Much easier to just keep track of stuff on EN World, since I've been reading here since 2000 and posting since a few years later.

    Walking Dad, I'll work up Kunai-Hime's sheet for M&M and post it here sometime on Friday or Saturday, most likely. Not sure if I'll get it finished tonight or not (most of my Vanguard-'Verse heroes and villains haven't been statted up yet for M&M). I'l use the M&M 2E core rulebook, since I've only skimmed parts of Pocket Ultimate Power so far. Sounds like Icebreaker and Spectre would be more redundant, as you mentioned, considering the rest of the group. Kunai-Hime is, of course, a skillmonkey and sneak with minor mutant/psionic abilities that help her out in combat. Think of her as melee support and ranged support, but primarily a scout/spy/infiltrator.

    Edit: Oh, question! Would a few feats or powers from the Mutants & Masterminds: Mecha & Manga supplement be acceptable? Attack Flurry, Combo Action, Deep Ties, Slap Silly, Zen Strike, Combo Finish, Martial Arts Stance, Aggressive Counter, Catch Attack, Evasive Retreat, and Twin Weapon Strike might be fitting for Kunai-Hime.
    Last edited by Arkhandus; Friday, 11th March, 2011 at 02:35 AM.
    Arkhandus, Male Tinker 4/Contemplative 4/Scapegoat 3/Roleplayer 3/Rambler 2/DM 3/Player 1
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    Earlier DMing over OpenRPG: D&D 3.5 - T13K Fall of the 14th Kingdom, T13K For More Than Glory,
    Ark's Oerth Adventures, D20 Modern/Future - Zombiepocaylpse, Wardens of Aedenshire
    DMing on OpenRPG: Pathfinder - Weird Frontiers (homebrew), the Jade Regent Adventure Path,
    D&D 3.0 - Rhunaria: Defenders of Delacroix, Star Wars Saga Edition - Light and Shadows
    *EN World's Eyros Creative Exercise and Rules/Crunch of Eyros

    *My Rhunaria D&D setting, prestige classes, feats, etc.
    *My Aurelia D&D thread on EN World, setting and rules; new and revised 3e races, classes,
    variants, PrCs, feats, spells, etc. UPDATED AGAIN September 6th 2011 with more new magic items!

  • #23
    Comments in green.
    Quote Originally Posted by Voda Vosa View Post
    Addressing the comments in order:

    your CMB breaks the PL cap

    your unarmed attack breaks the PL cap

    Can't we put a 20 and that's it? So I don't have to lower the STR.
    Fine, but please include an 'unarmed attack line in your combat block, so we don't forget.

    there is no concentration skill

    Weee one more pp.
    Yes!!

    No mechanical problem, but does this feat makes sense for this character?
    Of course, I envision him as some sort of Achiles, so dodgy and agile. Look at this guy's base abilities.
    I did never see Achilles RL .
    Will allow it anyway. Just coming from that the 'new' official Batman has only Evasion 1 in 3rd in a similar rules system.


    Powers: Penetrating is not a ranked extra, you have as many as the power itself (it's a xx2 multiplier of the base cost)
    Only asked because it can have lower level than the damage

    Autofire rank is 1 in both cases.
    Please not this on your sheet.

    Secondary effect is the same as the first effect, the damage.
    Still don't understand...

    Shockwave is AP of superstrength.
    Ok, but APing it from Str would have been more effective

    Absortion, taking physical damage and making it a heal check.
    Please not this on your sheet.
    You also loos the points from the complication (see above).
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  • #24
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    Ok, so I'll put evasion 1, note the thingies, and.. Oh, "Secondary effect" is an extra. What I've thought about is that, if the lance hits, the it get stuck in the enemy body. Taking it out would cause damage as well. Not that the enemy will have the option, is just some rules translations to what I interpret from a RL situation.
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  • #25
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    Okay! I stayed up later than I had intended, but I wasn't particularly tired until the past hour or half-hour anyway....... Here's a preliminary version of Kunai-Hime's sheet.

    I haven't factored in your houserules yet in this version. Are we using Pathfinder as a base then for some stuff? I'm still considering whether or not to tweak a few skill, feat, and power choices, maybe throwing in one or two Power Loss drawbacks for an extra point or two to spend on saving throws or skill ranks. I had to drop several skill ranks and a few martial arts feats and alternate power Strikes to get her within the standard 150 points for PL 10. Appearance description will be added later.

    Kunai Hime
    Kunai-Hime
    Real name unknown, Ninja/Matter-Manipulator
    Female Human, Medium Size, Age 16, Height 4'-9", Weight 107 lbs.
    Speaks, reads, and writes Arabic, Cantonese, English, German, Italian, Korean, Japanese, Mandarin, Russian, and Spanish
    Allegiances: Justice, Japan
    Power Level 10, Power Points 150, Spent 150, Hero Points 1
    Max Attack/Save Difficulty +2/-2, Max Defense/Toughness +2/-2

    Strength 14 (+2), Dexterity 18 (+4), Constitution 14 (+2)
    Intelligence 12 (+1), Wisdom 18 (+4), Charisma 10 (+0)

    Base Attack +12
    Grapple +14 (+12 Base, +2 Str)
    Melee +12 (+12 Base)
    Ranged +12 (+12 Base)
    Initiative +12 (+4 Dex, +8 feat)
    Speed 30 ft.

    Defense 20/22 (+4 Base, +6/+8 Dodge), Flat-Footed 12
    Toughness +2/+4/+6/+8 (+2 Con, +0/+2 feat, +0/+4 Force Field)
    Fortitude +8 (+6 Base, +2 Con)
    Reflex +10/+12 (+6 Base, +4 Dex, +0/+2 feat)
    Will +8 (+4 Base, +4 Wis)

    Nonlethal Damage: Bruised 0, Staggered No, Unconscious No
    Lethal Damage: Injured 0, Disabled No, Dying No
    Fatigue: Fatigued No, Exhausted No, Unconscious No

    Attacks:
    Unarmed Strike +12 melee for +2 damage (Toughness DC 17)
    Kikenjutsu +12 melee for +8 damage (Will DC 23)
    Taijutsu +12 melee for +8 damage (Toughness DC 23) and Paralyze (Will DC 18)
    Kusarigamajutsu +12 melee (+10 ft. reach) for +6 damage (Toughness DC 21) or Split Attack
    Kunaijutsu +12 melee for +4 damage (Toughness DC 19) with Autofire 3
    Kunai Barrage +12 ranged for +8 damage (Toughness DC 23)
    Shurikenjutsu +12 ranged for +4 damage (Toughness DC 19) with Autofire 3

    Feats: Assessment, Blind-Fight, Defensive Roll 2, Diehard, Dodge 6, Elusive Target, Equipment 2, Evasion, Hide In Plain Sight, Improved Initiative 2, Improvised Tools, Move-By Action, Precise Shot, Quick Draw, Skill Mastery (Acrobatics, Disable Device, Search, Stealth), Sneak Attack, Stunning Attack, Track, Uncanny Dodge (Auditory), Well-Informed

    Skills: Acrobatics +10 (6 ranks, +4 Dex), Bluff +5 (5 ranks, +0 Cha), Climb +10 (8 ranks, +2 Str), Computers +2 (1 rank, +1 Int), Concentration +10 (6 ranks, +4 Wis), Craft (Artistic) +5 (4 ranks, +1 Int), Disable Device +10 (9 ranks, +1 Int), Disguise +5 (5 ranks, +0 Cha), Drive +5 (1 rank, +4 Dex), Escape Artist +5 (1 rank, +4 Dex), Gather Information +5 (5 ranks, +0 Cha), Handle Animal +2 (2 ranks, +0 Cha), Investigate +5 (4 ranks, +1 Int), Knowledge (Art) +3 (2 ranks, +1 Int), Knowledge (Behavioral Sciences) +5 (4 ranks, +1 Int), Knowledge (Current Events) +3 (2 ranks, +1 Int), Knowledge (Life Sciences) +3 (2 ranks, +1 Int), Knowledge (Popular Culture) +3 (2 ranks, +1 Int), Knowledge (Streetwise) +3 (2 ranks, +1 Int), Knowledge (Tactics) +3 (2 ranks, +1 Int), Knowledge (Technology) +3 (2 ranks, +1 Int), Knowledge (Theology and Philosophy) +3 (2 ranks, +1 Int), Language 9 ranks, Medicine +5 (1 rank, +4 Wis), Notice +10 (6 ranks, +4 Wis), Search +10 (9 ranks, +1 Int), Sense Motive +10 (6 ranks, +4 Wis), Stealth +16/+21 (12 ranks, +4 Dex, +0/+5 equipment), Survival +5 (1 rank, +4 Wis), Swim +5 (3 ranks, +2 Str)

    Equipment: Plain Outfit (EP 0, Medium), Laptop Computer (EP 1, Medium), Night Vision Goggles (EP 1, Small), Camo Clothing (EP 1, Medium, +5 Stealth in urban environments), Flash Goggles (EP 1, Tiny), Gas Mask (EP 1, Small), Rebreather (EP 1, Tiny), Smoke Grenades (EP 4, Small, Obscure 2 - Visual - 10 foot radius)

    Current Load 25 lbs.
    Light Load 58, Medium Load 116, Heavy Load 175
    Maximum Load 350, Push/Drag 875

    Complications: Reputation (she has a bad reputation for her thievery and execution of reckless or murderous heroes and villains), Temper (she has a foul temper and lashes out whenever certain words or actions provoke her)
    Drawbacks: None

    Powers:
    1. Materialize Carapace (Force Field 4, Descriptors: Metal Mutant Psionic Transmutation, Effect: Defense, Action: Free, Range: Personal, Duration: Concentration, Cost: 2, Flaw: Duration, gets +4 Toughness)
    2. Materialize Barrier (Shield 2, Descriptors: Metal Mutant Psionic Transmutation, Effect: Defense, Action: Free, Range: Personal, Duration: Sustained, Cost: 1, Flaw: Unreliable, gets +2 Defense as a dodge bonus, 50% chance of failure for the power)
    3. Chameleonic Pattern (Concealment 2, Descriptors: Mutant Psionic Transmutation, Effect: Sensory, Action: Free, Range: Personal, Duration: Sustained, Cost: 1, Flaw: Blending, Flaw: Partial, gains partial concealment against normal vision except when moving more than 30 feet per round, DC 20 Notice check with an acute sense up to 30 feet away to notice her presence or DC 30 if she holds still, DC +20 to pinpoint her location)
    4a. Armed Diversion (Deflect 8, Descriptors: Metal Physical, Effect: Defense, Action: Standard, Range: Touch, Duration: Instant, Cost: 14, Power Feat: Alternate Power 6, may block slow projectiles such as arrows and thrown weapons using power rank as the attack bonus, cumulative -2 penalty to block each attack beyond the first in each round)
    -----4b. Kikenjutsu (Strike 8, Descriptors: Mental Physical, Effect: Attack/Mental, Action: Full, Range: Touch, Duration: Instant, Cost: 8, Saving Throw: Will, Extra: Alternate Save, Flaw: Action, melee attack for +8 damage)
    -----4c. Taijutsu (Strike 6, Descriptors: Bludgeoning Physical, Effect: Attack, Action: Full, Range: Touch, Duration: Instant, Cost: 4, Saving Throw: Toughness, Power Feat: Mighty, Extra: Linked to Paralyze, Flaw: Action, melee attack for +6 damage plus Strength bonus) with Pressure-Point Strike (Paralyze 8, Descriptors: Biological Physical, Effect: Attack, Action: Full, Range: Touch, Duration: Instant/Lasting, Cost: 4, Saving Throw: Will, Extra: Linked to Strike, Flaw: Action, Flaw: Unreliable, melee attack to slow or paralyze target, new save each round at a cumulative +1 bonus to end the effect, 50% chance of failure for the power)
    -----4d. Kusarigamajutsu (Strike 4, Descriptors: Bludgeoning Metal Mutant Physical Psionic Slashing Transmutation, Effect: Attack, Action: Standard, Range: Touch, Duration: Instant, Cost: 8, Saving Throw: Toughness, Power Feat: Extended Reach 2, Power Feat: Mighty, Power Feat: Split Attack, melee attack for +4 damage plus Strength bonus within normal reach +10 feet, may split ranks to attack 2 targets)
    -----4e. Kunaijutsu (Strike 4, Descriptors: Metal Mutant Physical Piercing Psionic Transmutation, Effect: Attack, Action: Standard, Range: Touch, Duration: Instant, Cost: 8, Saving Throw: Toughness, Extra: Autofire 3, Flaw: Fades, Flaw: Unreliable, melee attack for +4 damage, +1 damage per point of attack roll over target's Defense up to a maximum of +4 to damage, loses 1 power point after each use between rest periods, only 5 uses between rest periods)
    -----4f. Kunai Barrage (Blast 8, Descriptors: Metal Mutant Physical Piercing Psionic Transmutation, Effect: Attack, Action: Standard, Range: Ranged, Duration: Instant, Cost: 8, Saving Throw: Toughness, Flaw: Unreliable, ranged attack for +8 damage, only 5 uses between rest periods)
    -----4g. Shurikenjutsu (Blast 4, Descriptors: Metal Mutant Physical Piercing Psionic Transmutation, Effect: Attack, Action: Standard, Range: Ranged, Duration: Instant, Cost: 8, Saving Throw: Toughness, Extra: Autofire 3, Flaw: Distracting, Flaw: Fades, Flaw: Unreliable, ranged attack for +4 damage, +1 damage per point of attack roll over target's Defense up to a maximum of +4 to damage, she loses dodge bonuses on any round it is used, loses 1 power point after each use between rest periods, only 5 uses between rest periods)

    Kunai-Hime - Sneak/Assassin
    The antiheroine known only by the alias of Kunai-Hime is a frequent prowler of the Japanese islands, and occasional foe to villains, heroes, and rich tycoons the world over. Kunai-Hime spends most of her time spying on people to learn where villains, heroes, and valuables are coming and going, and the rest of her time is spent hunting down those three targets. Kunai-Hime slays any heroes that she considers too reckless and dangerous to the common people, but her primary targets are supervillains that kill innocents or steal objects of great value. Once she has dispatched a supervillain, or finds that she cannot overcome them, Kunai-Hime escapes with whatever items of value she can carry, to sell off later on the black market or at pawn shops and importers around the world. On occasion, she will assist superheroes or innocents in need, but is always wary of people who may seek to capture her for executing her own, strict form of justice.
    A Japanese teenager, Kunai-Hime was trained in the martial arts of karate and ninjutsu since her early childhood and resented her family's rural, backwards lifestyle. However, she experienced a life-changing crisis when her family was killed by a freak accident, the stray energy burst from a supervillain who was fleeing a few superheroes. The blast was meant as a distraction, and yet the villain had killed her family for such a minor reason without any thought. Kunai-Hime survived only by the sudden awakening of her own mutant gift, a psychic talent for limited matter manipulation. She converted the air around her into a dense shield of carbon fiber, purely on impulse, and then lost consciousness from the strain.
    Kunai-Hime abandoned the crater that was once her family's house in the country, and wandered through the city nearby until she could come to terms with what had happened. She gradually developed some control over her power, which had been inaccessable at first, and Kunai-Hime slowly learned what she could do. All the while, she had to steal to survive, and had been presumed dead in the same explosion that disintegrated her family. After nearly two years, Kunai-Hime mastered the basics of her power and decided what she would do. Choosing an alias that suited her abilities and goals, Kunai-Hime set out to avenge her family and other victims of supervillains, but also to strike down the supposed heroes who had so recklessly put her family in danger. Within months, the supervillain was dead, and so were the small team of Japanese superheroes that had chased him, all slain by Kunai-Hime's vengeful knives. Her ninjutsu is strong.
    The powers of Kunai-Hime are fairly minor and straining, allowing her to psychically alter matter on and around her in a brief, limited fashion. Kunai-Hime is primarily limited to manipulating her own outer flesh, turning it to a diamond-like carbon-fiber carapace, forming blades of high-grade steel along her arms and legs, and launching barrages of steel or carbon-fiber darts. The more refined and durable her creations, the more effort it takes and the more it strains her psyche, so Kunai-Hime usually limits herself to average and good-quality steel blades and darts. Hardening her flesh and materializing a thin armor out of the air can protect Kunai-Hime sometimes, but she cannot convert her whole body, and thus receives only limited protection from this defense. She wears stolen black spy gear.
    Kunai-Hime's power only creates temporary changes in matter, and they revert back to normal within seconds or less, although she can maintain a creation for several seconds longer with great concentration and effort. She has not been able to create other materials as of yet, and is still a fledgeling mutant. Kunai-Hime has, however, learned to change the surface of her flesh and clothing into different colors and patterns at will, with only moderate concentration and effort, lending her a chameleon quality that is her only long-lasting matter manipulation. She has quickly grown familiar with the technologies and trappings of cities, having never cared for country life.


    Y'know, Voda, according to Ultimate Power, if you make an attack power Sustained or Concentration in duration, it continues to deal damage to the stricken victim on each round that the power is maintained. That might fit for your pilum or phlya or whatever the lance is called. Maybe just include a 1-point power drawback like Power Loss or something that would limit it to just one round of continual damage, or just until the weapon has been removed? Not sure, up to WD as to what would work with that thematic element.
    Last edited by Arkhandus; Friday, 11th March, 2011 at 10:28 AM.
    Arkhandus, Male Tinker 4/Contemplative 4/Scapegoat 3/Roleplayer 3/Rambler 2/DM 3/Player 1
    Games and Links
    Earlier PbP DMing: (FR 3.5) A Hard Time in Harrowdale (ended)
    The First OOC , IC and (M&M) The Bay City Sentinels (on Crazy Monkey's Asylum) (both ended/suspended)
    Earlier DMing over OpenRPG: D&D 3.5 - T13K Fall of the 14th Kingdom, T13K For More Than Glory,
    Ark's Oerth Adventures, D20 Modern/Future - Zombiepocaylpse, Wardens of Aedenshire
    DMing on OpenRPG: Pathfinder - Weird Frontiers (homebrew), the Jade Regent Adventure Path,
    D&D 3.0 - Rhunaria: Defenders of Delacroix, Star Wars Saga Edition - Light and Shadows
    *EN World's Eyros Creative Exercise and Rules/Crunch of Eyros

    *My Rhunaria D&D setting, prestige classes, feats, etc.
    *My Aurelia D&D thread on EN World, setting and rules; new and revised 3e races, classes,
    variants, PrCs, feats, spells, etc. UPDATED AGAIN September 6th 2011 with more new magic items!

  • #26
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    OOC: Frakkin earthquake hit Japan! I was in a Skyscraper at the time and it was NOT fun. Internet is spotty and you can imagine we schedule is going to FUBAR'd. It is after 11pm on a Friday night and I am stuck at my office because the commuter trains are all stopped until tomorrow at least. Excuse me if I am slow to respond.
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  • #27
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    Quote Originally Posted by perrinmiller View Post
    OOC: Frakkin earthquake hit Japan! I was in a Skyscraper at the time and it was NOT fun. Internet is spotty and you can imagine we schedule is going to FUBAR'd. It is after 11pm on a Friday night and I am stuck at my office because the commuter trains are all stopped until tomorrow at least. Excuse me if I am slow to respond.
    Ack! Stay Safe!

  • #28
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    Holy cow!
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

  • #29
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    OOC: Dang! Yeah, stay safe, dude. It's been on the news since last night, here in the US, and it looks/sounds really bad. Wish ya luck.

  • #30
    Arkhandus, nice character, I really want to see her with my house rules applied

    perrinmiller, stay save and keep posting. I hope the situation will turn relatively normal soon.

    VV, what about with the independent extra for your ranged attack? Sustained or continuous would mean you couldn't use your other weapons while maintaining this effect.

    jkason/Herobizkit, I will post a suggested 'upgrade' for your character once I got a bit more time to work on them (family is currently sick).
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