The Iron Kingdom Alter Egos of Librium Posters
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#76
Fell Caller's are indead a class. Trollkin only, of course. Trollkin are famed as powerful and beautiful singers. Fell Callers are those who are descended from a legendary trollkin hero and share his gift. Fell Callers can be found in all kriels, despite the cultural prohibition against mixing blood out of the kriel because legendary heros get to break the rules.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#77
Cool. What are the class features? Judging from the fluff and stats from the Hordes book, it almost seems like they'd be barbarians with Bardic Music.
Remember: Die angry, and leave a heavy corpse.
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#78
From the Character Guide for IK:
"The fell caller combines terrifying shout attacks with respectable combat ability. They are fearless warriors, full of passion, charisma, and oftentimes, twinkies(oops, sorry, that's suppose to be rage. But it's bloodygood so I couldn't resist). Fell callers are born with their gift, and most find it difficult not to follow the calling. With his incredible voice, a fell caller strikes fear into his opponents, bolsters the courage of his comrades, confuses his enemies, lets out destructive sonic blasts, and even makes the ground itself tremble. All such calls are vocal effects and are essentially shouted; indeed, the most notable attribute of nearly any fell caller is his deep, booming voice"
They're quite similar to warbards it seems. They're good at martial abilities and military matters and use their voices to create different effects such as inspiring their allies, causing dread in their enemies, giving their allies extra strength or defense...
"The fell caller combines terrifying shout attacks with respectable combat ability. They are fearless warriors, full of passion, charisma, and oftentimes, twinkies(oops, sorry, that's suppose to be rage. But it's bloodygood so I couldn't resist). Fell callers are born with their gift, and most find it difficult not to follow the calling. With his incredible voice, a fell caller strikes fear into his opponents, bolsters the courage of his comrades, confuses his enemies, lets out destructive sonic blasts, and even makes the ground itself tremble. All such calls are vocal effects and are essentially shouted; indeed, the most notable attribute of nearly any fell caller is his deep, booming voice"
They're quite similar to warbards it seems. They're good at martial abilities and military matters and use their voices to create different effects such as inspiring their allies, causing dread in their enemies, giving their allies extra strength or defense...
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#79
Medium armour and martial weapons proficiency, along with d8 hitdie. They can fell call 2xtheir class level a day. The more powerful calls require multiple uses. They can do bard type stuff with their calls as well as inspire their allies, demoralize their enemies, inspire fear, or blast away for nonlethal damage or even lethal damage at high levels.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#80
*hugs* I've decided not to join the game at this time. I just can't find anything that speaks to me, even the GunMage is kinda 'meh' right now. :sad:
Maybe later, after I've seen you playing and get a feel for the game.
Maybe later, after I've seen you playing and get a feel for the game.
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#81
Much appriciated, except for the twinkie quip, you boozing bastard. Phase 2 initiated.
Ardal Cormag
Male Trollkin
Ardal Cormag is a typical Fell Caller, meaning that he is a boozing, womanizing party animal. By trollkin standards. His ability to drink entire platoons under the table has earned him a bit of a reputation among bartenders, as has his tendency to get sloppily drunk and grossly over-tip after deciding that he's too hammered to figure out how much 10% of his tab is.
Abilities: All trollkin possess some level of regenerative powers. Ardal himself is larger than most trollkin and would boast many scars if it weren't for Dhunia's gift of healing to the trollkins. He is of average intellegence, and is the sort to bark orders and expect that they be followed. Often, those he shouts at find themselves jumping to follow his instructions before they realize what they are doing.
Class: Fell Caller
Major skills and powers: Being a Fell Caller, Ardal is able to wildly swing the outcome of battles just by singing. Like most trollkins, it's more bellowing loudly and in tune than actual singing, but it is still highly effective. His songs can bolster the courage of allies better than most forms of alcohol, while changing the pitch a bit turns the rowdy tune into a menacing chant promising a brutal death to enemies. Or at least a savage beating before he rummages through their pockets for beer money.
Another talent of the Fell Callers is the ability to fling themselves headlong into the fray and usually make it out all right. They can dish out the punishment, and Ardal is bigger than most, making him a real threat. Unfortunately, he's spent more time in the pursuit of booze and cute trollkin maids than he has in serious warfare. Bar stools to the back of the head, not a problem. Battleaxes to the gut, problem. He hasn't gone through the level of abuse that most kriel warriors have, so he doesn't stand up to it as well as one would think an overly large trollkin should.
Among his more mundane skills is a knack for putting odds and ends together to make something useful. While nowhere near the skill of a trained mechanic (either the arcane or mundane varieties), he can usually jury-rig something useful. He will probably never be able to repair a jammed gear in a warjack, but he could probably make some interesting weapons and armor out of the Warjacks too broken to repair.
Important Gear:
Ardal has always advocated scavenging battlefields so that the fallen can fund the survivors. If asked, he would say that the "dead bastards owe me that much, making me come all the way out here just to knock their 'eads in." As such, he's salvaged gear from a wide variety of foes.
His armor is built from steel plates taken from a light Cygnar Warjack, while his massive axe is clearly a Khador weapon. His scattergun has probably been owned by at least a dozen different trollkins before him, and given how solid its construction, it will probably go on to another dozen after him. The advantage of scatterguns is that you can stuff anything into them for use as ammunition as long as you have enough powder, so Ardal usually doesn't carry any actual lead shot with him, though he does have a handful of rusty nails he's been saving for a special occasion. A pair of swords, one of them clearly made for the Protectorate, serve as backup weapons for the axe.
Anyone looking through Ardal's stuff (hopefully when he isn't looking) would find bits of wire, firing mechanisms from dozens of guns, hilts and hafts from various weapons, odd cogs and gears he finds, between ten and thirty feet of rope and chain (usually in 5-foot pieces), and a fat notebook filled with names and descriptions so he can remember which angry fathers and husbands he's avoiding.
Ardal Cormag
Male Trollkin
Ardal Cormag is a typical Fell Caller, meaning that he is a boozing, womanizing party animal. By trollkin standards. His ability to drink entire platoons under the table has earned him a bit of a reputation among bartenders, as has his tendency to get sloppily drunk and grossly over-tip after deciding that he's too hammered to figure out how much 10% of his tab is.
Abilities: All trollkin possess some level of regenerative powers. Ardal himself is larger than most trollkin and would boast many scars if it weren't for Dhunia's gift of healing to the trollkins. He is of average intellegence, and is the sort to bark orders and expect that they be followed. Often, those he shouts at find themselves jumping to follow his instructions before they realize what they are doing.
Class: Fell Caller
Major skills and powers: Being a Fell Caller, Ardal is able to wildly swing the outcome of battles just by singing. Like most trollkins, it's more bellowing loudly and in tune than actual singing, but it is still highly effective. His songs can bolster the courage of allies better than most forms of alcohol, while changing the pitch a bit turns the rowdy tune into a menacing chant promising a brutal death to enemies. Or at least a savage beating before he rummages through their pockets for beer money.
Another talent of the Fell Callers is the ability to fling themselves headlong into the fray and usually make it out all right. They can dish out the punishment, and Ardal is bigger than most, making him a real threat. Unfortunately, he's spent more time in the pursuit of booze and cute trollkin maids than he has in serious warfare. Bar stools to the back of the head, not a problem. Battleaxes to the gut, problem. He hasn't gone through the level of abuse that most kriel warriors have, so he doesn't stand up to it as well as one would think an overly large trollkin should.
Among his more mundane skills is a knack for putting odds and ends together to make something useful. While nowhere near the skill of a trained mechanic (either the arcane or mundane varieties), he can usually jury-rig something useful. He will probably never be able to repair a jammed gear in a warjack, but he could probably make some interesting weapons and armor out of the Warjacks too broken to repair.
Important Gear:
Ardal has always advocated scavenging battlefields so that the fallen can fund the survivors. If asked, he would say that the "dead bastards owe me that much, making me come all the way out here just to knock their 'eads in." As such, he's salvaged gear from a wide variety of foes.
His armor is built from steel plates taken from a light Cygnar Warjack, while his massive axe is clearly a Khador weapon. His scattergun has probably been owned by at least a dozen different trollkins before him, and given how solid its construction, it will probably go on to another dozen after him. The advantage of scatterguns is that you can stuff anything into them for use as ammunition as long as you have enough powder, so Ardal usually doesn't carry any actual lead shot with him, though he does have a handful of rusty nails he's been saving for a special occasion. A pair of swords, one of them clearly made for the Protectorate, serve as backup weapons for the axe.
Anyone looking through Ardal's stuff (hopefully when he isn't looking) would find bits of wire, firing mechanisms from dozens of guns, hilts and hafts from various weapons, odd cogs and gears he finds, between ten and thirty feet of rope and chain (usually in 5-foot pieces), and a fat notebook filled with names and descriptions so he can remember which angry fathers and husbands he's avoiding.
Remember: Die angry, and leave a heavy corpse.
"A + B = KNIFE!"
-Red Mage, Twinkin' Out, Issue 21
"A + B = KNIFE!"
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#82
Oddly when I start reading Ardal's sheet I have a strong desire to hurt Bloodygood for trying to make a character loosely based on my drinking habbits. That's just not cool, man...
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#83
Get over yourself. Not everything is about you, you egotistical wanker. He's actually based on one of my college drinking buddies. We called him Keg. Cool guy, but he'll probably be dead of liver disease by the time he's 30.
Remember: Die angry, and leave a heavy corpse.
"A + B = KNIFE!"
-Red Mage, Twinkin' Out, Issue 21
"A + B = KNIFE!"
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#85
Here's my prototype, will be edited as time allows.
Rogan Doyle
Male Thurian (Human)
Rogan is a clever, if somewhat brash individual. Had he applied himself, he could have learned all manner of magical spells and "proper" mechanika techniques. During his studies, he was always more interested in seeing what he could patch together with spare parts, many of which ended up being "appropriated" from other students projects or local junkyards. One of his favorite pastimes involved sneaking into shops storing spare parts, bypassing any mechanika guards (and liberating useful parts as needed) and making off with what was needed.
After being kindly asked not to return to his apprenticeship, he started to take odd jobs for more questionable sources, often ending up with him having to get out of serious trouble by the skin of his teeth. A few people that know him think that he takes dangerous assignments just for the thrill of trying to get out of them.
The truth of the matter is that while he does love the thrill, there is a purpose to his reckless actions beyond just causing trouble. As a freelance bodger, he commonly finds himself doing odd jobs for little money. He tries to do jobs that help out honest folk that are being oppressed in some way. While the lure of other less than legal organiztions is tempting, Rogan walks the fine line of breaking the law as is needed to do good, rather than for personal gain.
This is a change from his previous behavior during his apprenticeship that resulted from an event that he usually does not like talking about with most people. Rogan has been on the move for a long time, changing locations when he's worn out his welcome. On occasion, he has been known to work with law enforcement to achieve his goals, but usually only when there has been someone that has gained his trust as being honest and of good intentioned.
Class: Rogue/Bodger
Major Skills and Powers
Bodging: Being able to scrounge for parts, create makeshift tools, weapons, or what have you, being able to jury-rig mechanika without all the right parts, and so on. Knowing where to hit a 'jack helps too.
Roguery: Disabling traps, getting about without raising attention, convinving magical things to work properly, and a quick wit. Taking advantage of a guard that's looking the other way helps a touch as well.
Important Gear
Coming Soon
[Updated basic background information]
Rogan Doyle
Male Thurian (Human)
Rogan is a clever, if somewhat brash individual. Had he applied himself, he could have learned all manner of magical spells and "proper" mechanika techniques. During his studies, he was always more interested in seeing what he could patch together with spare parts, many of which ended up being "appropriated" from other students projects or local junkyards. One of his favorite pastimes involved sneaking into shops storing spare parts, bypassing any mechanika guards (and liberating useful parts as needed) and making off with what was needed.
After being kindly asked not to return to his apprenticeship, he started to take odd jobs for more questionable sources, often ending up with him having to get out of serious trouble by the skin of his teeth. A few people that know him think that he takes dangerous assignments just for the thrill of trying to get out of them.
The truth of the matter is that while he does love the thrill, there is a purpose to his reckless actions beyond just causing trouble. As a freelance bodger, he commonly finds himself doing odd jobs for little money. He tries to do jobs that help out honest folk that are being oppressed in some way. While the lure of other less than legal organiztions is tempting, Rogan walks the fine line of breaking the law as is needed to do good, rather than for personal gain.
This is a change from his previous behavior during his apprenticeship that resulted from an event that he usually does not like talking about with most people. Rogan has been on the move for a long time, changing locations when he's worn out his welcome. On occasion, he has been known to work with law enforcement to achieve his goals, but usually only when there has been someone that has gained his trust as being honest and of good intentioned.
Class: Rogue/Bodger
Major Skills and Powers
Bodging: Being able to scrounge for parts, create makeshift tools, weapons, or what have you, being able to jury-rig mechanika without all the right parts, and so on. Knowing where to hit a 'jack helps too.
Roguery: Disabling traps, getting about without raising attention, convinving magical things to work properly, and a quick wit. Taking advantage of a guard that's looking the other way helps a touch as well.
Important Gear
Coming Soon
[Updated basic background information]
Last edited by Hotfoot on Sun Dec 09, 2007 12:02 am, edited 1 time in total.
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#87
Rukia said she was interested, but nothing since then. Not really waiting on her, although she is welcome to join now or later.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#88
I'm half comtemplating a gunmage
I'll let you know
I'll let you know
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"Then again, Detective....how often have you dreamed of hearing your father's voice once more? Of feeling your mother's touch?" - Ra's Al Ghul
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DS's Golden Rule: I am not a bigot, I hate everyone equally. | corollary: Some are more equal than others.
"Then again, Detective....how often have you dreamed of hearing your father's voice once more? Of feeling your mother's touch?" - Ra's Al Ghul
"According to the Bible, IHVH created the Universe in six days....he obviously didn't know what he was doing." - Darek Steele bani Order of Hermes.
DS's Golden Rule: I am not a bigot, I hate everyone equally. | corollary: Some are more equal than others.
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#89
Now you sound like me. I'm still working out the character, I may post my own GunMage in a bit.Dark Silver wrote:I'm half comtemplating a gunmage
I'll let you know
Ok... So, last question before I start writing up the character. May I start with a Bonded MageLock?
Last edited by LadyTevar on Sun Dec 09, 2007 1:26 pm, edited 1 time in total.
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#90
Teghe McArthan
Race/Nationality : Human(Thurian)/ Llael
Class : GunMage
Physical Description: A very clean-shaven young man who seems to work hard at his appearance. Average in size, some might consider him a fop. His short auburn-brown hair is neatly combed and tied back out of the clean hazel eyes, and almost delicate, long-fingered hands often caress the elegantly engraved and inscribed pistol at his side. His clothing is clean, but not overly fancy, giving the young man a much needed hint of bulk to his size.
Abilities: Teghe is very chrisimatic, and highly knowledgable about magic in general and his weapon in particular. Quick on his feet and sharp of wit, and calm in combat, Teghe is an asset to have around.
Major skills and powers : Totally bonded to his pistol, Teghe has reinforced it several times to all him to cast his particular brand of sorcery. Several of his bullets are runic, allowing him to cast a spell with greater accuracy. His spell list may be limited, but he does very well with those he's chosen.
Important Gear: Bonded MageLock Pistol*, reinforced longcoat, some leather for extra protection when he feels it's needed. A jar of herbal facial cream, which he uses once a week to shave with and claims is a depiliatory that helps keep him cleanshaven.
*MageLock Abilities: Hardness +4, Alertness, Spell Link, Ranged Touch, Touch, Sighting Link.
Spells:
Per Day: 3, 3, 2, 1
Known : 6 4 4 2
O Lvl : Daze, Detect Magic, Light, Ray of Frost, Prestidigitation, Resistance
1st Lvl: True Strike, Ray of Enfeeblement, Cause Fear, Burning Hands
2nd Lvl: Sound Burst, Resist Elements, Mirror Image, Flaming Sphere
3rd Lvl: Lightning Bolt, Gust of Wind
Race/Nationality : Human(Thurian)/ Llael
Class : GunMage
Physical Description: A very clean-shaven young man who seems to work hard at his appearance. Average in size, some might consider him a fop. His short auburn-brown hair is neatly combed and tied back out of the clean hazel eyes, and almost delicate, long-fingered hands often caress the elegantly engraved and inscribed pistol at his side. His clothing is clean, but not overly fancy, giving the young man a much needed hint of bulk to his size.
Abilities: Teghe is very chrisimatic, and highly knowledgable about magic in general and his weapon in particular. Quick on his feet and sharp of wit, and calm in combat, Teghe is an asset to have around.
Major skills and powers : Totally bonded to his pistol, Teghe has reinforced it several times to all him to cast his particular brand of sorcery. Several of his bullets are runic, allowing him to cast a spell with greater accuracy. His spell list may be limited, but he does very well with those he's chosen.
Important Gear: Bonded MageLock Pistol*, reinforced longcoat, some leather for extra protection when he feels it's needed. A jar of herbal facial cream, which he uses once a week to shave with and claims is a depiliatory that helps keep him cleanshaven.
*MageLock Abilities: Hardness +4, Alertness, Spell Link, Ranged Touch, Touch, Sighting Link.
Spells:
Per Day: 3, 3, 2, 1
Known : 6 4 4 2
O Lvl : Daze, Detect Magic, Light, Ray of Frost, Prestidigitation, Resistance
1st Lvl: True Strike, Ray of Enfeeblement, Cause Fear, Burning Hands
2nd Lvl: Sound Burst, Resist Elements, Mirror Image, Flaming Sphere
3rd Lvl: Lightning Bolt, Gust of Wind
Last edited by LadyTevar on Sun Dec 09, 2007 9:05 pm, edited 1 time in total.
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#91
Gunmage doesn't get bonus spells known for high Charisma.
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#92
Are you sure about that, Cyncat? This was in the GunMage PDF that B4 gave me.
Spells: Gun mages cast arcane spells like sorcerers, but they have their own spell list (provided below).Gun mages are limited in the number of spells they can cast per day and the number of spells they can learn according to Table 1–4: The Gun Mage and Table 1–5: Gun Mage Spells Known, respectively. The gun mage casts these spells without needing to memorize them beforehand or keep a spellbook. The gun mage’s pistol can substitute as an arcane spell focus for any spell requiring a focus. Gun mages receive bonus spells for high Charisma, and to cast a spell a gun mage must have a Charisma score at least equal to 10 + the level of the spell. The Difficulty Class for a saving throw against a gun mage's spell is 10 + the spell's level + the gun mage's Charisma modifier.
Table 1–6: Gun Mage Known Spells
Spells Known
Level 0 1 2 3 4 5 6
1 4 – – – – – –
2 5 2* – – – – –
3 6 3 – – – – –
4 6 3 2* – – – –
5 6 4 3 – – – –
6 6 4 3 – – – –
7 6 4 4 2* – – –
8 6 4 4 3 – – –
9 6 4 4 3 – – –
10 6 4 4 4 2* – –
11 6 4 4 4 3 – –
12 6 4 4 4 3 – –
13 6 4 4 4 4 2* –
14 6 4 4 4 4 3 –
15 6 4 4 4 4 3 –
16 6 5 4 4 4 4 2*
17 6 5 5 4 4 4 3
18 6 5 5 5 4 4 3
19 6 5 5 5 5 4 4
20 6 5 5 5 5 5 4
*If the gun mage’s Charisma is high enough to grant a bonus spell of this level.
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#93
She's right, Cyn. Page 107 of the Character Guide, Table 2-6 Gunmage Spells. Says at the bottom of the table. Also on page 108 under Spells it states the same thing.
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#94
Gunmages are Charisma casters, meaning that they follow the same rules as Bards and Sorcerers. Bonus spells in this case most likely means bonus spells per day, not bonus spells known (confusing, I know). If her Charisma Bonus granted an extra 3rd level spell per day, then at 7th level, she could use that one extra spell to gain access to third level magic earlier than a lesser gunmage. She could then immediately learn two third level spells to choose from casting.
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#95
Cynical Cat wrote:Rukia said she was interested, but nothing since then. Not really waiting on her, although she is welcome to join now or later.
Welll I recall someone saying he had some sort of grudge against redheads. I was just going to quietly plot your death....
But f I can get some more info on how to create a character and how to play then I will.
shark42bait: you are evil...
shark42bait: i admire that in a woman....
I'm a mystery wrapped in an enigma wrapped in an AWESOME rack!
"if you want to get out of a speeding ticket short skirts and crying are still the way to go" Kairy on "mythbusters"
LimePink: "Um, Mr. President? I was doing a suduko puzzle, and based on the hidden co-ordinates in the grid, I think Osama Bin Laden is either here : points on map: or here :points to another spot within 5 miles:. Also, Jay-Z killed Tupac Shakur and the lost treasure of Atlantis actually turned to the glacier that sunk the Titanic."
shark42bait: i admire that in a woman....
I'm a mystery wrapped in an enigma wrapped in an AWESOME rack!
"if you want to get out of a speeding ticket short skirts and crying are still the way to go" Kairy on "mythbusters"
LimePink: "Um, Mr. President? I was doing a suduko puzzle, and based on the hidden co-ordinates in the grid, I think Osama Bin Laden is either here : points on map: or here :points to another spot within 5 miles:. Also, Jay-Z killed Tupac Shakur and the lost treasure of Atlantis actually turned to the glacier that sunk the Titanic."
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#98
LadyTevar wrote:Rukia, he was pulling your leg about the RedHead Grudge.
I realize that....
I was kidding as well....
shark42bait: you are evil...
shark42bait: i admire that in a woman....
I'm a mystery wrapped in an enigma wrapped in an AWESOME rack!
"if you want to get out of a speeding ticket short skirts and crying are still the way to go" Kairy on "mythbusters"
LimePink: "Um, Mr. President? I was doing a suduko puzzle, and based on the hidden co-ordinates in the grid, I think Osama Bin Laden is either here : points on map: or here :points to another spot within 5 miles:. Also, Jay-Z killed Tupac Shakur and the lost treasure of Atlantis actually turned to the glacier that sunk the Titanic."
shark42bait: i admire that in a woman....
I'm a mystery wrapped in an enigma wrapped in an AWESOME rack!
"if you want to get out of a speeding ticket short skirts and crying are still the way to go" Kairy on "mythbusters"
LimePink: "Um, Mr. President? I was doing a suduko puzzle, and based on the hidden co-ordinates in the grid, I think Osama Bin Laden is either here : points on map: or here :points to another spot within 5 miles:. Also, Jay-Z killed Tupac Shakur and the lost treasure of Atlantis actually turned to the glacier that sunk the Titanic."
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#99
Hotfoot is correct. Gunmages are Charisma casters like Bards and Sorcerers (although without the full round metamagic thing) and don't get bonus spells for high Charisma.
If you will consult your Spells per Day table you will note that when they gain access to new spell levels, they gain the big 0 spells per day. That means no spells of that unless they have a big Charisma bonus. So the spells known table has that asterix because they only gain those spells if they have a Charisma high enough to grant bonus spells of those levels. Clear?
If you will consult your Spells per Day table you will note that when they gain access to new spell levels, they gain the big 0 spells per day. That means no spells of that unless they have a big Charisma bonus. So the spells known table has that asterix because they only gain those spells if they have a Charisma high enough to grant bonus spells of those levels. Clear?
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.