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Posted: Tue May 31, 2005 10:06 pm
by Darth Zenemij
Friggin sweet mag.

Posted: Tue May 31, 2005 10:14 pm
by Magrus
Alrighty, I could make an interesting story about a draconian sorcerer attempting to join the black robes.

So a Black Robe Bozak Sorcerer, and a Human Red Robe Wizard then. :)

Posted: Tue May 31, 2005 10:28 pm
by Darth Zenemij
This is the closest thing to my char I could find. It's to large to post though.

Posted: Tue May 31, 2005 10:33 pm
by Magrus
You have something that's too large to post? Too much text to fit in one post? :confused:

Posted: Tue May 31, 2005 10:34 pm
by Darth Zenemij
The pic has to much kb I think it said.

Posted: Tue May 31, 2005 10:35 pm
by Darth Zenemij
O.k a little small, but it will work.

Posted: Tue May 31, 2005 10:41 pm
by Magrus
Well, that's the picture of the Bozak's in my book. :p

So you want to be more of a fighter/necro person then?

Posted: Tue May 31, 2005 10:44 pm
by Darth Zenemij
Well, not really I want to foces on using my magiks more than anything really, I mean I'm part dragon. lol

Posted: Tue May 31, 2005 10:47 pm
by Magrus
Alrighty, well then you won't be as strong in magic as Blake's character, but you'd start with being better in melee and be able to work on your magic as you advance. You'd be tougher than his character, but not as strong in magic.

Posted: Tue May 31, 2005 10:51 pm
by Darth Zenemij
Sounds great.

Posted: Wed Jun 01, 2005 4:42 pm
by Magrus
*sighs* Here we go. Sorry it took so long, but I had to think of how much info to put on your sheets so you'd know a bit of what was going on without swarming it with info and yeah. Blake, your's is HUGE because of your spell list so you can choose without needing me for that. You just need to read over it, ask me if you have a question and let me know if you don't understand something. Name your character's and write up a background, now I have to start writing up a plot.

There's a lot of detail in here, basically all you have to worry about is the spells you choose to use during each day. DZ, you can use any of the one's you know, Blake, you have to pick a number of spells to memorize, then you can pick from those to use. I did an alternate system with Spell Points so you'd have a more flexible system to use what spells you wanted rather a certain amount of each spell level per day, you can use all of level 2 spells, or all of level 1 spells, or mix and match, whatever you want. :)

DZ's Character

[INDENT]Name:Aladine
(True level- 8th) Bozak 4/6 Blackrobe(caster level 6)
Lawful Evil

H.P. 66

Str. 16
Dex. 14
Con. 14
Int. 14
Wis. 10
Cha. 16

AC 26 (touch 12, flat-footed 18)
Fort 6
Ref 6
Will 7
BAB 5
Attack: +6 1d8 (Long Bow), +11 (1d12 +3 +1d4) with Axe
Natural: 2 claws +8 (1d4 + 3) and bite +3 (1d4+2)
SR- 16 (26)


Dragon Traits: Immune to sleep and paralysis, darkvision 120 ft, low-light vision, blindsense 60 ft, scent 60 ft

Draconian Traits: Immune to Disease, Glide (Immune to fall damage if they are able to spread and use wings, can glide
[Distance is 4 times horizontally the distance of the vertical fall, I.E. a 20 foot fall gives you the ability to glide for 80 feet east.]), Inspired by Dragons (While under the command of a dragon, +1 bonus to attack and saving throws), Low Metabolism (Can survive on 1/10th the water and food it takes to sustain a human.)

Skills: Concentration 11, Diplomacy 7, Intimidate 11, Knowledge: Arcana 11, Listen 5, Search 10, Spot 5, Spellcraft 10

Feats: Spell Focus: Necromancy, Empower spell (+2 spell levels, x1.5 effects), Brew Potion, Draconian Breath Weapon ( 1/day 3d8 damage, 60ft line of lightning, Ref 1/2 damage, DC 10+ 1/2 HD+ Con Mod {16}), Heighten Spell (+1 spell level/ +1 caster level adjustment) Edited, Power Attack,

Equipment: Black Dragonscale Armor of Ease (+6 AC, +2 maximum Dex Bonus, no spell failure, lightweight armor-10lbs, Acid resistence of 20), Wand of Negative Energy Burst (30 ft sphere, 1d8 + 10 negative energy damage, 10 charges), Long Bow (100 foot range, 1d8 damage), 50 arrows/quiver

Darkstone Great Axe of Sorcerous Absorption:
1d12 19-20x3
+3 Enhancement (to damage and attack)
+1d4 damage, absorbed and transferred to S.P. on strike.
Spell Resistance +10
Knockback
Total Damage: 1d12 +3 +1d4


Caster Level: 5 (use this for "level" purposes regarding spells)
Spell Points: 47 Edited
Spells Known:
Cantrips (6/day, 1 S.P. each after that)- *Detect Magic, *Read Magic, *Light, *Disrupt Undead (1d6 to 1 undead), *Mage Hand (5 lb telekinesis, *Ray of Frost (1d3 damage), Acid Splash (1d4)

1(1 S.P.)- *Chill Touch (1 touch/level deals 1d6 damage and a possible 1 to Str)
*Ray of Enfeeblement (1d6 +1/2 lvls Str. Damage)
*Burning Hands (5d4 fire damage in 30 ft long cone spread)
*Mage Armor (+1 to natural, Dodge, Deflection and

2 (3 S.P.)- *False Life (+1d10 +1/level Temporary H.P.)
*Elemental Dart (1d6 + 1/level {max 1d6+10}, +1 dart at 3rd, 5th, 7th, 9th and 11th, choose at casting: Acid, Fire, Ice, Lighting damage)
3- (5 S.P.) - *Negative Energy Burst 1d8 +1/CL to 30 foot radius
4- (7 S.P.)[/INDENT]
6th lvl Minotaur Skeleton Fighter

H.P. 49

Str. 27 (+8) AC 21, 13, 17(+4 N.A.)
Dex 16 (+3) Attack 14 (1d10+10, 19-20 x2)
Con -- Fort 4
Int 10 Ref 4
Wis 10 Will 1
Cha 6 SR 19
Move: 60 ft/round BAB 5

Skills: Discipline 17, Climb 13, Jump 12

Equip: Heavy Flail (1d10, 19-20 x2), Breastplate

Item of Power:

Darkstone Flail of the Dead
1d10 19-20x2
+2 Enhancement
Haste
+1d6 burst Negative Energy damage 10ft radius
Total Damage: 1d10 +2 +1d6 + 2d6


Feats: Weapon Focus: Heavy Flail, Weapon Specialization: Heavy Flail, Power Attack, Cleave, Improved Sunder

Special Abilities/Qualities: Immune to sleep, paralysis, poison, mind-effecting attacks, polymorph, cold, and electricity. Damage Reduction 5/bludgeoning, +2 to Strength, no Constitution score

Blake's Character:

[INDENT]Name: Kaleb

Human Red Robe Transmuter: 5/3
Lawful Neutral

H.P.: 43

Str: 10
Dex: 14 (+2)
Con: 14 (+2)
Int: 17 (+3)
Wis: 12 (+1)
Cha: 12 (+1)

AC 17 (13)
Fort 4
Ref 4
Will 9
BAB 4
Attack: 4

Skills: Concentration 14, Decipher Script 14, Spellcraft 15, Hide 5, Move Silently 5, Intimidate 13, Craft: Leatherworking 13


Feats: Summon Familiar, Scribe Scroll, Spell Focus (Transmutation +1 DC, Barred Schools: Enchantment, Necromancy), Enhanced Focus (Transmutation +1 DC, +1 to saves against Transmutation Spells, Barred School: Divination), Empower Spell (+2 spell level, multiplies all numeric effects of spell by 1.5), Craft Wonderous Item, Spell Penetration, Heighten Spell (+X spell level, improves caster level by X amount), Spell Mastery (choose 3 spells you know by heart and don't need a spell book for), Pure Magic (Once per day per class level (Red Robe Class Level) you can do a spell with half normal damage as per the spell, and half pure magic damage. For example a Fireball done this way will do 1/2 fire, 1/2 magic damage), Arcane Research +2

Noteworthy Equipment: Onyx Ring {+2 to saves, 10 charges-Protection from Energy (12pts/level of user of one type of energy which is chosen upon using (10 minutes/level duration).} , Staff of Force +2 {(Magic Missile- 5 at 1d4+1, 3 times/day), (+2 deflection bonus to AC), Deerhide Cloak +3 (+3 to dodge bonus, +5 to Hide and Move Silently, and double movement rate in wooded setting), Spell book with all your spells in it


Blackstone Mesh Robe:
+5 AC Deflection Bonus
Cast Improved Invisibility 1/day, caster level 12
Energy Resistance:All 10 (Fire, Cold, Acid, Electricity all have 10 damage reduced from attacks against you each round)


Spell Points: 65
Spells Memorized Per Day: (Pick this many from list to know for the day as what you can cast with your spell points), {You can use Extend and Heighten (max +3 levels for this) each 3/day without extra Spell Point Costs}

0-4 (5/day)
1-5 (1 S.P.) 5- (9 S.P.) 9- (17 S.P.)
2-4 (3 S.P.) 6- (11 S.P.)
3-4 (5 S.P.) 7- (13 S.P.)
4-2 (7 S.P.) 8- (15 S.P.)
Blake's Familiar (I figured I'd go for something different than the "normal" thing for a fighting one)
Large Ape

H.P. 43 AC 17 (touch 11, flat-footed 12)
Attack: 2 claws +7 (1d6 +5), Bite + 2 (1d6+2);
Str 21 (+5) Fort: 4
Dex 15 (+2) Ref: 4
Con 14 (+2) Will: 8
Int 6 (-2) Speed: 30 (30 climb)
Wis 12 (+1) Has a 10ft reach (normal is 5ft)
Cha 7 (-2)

Skills: Climb +14, Listen +8, Spot +8

Feats: Alertness, Toughness

Abilities: Share spells (if within 5ft of you, any spells applicable also affect your familiar), Scent, Empathic Link, Speak with Master (it can talk with you in Common (the basic language), Touch spells (it can deliver touch spells for you), Speak with animals of it's own kind (It can talk with other apes)
Equipment: Hide Armor +3 AC
Blackstone Spiked Great Club:
1d10 x2 Damage
+3 Enhancement Bonus
+1d6 Piercing Damage
DR 5
Use: Poison effect 2/day. DC 20 1d6/1d6 Str Damage. Can be mixed with an attack.


Note: You can give him a simple weapon like a club, or mace and have him use it instead. You could also take the time to train him to learn to use light armor or other weapons if you chose to, although that would take time and money to do so.
[/INDENT]

Spell list in next post...too long to fit here. :eek:

Posted: Wed Jun 01, 2005 4:52 pm
by Magrus
Blake's Spell list:

[INDENT]Spell List: Any not of the schools of Enchantment, Necromancy, and Divination.

List for ease of use:

O (5/day) - *Detect Magic, *Read Magic, *Light, *Ray of Frost (1d3 Damage), *Ghost sound, *Mage hand (5 lb telekinesis), *Mending (fixes minor items), *Message (sends whispered message at a distance), *Open/close (opens and closes unlocked objects)

1 (1 S.P.)- *Endure Elements (5pts/level elemental damage reduction), *Hold Portal (Magically locks doors),
*Protection from "--" (+2 AC, Saves, Immune to mind control, and keeps away elementals and outsiders of specified alignment, 1 hr/level),
*Shield (+4 AC, Blocks Magic Missile Spells for duration from frontal attacks, 1 turn/level),
*Grease (10 ft square becomes slippery),
*Mage Armor (+4 to AC for 1hr/level),
*Mount (summons horse for 2 hrs/level),
*Summon Monster 1 (summons Dire Badger monster to fight for you, 24 hrs or until dead),
*Burning Hands (5d4 fire damage in 30ft long spray, 5 ft wide at start),
*Magic Missile (1d4+1 damage, 4 missiles, +1 more at level 9),
*Shocking Grasp (touch delivers 5d6 shock damage),
*Disguise Self, *Ventriloquism (throws voice, 1 min/lvl),
*Enlarge Person (doubles size),
*Expeditious Retreat (+30ft/round movement rate),
*Feather Fall (negates falling damage),
*Magic Weapon (+1 bonus to weapon, 1hr/lvl),
*Reduce Person (half size),

2 (3 S.P.)- *Elemental Dart (1d6+1/level of elemental damage {1d6+8}, choose damage type upon casting, +1 dart at 5th, 7th, 9th and 11th lvl), *Shocking Spark (4d6 electricity damage to one target, +1 attack at 7th and 10th level),
*Protection from Arrows,
*Resist energy (10/level of one energy type),
*Fog Cloud,
*Summon Monster 2 ( Summons Dire Boar),
*Web (20ft spread filled with webs, traps/slows targets),
*Darkness (20ft radius goes dark),
*Flaming/Spark Sphere (Ball of fire or electricity, 2d6, 1 round/level), *Scorching Ray (4d6, +1 ray/4 levels, max 3 rays),
*Shatter (Breaks crystal objects in 20 ft radius, or 1 metal/stone object), *Blur (gives 20% chance of attackers to miss you, 1rd/lvl),
*Invisibility (1min/lvl, or until you attack),
*Mirror Image (Creates decoys of you 1d4+1/3 levels, each time your struck, one dissapears and you take no damage),
*Bear's Endurance (+4 Con for 1min/level),
*Bull's Strength (+4 Str for 1/min/level), *
*Cat's Grace (+4 Dex),
*Eagles Splendor (+4 Cha),
*Fox's Cunning (+4 Int.),
*Owl's Wisdom (+4 Wis),
*Darkvision,
*Knock (opens locks),
*Levitate,
*Spider Climb (walk on walls and ceilings, 1 rd/lvl)

3 (5 S.P.)- *Dispel Magic: Cancels magical spells and effects.
*Explosive Runes: Deals 6d6 damage when read.
*Magic Circle against Chaos/Evil/Good/Law: As protection
spells, but 10-ft. radius and 10 min./level.
*Nondetection M: Hides subject from divination, scrying.
*Protection from Energy: Absorb 12 points/level of damage
from one kind of energy.
*Summon Monster III: Calls extraplanar creature to fight
for you.
*Daylight: 60-ft. radius of bright light.
*Fireball: 1d6 damage per level, 20-ft. radius.
*Leomund’s Tiny Hut: Creates shelter for ten creatures.
*Lightning Bolt: Electricity deals 1d6/level damage.
*Wind Wall: Deflects arrows, smaller creatures, and gases.
*Displacement: Attacks miss subject 50%.
*Illusory Script M: Only intended reader can decipher.
*Invisibility Sphere: Makes everyone within 10 ft. invisible.
*Major Image: Illusion of your design, plus sound, smell and thermal
effects
*Blink: You randomly vanish and reappear for 1 round/level.
*Flame Arrow: Arrows deal +1d6 fire damage. +1 arrow/3 lvls.
*Fly: Subject flies at speed of 60 ft.
*Gaseous Form: Subject becomes insubstantial and can fly
slowly.
*Haste: One creature/level moves faster, +1 on attack rolls,
AC, and Reflex saves.
*Keen Edge: Doubles normal weapon’s threat range.
*Magic Weapon, Greater: +1/four levels (max +5).
*Secret Page: Changes one page to hide its real content.
*Shrink Item: Object shrinks to one-sixteenth size.
*Slow: One subject/level takes only one action/round, –2 to
AC, –2 on attack rolls.
*Water Breathing: Subjects can breathe underwater.
*Billim's Bifrost Bride: Creates bridge, 2 5ft squares/level (10ft wide, 40 ft long, or 5 ft wide, 80ft long at 8th level), 1min/level
*Earthen Shield: 5x5x1ft Sections, 1 section/level, 100 hit points per foot of thickness, 2 sections can be put on top of one another to make a 10 ft high wall, sections can be stacked behind each other to create a thicker wall)
*Palin's Pyre: 3d6 fire damage to all within an area of a 5ft square/level (40ftx40ft at 8th level), failed Reflex save means they catch on fire

4 (7 S.P.) - *Dimensional Anchor: Bars extradimensional movement.
*Fire Trap M: Opened object deals 1d4 damage +1/level.
*Globe of Invulnerability, Lesser: Stops 1st- through 3rdlevel
spell effects.
*Remove Curse: Frees object or person from curse.
*Stoneskin M: Ignore 10 points of damage per attack.
*Dimension Door: Teleports you short distance.
*Evard’s Black Tentacles: Tentacles grapple all within 15 ft.
spread.
*Leomund’s Secure Shelter: Creates sturdy cottage.
*Minor Creation: Creates one cloth or wood object.
*Solid Fog: Blocks vision and slows movement.
*Summon Monster IV: Calls extraplanar creature to fight
for you
*Fire Shield: Creatures attacking you take fire damage;
you’re protected from heat or cold.
*Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
*Otiluke’s Resilient Sphere: Force globe protects but traps
one subject.
*Shout: Deafens all within cone and deals 5d6 sonic damage.
*Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out
to 20 ft. Passing through wall deals 2d6 damage +1/level.
*Wall of Ice: Ice plane creates wall with 15 hp +1/level, or
hemisphere can trap creatures inside.
*Hallucinatory Terrain: Makes one type of terrain appear
like another (field into forest, or the like).
I*llusory Wall: Wall, floor, or ceiling looks real, but
anything can pass through.
*Invisibility, Greater: As invisibility, but subject can attack
and stay invisible.
*Phantasmal Killer: Fearsome illusion kills subject or deals
3d6 damage.
*Rainbow Pattern: Lights fascinate 24 HD of creatures.
*Shadow Conjuration: Mimics conjuration below 4th level,
but only 20% real.
*Enlarge Person, Mass: Enlarges several creatures.
*Polymorph: Gives one willing subject a new form.
*Rary’s Mnemonic Enhancer F: Wizard only. Prepares extra
spells or retains one just cast.
*Reduce Person, Mass: Reduces several creatures.
*Stone Shape: Sculpts stone into any shape.
*Storm Wall: Deals 2d4/rd electrical damage to those within 10ft and 2d4+1/lvl passing through it, double for those wearing a lot of metal, 1d4 for those between 10-20ft away, lasts until concentration has ended +1rd/level
*Spark Shield: Provides light, Half damage to electricity, anyone striking you takes 1d4+1/lvl damage, double if wearing a lot of metal or hit you with a metal melee weapon (2d4+2/level), 1rd/lvl
*Dalamar's Lighting Lance: Ranged 100+10/lvl feet, 3d6 damage, +1d6/lvl electricity damage, +1 lance at 10th and 15th lvl[/INDENT]

I know that's a lot to go through. :o Ask me to clarify anything if you don't get it, each of those spells has like a 3 paragraph description so it would be insane to give all of that to you on here if you don't need it. You have all of those spells in your spell book though, and you need your spell book to memorize the ones you wish to use each day. I gave you a feat letting you pick 3 spells that you know so well you don't need your spell book to use them at all, just in case it gets stolen, lost, taken or destroyed.

The Spell Point system works like this. You have a daily allotment of points, each spell level requires a certain amount of S.P., it says on each of your sheets (1st level spells require 1 S.P., 2nd level 3 S.P, etc). You have "Metamagic Feats", such as your Empower and Heighten spells feats. Using these allows you 3 times per day to use them for free, then you need to pay extra S.P. to modify your spells. They make your spells more powerful than a usual version of the spell, but it's harder to cast because of that.

I figured this way, you'd end up knowing what your limits and abilities are, and can see what you can do and choose what to do accordingly rather than just picking something random everytime there's a fight or situation. It's more work, but more organized. Let me know what you think of it. If you want suggestions Blake, let me know too, I know there's a ton of spells there, you have more than half of all of the spells in the game your character can cast at his level there to use. I can give you a list of spells I'd suggest for you to pick from to memorize and what not if you want me to. :)

I'll be keeping track of experience and let you know when you level up and I'll update things for you. You'll get to see how you progress this way too.

Posted: Wed Jun 01, 2005 5:15 pm
by blake
COuld you give me a list of spells that would be most useful, and which ones i should memorize? I like the spider one where I can walk on walls.

Posted: Wed Jun 01, 2005 5:44 pm
by Magrus
Well, on an average day unless you have advance knowledge of a specific threat coming along, here's what I would memorize.

Level
0-Detect Magic, Read Magic, Light, Ray of Frost
1-Protection from "--", Mage Armor, Magic Missile, Burning Hands, Grease
2-Elemental Dart, Bears Endurance, Spider Climb, Protection From Arrows
3-Haste, Protection from Energy, Fireball, Dispel Magic
4-Stoneskin, Spark Shield

That would give you stuff to protect you (Protection from "--", Mage Armor, Protection From Arrows, Protection from Energy, Stoneskin) a way to harm other people when they hit you (Spark Shield), a spell to boost your Hit Points and Fortitude Saves (Bears Endurance), damage spells (Magic Missile, Burning Hands, Elemental Dart, and Fireball), a way to move faster and attack more often (Haste), a way to increase your movement options (Spider Climb) and a way to reduce those same options for your opponents (Grease), along with a way to dispel spells other people cast (Dispel Magic).

If you end up knowing your going to be facing a specific opponent later with a weakness, say they are weak against fire, or use a lot of say, acid spells and attacks you can change up your spell list the next time you rest. If you know you need a decoy, you can pick one of the summon monster spells too.

For the 3 spells you choose that you know well, I'd personally go with Stoneskin, Protection from Energy, and Elemental Dart. That would give you a flexible attack spell, a way to protect you from melee attacks, and a way to protect you from spells and elemental damage.

You can cast a lot of those protection and "buff spells" like haste and stoneskin on DZ and vice versa too.

Posted: Wed Jun 01, 2005 6:05 pm
by Darth Zenemij
O_o wicked sweet dude. I have to say that blake's char is pretty cool. I'm still at my house though.

Posted: Wed Jun 01, 2005 6:10 pm
by Magrus
Yeah, you won't ever come to be as strong a magic user as he is unless you somehow end up with more levels than he does. But, if you run across some weaker monsters, you'll be able to handle them without wasting spells and you won't get hit as often either. Your more likely to survive an encounter too. If the two of you work together it should work out well since it's just the two of you unless someone else joins, the fact that you've got more of a melee presence could end up very useful to keep opponents busy while Blake fires off some spells.

Still at your house, you supposed to be somewhere else? :confused:

Posted: Wed Jun 01, 2005 7:02 pm
by Magrus
I forgot your familiars, keep in mind, they can "talk" to you empathically, meaning you can't express complex thoughts at all, but whatever you do talk is between just you and your familiar, no one else can hear. Also, they are smarter than normal animals.

DZ, you have a viper. It can hide and what not, doesn't do much damage at all, but there's a chance to poison an enemy when it strikes, doing Constitution damage. It's tiny, small enough to hide in a cloak around your neck and not be noticed.

Tiny Viper Familiar

H.P. 31

Str 4 (-3) AC: 17, touch 15, flat-footed 14
Dex 17 (+3) Attack: +3 (1 damage +poison {1d6/1d6 Con damage, DC 10 F Fortitude save)
Con 11 Fort: 4
Int 6 (-2) Ref: 7
Wis 12 (+1) Will: 7
Cha 2 (-4) Speed: 15ft/round (normal, swim and climb)

Skills: Balance +11, Climb +11, Hide +15, Listen +8, Spot +8, Swim +5

Feats: Improved Evasion. Alertness, Weapon Finesse

Abilities: Share spells (if within 5ft of you, any spells applicable also affect your familiar), Scent, Empathic Link, Speak with Master (it can talk with you in Common (the basic language), Touch spells (it can deliver touch spells for you)


Blake's Familiar (I figured I'd go for something different than the "normal" thing for a fighting one)
Large Ape

H.P. 43 AC 14 (touch 11, flat-footed 12)
Attack: 2 claws +7 (1d6 +5), Bite + 2 (1d6+2);
Str 21 (+5) Fort: 4
Dex 15 (+2) Ref: 4
Con 14 (+2) Will: 8
Int 6 (-2) Speed: 30 (30 climb)
Wis 12 (+1) Has a 10ft reach (normal is 5ft)
Cha 7 (-2)

Skills: Climb +14, Listen +8, Spot +8

Feats: Alertness, Toughness

Abilities: Share spells (if within 5ft of you, any spells applicable also affect your familiar), Scent, Empathic Link, Speak with Master (it can talk with you in Common (the basic language), Touch spells (it can deliver touch spells for you), Speak with animals of it's own kind (It can talk with other apes)

Note: You can give him a simple weapon like a club, or mace and have him use it instead. You could also take the time to train him to learn to use light armor or other weapons if you chose to, although that would take time and money to do so.

Keep in mind, if these animals die, you take damage and they are supposed to be VERY important to you. Treat them like you would yourself. If you feel the urge to have cannon fodder, summon a creature instead. :p

Posted: Wed Jun 01, 2005 7:18 pm
by blake

Posted: Wed Jun 01, 2005 7:38 pm
by Magrus
Ha, interesting picture. :D

I'll try working on a storyline and the beginning part of the adventure the next few hours. I've been sick and haven't felt like doing anything so I've been slow the last few days. :( Hopefully I can have a basic theme and the first few encounters done by midnight or 1 am.

Posted: Wed Jun 01, 2005 8:16 pm
by Darth Zenemij
Yeah, I am at a friends house, I am spending the night.