OOC Scotley's Carrion Crown Pathfinder game

Scotley

Hero
Absolutely you are welcome. It does get expensive to round out a spell book but there may be some opportunities in game to do so. You can use power components.
 

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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
An Elf named Bob? Howard Phillip Hastur?

Code:
[B]Name:[/B]
Elf Wizard - transmutation 3 [opposition :  Necromancy and Illusion]
[B]Alignment[/B]
[B]Languages[/B]
[B]Senses[/B]: Low light [x2 of humans] [race], perception +

[B]ABILITIES[/B]
[B]STR[/B]  12  +1  ***
[B]DEX[/B]  16  +3  +2 race
[B]CON[/B]  10  +0  -2 race
[B]INT[/B]  17  +3  +2 race
[B]WIS[/B]  14  +2
[B]CHA[/B]  12  +1
*** [[U]transmutaionsist enhancement[/U]: +1 to Str] "Impetus bestiarum"

[B]Hit points[/B] 3d6 6+4+4 = 14
[B]Initiative[/B]  +5
AC
Touch
Flatfoot
[B]BAB[/B]  +1 [B]CMB[/B] +1  [B]CMD[/B] 14  [B]Rng touch[/B] +4 
[B]Concentration[/B] +12   3 [lvl]+3[int]+4[feat]+2[trait]= 12
[B]Castor level check[/B]: +8

[B]*[/B]castor lvl chk to overcome magic resistance: +2 [race]
[FONT=impact][B]*[/B][/FONT]+2 concentration to cast defensively [race]

[B][U]Save  base  abil  misc  total  notes[/U][/B]
[B]Fort  [/B] +1    +0    ---   +1
[B]Ref[/B]    +1    +3    ---   +4
[B]Will  [/B] +3    +2    ---   +5
*Immune: sleep; +2 vs ench school [race]

[B]Defense[/B]
[U]Armor  base  magic  ACP  spell  wt  type  notes[/U]

[B]Combat[/B]
[B][U]Weapon    Att  Dam    crit     wt   type  notes[/U][/B]
1/4 staff +2  1d6+1    x2      4 lb  B
Dagger    +2  1d4+1 19-20/x2   1 lb  P/S
Dagger 
   thrown +4  1d4+1 19-20/x2   1 lb  P/S
Club      +2  1d6+1    x2      4 lb  B
Club 
   Thrown +4  1d6+1    x2      4 lb  B

[I][B]Special attack: Telekinetic fist[/B][/I]
Ranged Touch Attack +4; Damage: 1d4+1; Range 30 feet; Type blunt
uses/day  7 = 3 [base]+ 3 [int] +1 [1/2 level - fav class]
[I][U][B]Race/Class[/B][/U][/I]
[B]Elvin traits[/B] ([URL="http://www.d20pfsrd.com/races/core-races/elf"] [COLOR=black]see here[/COLOR][/URL])
Exception:
lose elvin weapons for arcane focus

[B]Wizard traits[/B] ([URL="http://www.d20pfsrd.com/classes/core-classes/wizard"][COLOR=black] see here [/COLOR][/URL])
Spells, Cantrips, Bonus feats,
Bonded object: pendant with a depiction of the all-tree
Favored class bonus: +1/2 uses of school power [3+3[int]+1/2 [fav class]] = 7/day

[B]Age[/B]: 140; [B]Height[/B]: 6' 1" [185 cm]; [B]Weight[/B]: 137 lbs [62 Kg]

[B]Traits[/B]
[URL="http://www.d20pfsrd.com/traits/combat-traits/reactionary"][COLOR=black] Reactionary [combat] [/COLOR][/URL]
[URL="http://www.d20pfsrd.com/traits/regional-traits/arcane-graduate-regional"][COLOR=black] Arcane Graduate [regional] [/COLOR][/URL]

[B]Feats[/B]
[wz 1] [URL="http://www.d20pfsrd.com/feats/item-creation-feats/scribe-scroll-item-creation---final"][COLOR=black] Scribe scroll [bonus] [/COLOR][/URL]
[CL 3] [URL="http://www.d20pfsrd.com/feats/item-creation-feats/brew-potion-item-creation---final"][COLOR=black] Brew Potion [/COLOR][/URL]
[CL 3] [URL="http://www.d20pfsrd.com/feats/general-feats/combat-casting---final"][COLOR=bloack] [COLOR=black]Combat Casting [Gen] [/COLOR][/COLOR][/URL]
--------
[CL 5] [URL="http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-discoveries/arcane-discoveries-paizo/fast-study"][COLOR=black] Fast Study [Arcane Disc] [/COLOR][/URL]
[WZ 5]  craft wondrous item
Possibles: 
Arcane discovery[Knowledge is power, multimorph (5th)]; 
meta magic[silent spell, still spell];
general [spell focus, breadth of exp, mage of the wild];
combat [blank/prcise shot]

[B]Skills[/B]
[[2(CLASS)+3(int)]*3]= 15 skill points

[U][B]Skills           Rank  CS Abil  ACP  Misc Total[/B][/U]
[B]Acrobatics        0    --   3    0    --   + 3  
Appraise *        2    3    3    --    --   + 8  
Bluff             0    --   1    --    --   + 1  
Climb             0    --   1    0    --   +  1
Craft* (Alcm) *   1    3    3    --    --   + 7  
Diplomacy         0    --   1    --    --   + 1 
Disable Device    0    --   3    --    --   + X  
Disguise          0    --   1    --    --   + 1  
Escape Artist     0    --   3    0    --   + 3  
Fly *             0    3    3    0    --   + X  
Handle Animal     0    --   1    0    --    +  1
Heal              0    --   2    0         + 2  
Intimidate        0    --   1    0    --   + 1 
Knowledge:  *
     (Arcana)     1    3    3    --    --   + 7   
     (Dngnrng)    1    3    3    --    --   + 7  
     (Engnrng)    1    3    3    --    --   + 7 
     (Geography)  1    3    3    --    --   + 7    
     (History)    0    3    3    --    --   + 3    
     (Local)      1    3    3    --    --   + 7    
     (Nature)     1    3    3    --    --   + 7    
     (Nobility)   1    3    3    --    --   + 7   
     (Planes)     1    3    3    --    --   + 7    
     (Religion)   0    3    3    --    --   + 3   
Linguistics *     0    3    3    --    --   + 3    
Perception        1    --   2    --    2    + 5  [race]  
Perform           0    --   1    --    --   + 1  
Profession *      0    3    2    --    --   + 2   
Ride              0    --   3    0    1    --  +1 
Sense Motive      0    --   2    --    --   + 2  
Sleight of Hand   0    --   3    --    --   + X  
Spellcraft *      2    3    3    --    --    + 8 [id mag props [race]]    
Stealth           0    --   3    0    --   + 3  
Survival          0    --   2    --    --   + 2  
Swim*             1    3    1    0    --   + 5  
Use Mag Dev       0    --   1    --    --   +- 1 [/B]

Spells


[U]Equipment           3000.0 gp[/U]
quater staff         0.0 gp     4 lb
club                 0.0 gp     3 lb
Dagger x 2           4.0 gp     2.0 lb
haversack         2000.0 gp     5 lb
spell book 1         --- gp     3 lb xx/100 pgs used
spell book 2
   traveling          20.0 gp     1 lb xx/ 100 pgs used
ink                  8.0 gp     -- lb
ink pen              0.1 gp     -- lb
parchment x 10       2.0 gp     -- lb
scroll case x 2        2.0 gp     1 lb
travel clothes       --- gp     -- lb
Bedroll              0.1 gp     5 lb
Blanket              0.5 gp     3 lb
silk rope           10.0 gp     5 lb
Sunrod x 5          10.0 gp     5 lb
Rations x 10         5.0 gp     10 lb
*Ginger extract x 10 5.0 gp     -- lb x mute vs SR
*Magnesium x 5      5 .0 gp     -- lb x mute + duration
powder, normal x 20  0.2 gp     5.0 lb
Bandoliers x 2       1.0 gp     -- lb
Pouch, 
   spell componant   5.0 gp     2 lb
flint and steel      1.0 gp     -- lb
lab, alchemical, 
   portable         75.0 gp     20 lb
[U]kit, climber's      80.0 gp     5 lb[/U]
Totals         2233 .9 gp

* - power componant

spell book 1

0 level


1st level


2nd level
[sblock=choices]
0-Level Sorcerer/Wizard Spells (Cantrips)
Secondary
Acid Splash:
Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Caltrops: Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).
Dancing Lights:
Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.

Detect Poison: Detects poison in one creature or small object.

Detect Magic: Detects spells and magic items within 60 ft.

Electric Jolt: Ranged touch attack deals 1d3 electricity damage.

Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Prestidigitation: Performs minor tricks.


Ray of Frost: Ray deals 1d3 cold damage.

Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Sonic Snap:
Subject takes 1 point of sonic damage and is deafened 1 round.



Primary
Transmutation
Amanuensis
: Copy nonmagical text.
Launch Bolt: Launches a crossbow bolt up to 80 ft.

Launch Item: Hurls Fine item up to Medium range.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things
Repair Minor Damage: Repairs 1 point of damage to any construct
Stick: Glues an object weighing 5 pounds or less to another object.

First Level spells



Alarm: Wards an area for 2 hours/level.

Appraising Touch: Gain +10 bonus on Appraise checks

Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
Benign Transposition: Two willing subjects switch places
Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round.

Buzzing Bee: Bee gives subject –10 penalty on Move Silently and hinders Concentration checks
Charm Person:
Makes one person your friend.

Comprehend Languages: You understand all spoken and written languages.

Corrosive Grasp: 1 touch/level deals 1d8 acid damage

Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats
Deep Breath: Your lungs are filled with air.

Detect Secret Doors: Reveals hidden doors within 60 ft.

Detect Undead: Reveals undead within 60 ft.
Dispel Ward: As dispel magic, but affects only wards.
Distract: Subjects take –4 on Concentration, Listen, Search, and Spot.

Distract Assailant: One creature is flat-footed for 1 round.

Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks
Endure Elements: Exist comfortably in hot or cold environments.
Golem Strike: You can sneak attack constructs for 1 round.
Guided Shot: You ignore distance, cover, concealment penalties with ranged attacks for 1 round
Grease:
Makes 10-ft. square or one object slippery.


Hail of StoneM: Stones deal 1d4 points of damage/level to creatures in the area (max 5d4).

Hold Portal: Holds door shut.
Hypnotism:
Fascinates 2d4 HD of creatures.


Identify: Determines properties of magic item.

Incite: Subjects can’t ready actions or delay.

Inhibit: Subject delays until next round.

Insightful Feint: Gain +10 on your next Bluff check to feint in combat.
Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
Instant Search: Make Search check at +2 as free action.

Ironguts: Subject gains +5 bonus on saving throws against poison.
Mage Armor: Gives subject +4 armor bonus.

Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level
Mount: Summons riding horse for 2 hours/level.
Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.

Obscuring Mist: Fog surrounds you.

Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/2 levels beyond 1st (max 5d8).
Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/2 levels beyond 1st (max 5d8).
Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity dam +1d8/2 levels beyond 1st (max 5d8).
Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/2 levels beyond 1st (max 5d8).
Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/2 levels beyond 1st (max 5d6).
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Shock and Awe: Flat-footed creatures get –10 on initiative.

Sleep: Puts 4 HD of creatures into magical slumber.
Sniper’s Shot: No range limit on next ranged sneak attack.
Spontaneous Search
: Instantly Search area as if having taken 10.


Summon Monster I: Calls extraplanar creature to fight Summon Undead I: Summons undead to fight for you.
Targeting Ray: You and allies are +1 to hit/3 levels against subject.

True Strike: +20 on your next attack roll.
Unseen Servant: Invisible force obeys your commands.
Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.









Evocation Blood Wind: Subject uses natural weapons at range.
Burning Hands: 1d4/level fire damage (max 5d4).
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Ice Dagger: Grenade like weapon deals subject 1d4/level cold damage, plus area damage
Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage
Luminous Gaze: Your eyes emit light, dazzle creatures
Magic Missile: 1d4 +1 damage; +1 missile per two levels above 1st (max 5).
Persistent Blade: Blade of force attacks subject, automatically flanks.
Ray of Flame: Ray deals 1d6/2 levels fire damage, ignites subject
Shocking Grasp: Touch delivers 1d6/level electricity dam (max 5d6).
Sonic Blast: Subject takes 1d4/2 levels sonic damage plus deafness.
Thunderhead: Small lightning bolts deal 1 damage/round

[h=2]Transmutation[/h] Accelerated Movement: Balance, Climb, or Move Silently at norm speed with no penalty on skill check

Animate RopeS: Makes a rope move at your command.
Babau Slime: Secrete a body-covering acid that damages attacking foes
Breath Flare: Your breath weapon dazzles subjects.
Cheat: Caster re-rolls when determining the success of a game of chance.
Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage
Ebon Eyes: Subject can see through magical darkness
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round
Feather Fall: Objects or creatures fall slowly.
Fist of Stone: Gain +6 Str and natural slam attack.
Horrible Taste: Touched creature or object nauseates biting or swallowing foes
Jump: Subject gets bonus on Acrobatics checks.
Low-Light Vision: See twice as far as a human in poor illumination.
Mage Hand, Greater: As mage hand, but medium range and up to 40 lb
Magic Weapon: Weapon gains +1 bonus.
Nerveskitter: Subject gains +5 bonus on initiative checks.
Portal Beacon: You grant others knowledge of a magic portal’s location.
Raging Flame: Fires burn twice as hot, half as long.
Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +1/2 levels
Reduce Person: Humanoid creature halves in size.
Remove Scent: Hides touched creature’s scent.
Repair Light Damage: Repairs 1d8 dam +1/lv (max +5) to any construct.
Scatter spray: Group of small objects flies apart in a burst.
Shield bearer: Shield floats near subject to offer protection.
Slide: Move subject 5 feet.
Slow Burn: Fires burn twice as long.
Spell Flower: Hold the charge on one touch spell / forelimb.
Weapon Shift: Touched weapon changes form.
Wings of the Sea: +30 ft. to subject’s swim speed




2nd-Level Sorcerer/Wizard Spells


[h=2]Abjuration[/h] Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
Alarm, GreaterF: As alarm, & it works on coexistent planes
Arcane LockM: Magically locks a portal or chest.
Dagger spell Stance: Gain +2 insight bonus on att rolls and dam rolls if you make a full att, SR 5+ caster level if you fight defensively, DR 5/magic if you use the total defense action.
Dissonant Chant: Concentration checks more difficult within area of spell.
Distracting Ray: Ray forces spellcaster to make Concentration check.
Earth LockM: Constricts tunnel, preventing access.
Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage + 1/level
Obscure Object: Masks object against scrying.
Portal Alarm: You are alerted when a creature passes through a warded portal
Protection from Arrows: Subject immune to most ranged atts.
Resist Energy: Ignores first 10 (or more) points of amage/attack from specified energy type.
Scintillating Scales: Your natural armor bonus turns into a deflection bonus


[h=2]Conjuration[/h] Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Baleful Transposition: Two subjects switch places.
Cloud of Bewilderment: Generates a nauseating 10-ft. cube.
Create Magic TattooM: Subject receives a magic tattoo with various effects
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
Inky Cloud: Obscures sight underwater beyond 5 ft.
Malevolent Miasma: Cloud of fog deals 1d4 nonlethal damage/level
Summon Monster II: Calls extra-planar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Summon Undead II: Summons undead to fight for you
Web: Fills 20-ft.-radius spread with sticky spiderwebs.


[h=2]Divination[/h] Balancing Lore call: You gain a +4 bonus on Balance checks and can balance on difficult surfaces if you have 5 or more ranks in Balance.
Chain of Eyes: See through other creatures’ eyes
Detect Thoughts: Allows “listening” to surface thoughts.
Discern ShapechangerM: Penetrates disguises and identifies shapechanging creatures
Locate Object: Senses direction toward object (specific or type).
Marked Object: You gain bonus to track a specific being
See Invisibility: Reveals invisible creatures or objects.


[h=2]Enchantment[/h] Daze Monster: Living creature of 6 HD or less loses next action.
Entice Gift: Subject gives caster what it’s holding
Hideous Laughter: Subject loses actions for 1 round/level.
Mechanus Mind: Reformat subject’s mind to be coldly calculating.
Mindless Rage: Subject compelled to attack you physically for 1 round/level.
Ray of Stupidity: Victim takes 1d4+1 Intelligence damage.
Rebuke: Subject is dazed 1 round, then shaken.
Sting Ray: Subject of ray can take only standard or move action, has –2 AC, and must make Concentration checks to cast spells
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.


[h=2]Evocation[/h] Battering Ram: Deals 1d6 damage plus bull rush.
Blast of Force: Attack deals 1d6 damage/2 levels (max 5d6).
Burning Sword: Weapon gains flaming burst special ability.
Combust: Subject takes 1d8/lv fire damage & might catch fire
Continual FlameM: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Electric Loop: Deals 1d6/2 levels electricity damage plus stunning to a single creature.
Ethereal Chamber: You entrap an ethereal subject in a chamber of force.
Fire burst: Creatures within 10 feet take 1d8/lv fire dam
Flame Dagger: Beam of fire deals 1d4 damage +1/level
Flaming Sphere: Creates rolling ball of fire, 3d6 damage, lasts 1 round/level.
Force LadderF: Creates an immobile ladder of force.
Frost Breath: Icy breath deals 1d4 damage/2 levels
Gust of WindS: Blows away or knocks down smaller creatures.
Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
Rainbow BeamF: Ray dazzles and deals 1d12 damage/3 levels of random type.
Ray of Ice: Ray deals 1d6 cold damage/2 levels.

Scorch: Jet of flame deals 1d8/2 levels (max 5d8)
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Slapping Hand: Hand makes creature provoke attacks of opportunity.
Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft. burst.
Veil of Shadow: Darkness grants you concealment
[h=2]Transmutation[/h] Alter Self: Assume form of a similar creature.
Augment Familiar: Your familiar becomes more powerful
Balor Nimbus: Your flaming body damages foes in grapple
Bear’s Endurance: Subject gains +4 to Con for 1 min./level
Belker Claws: Touch attack deals 2d12 damage and lingers +1 round/3 levels
Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels
Bristle: Armor spikes attack with wearer
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Earth bind: Subject creature can’t fly
Earthen Grasp: Arm made of earth and soil grapples foes
Extend Tentacles: +5 ft. to reach of tentacle attack
Fearsome Grapple: You grow tentacles that help you grapple
Fins to Feet: Transforms tails and fins into legs and feet
Fly, Swift: Gain fly speed of 60 ft. for 1 round
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs
Ghost Touch Armor: Armor works normally against incorporeal attacks
Heroics: Fighter gains one fighter bonus feat
Hurl: Thrown weapon returns to thrower
Infernal Wound: Weapon deals persistent, bleeding wounds
Iron thunder Horn: Intense vibrations trip those in area
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.

Lively Step: You and allies gain +10 increase to speed
Mountain Stance: Subject becomes hard to move
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Quick Potion: Creates a potion that must be used within 1 hour/level
Razor fangs: Your bite or claw attack threatens a critical hit on a 19 or 20
Repair Moderate Damage: Repairs 2d8 damage +1/level (max +10) to any construct
Rope Trick: As many as eight creatures hide in extra- dimensional space.
Scale Weakening: Subject’s natural armor weakens
Slide, Greater: Move subject 20 feet
Snake’s Swiftness: Subject immediately makes one attack
Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit
Speak to Allies: Subjects can converse at distance without moving lips
Spider Climb: Grants ability to walk on walls and ceilings.
Stone Bones: Corporeal undead gains +3 natural armor bonus
Surefooted Stride: You can move over rubble as easily as you can over open ground
Swim: Subject gains swim speed, +8 bonus on Swim checks
Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line
Whispering Wind: Sends a short message 1 mile/level.
Wings of Air: Subject’s flight maneuverability improves by one step
Wraithstrike: Your melee attacks strike as touch attacks for 1 round

[/sblock][/]

reposting.
 

Scotley

Hero
Welcome back, to March. Looks like we've lost a good deal. I'm inclined to let this one die as we've lost nearly all the original players. If I do manage to retire a couple games I'm sure I'll start something new and any of you who are interested will of course be welcome.
 

Rhun

First Post
Shows how poorly new management has run the site? No back up since March? Someone would get their ass fired at my place if we lost a week's worth of data, let alone months.
 

Morrus

Well, that was fun
Staff member
Shows how poorly new management has run the site? No back up since March? Someone would get their ass fired at my place if we lost a week's worth of data, let alone months.

New management? Do you know something I don't?

And who told you there was no back up since March? They were misinformed.
 

Rhun

First Post
New management? Do you know something I don't?

And who told you there was no back up since March? They were misinformed.

My apologies, Morrus. I haven't been on a whole lot recently, but I thought someone else took over the site a while back...like a year ago or something? I'm obviously wrong.

And I guess I should have said April...considering it looks a lot of posts have disappeared between now and then. Or was the back-up more recent and just didn't restore everything?
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Correct me if I am wrong [MENTION=1]Morrus[/MENTION]s, but there was some sort of a corruption in the data base that corrupted all the way back to the back up ahead of the one that was restored. Is that the jist of it?
 



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