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Grim_

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Everything posted by Grim_

  1. The fanatics engage the scathe and the archers keep the scathe at bay. The hero and the high priests enage the Titan with light magic. The horsemen move for a cavalry charge on the needlers. If the scathe form suicide orbs the archers pump flaming arrows into them.
  2. Ross check the posts you cannot control the infected ;) . The spearmen are organized into defensive wedges that angle their spears up.
  3. Favor is sacrificed to summon a juggernaught that is impervious to infection. The fanatics engage the needlers and the high priests hit the titan with arcs of light magic. The hero engages the Juggernaught. The archers keep up the bombardment of the Scathes with flaming arrows.
  4. Meh they can still be set on fire :twisted: and you really should not use them that much as with some divine intervention they don't work on a species.
  5. Spearmen are organized into phalanxes and beams of burning light are called down upon the scathe sacrificing 500 favor
  6. Fires are started away from the forces and the infected peacock hero is shot with flaming arrows. The high priests recover and Flaming arrows are shot into the Titan (s).
  7. Archers launch flaming arrows at the Scathe and the high priests/ hero launch beams of burning light at them. 1,000 favor is sacrificed to make the kinder Gotten impossible to infect to the scathe.
  8. The high priests/ the hero charge up a large light spell. Fires are set to cleanse the decay from the land.
  9. Sigh... 1,000 favor is used to break the shield of icabulos. Then another 1,000 is used to trap the scathe in prisms of burning light. EDIT: If that works the titan is assailed by light magiks and the forces move to claim the altar.
  10. Grim_ replied to Earth's topic in Falador Tavern
    Karl and his troops move to engage this "evil one" with the generals summoning brown blue and red minions.
  11. Grim_ replied to Earth's topic in Falador Tavern
    Karl and his troops move to retrieve the adimantium smelter.
  12. Grim_ replied to Earth's topic in Falador Tavern
    Karl and the troops continue looking for settlements to join their fold. The actions continue. The cows breed and the gnomes mine. The assassins train and the druids set up a grotto.
  13. Grim_ replied to Earth's topic in Falador Tavern
    The uber druids start a druid training program(?) all but one of the archmagi oversee the construction of the magic training school. (Do I get any bonuses for the temple?) The uber shamans and assasins continue to scout around. The gnomes mine and the cows breed.
  14. Grim_ replied to Earth's topic in Falador Tavern
    Okay I am choosing 5 archmagi 2 assasins 3 uber druids 1 high priest 2 uber shamans and 2 high paladins. Two of the archmagi are sent to establish a school of magic. The druids create a coven and the high priest oversees the construction of a temple. The high paladins become my personal body guards and the assasins and uber shamans go and gather information. The gnomes mine and the cows breed.
  15. Grim_ replied to Earth's topic in Falador Tavern
    Karl and his troops continue looking for settlements 20 more people are trained as horsemen and given the equipment. The cows breed and the gnomes mine.
  16. Grim_ replied to Seraphi's topic in Falador Tavern
    Okay here is the new(er) set up for my character [hide] Karl Wagner Male Elf Cleric 1 Lawful Good Representing Grimdeath283 Strength 10 (+0) Dexterity 17 (+3) Constitution 8 (-1) Intelligence 15 (+2) Wisdom 15 (+2) Charisma 11 (+0) Size: Medium Height: 5' 7" Weight: 115 lb Eyes: Light Brown Hair: Black Skin: Light Domains: Fire Travel Energy: Positive [Healing / Turns Undead] Total Hit Points: 7 Speed: 30 feet Armor Class: 13 = 10 + 3 [dexterity] Touch AC: 13 Flat-footed: 10 Initiative modifier: + 3 = + 3 [dexterity] Fortitude save: + 1 = 2 [base] -1 [constitution] Reflex save: + 3 = 0 [base] + 3 [dexterity] Will save: + 4 = 2 [base] + 2 [wisdom] Attack (handheld): + 0 = 0 [base] Attack (missile): + 3 = 0 [base] + 3 [dexterity] Grapple check: + 0 = 0 [base] Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 33 lb. or less 34-66 lb. 67-100 lb. 100 lb. 200 lb. 500 lb. Languages: Celestial Common Dwarven Elven Gnome Orc Short Spear [1d6, crit x2, range inc 20 ft., 3 lb, one-handed, piercing] Feats: Skill Focus (Heal) Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 2 = +2 Balance Dex* 3 = +3 Bluff Cha 0 = +0 Climb Str* 0 = +0 Concentration Con 3 = -1 + 4 Craft_1 Int 2 = +2 Craft_2 Int 2 = +2 Craft_3 Int 2 = +2 Diplomacy Cha 0 = +0 Disguise Cha 0 = +0 Escape Artist Dex* 3 = +3 Forgery Int 2 = +2 Gather Information Cha 0 = +0 Heal Wis 9 = +2 + 4 + 3 [skill focus] Hide Dex* 3 = +3 Intimidate Cha 0 = +0 Jump Str* 0 = +0 Knowledge (religion) Int 6 = +2 + 4 Listen Wis 4 = +2 + 2 [elf] Move Silently Dex* 3 = +3 Perform_1 Cha 0 = +0 Perform_2 Cha 0 = +0 Perform_3 Cha 0 = +0 Perform_4 Cha 0 = +0 Perform_5 Cha 0 = +0 Ride Dex 3 = +3 Search Int 4 = +2 + 2 [elf] Sense Motive Wis 2 = +2 Spot Wis 4 = +2 + 2 [elf] Survival Wis 2 = +2 Swim Str** 0 = +0 Use Rope Dex 3 = +3 * = check penalty for wearing armor This character also has 2 ranks in Speak Languages. Zero-level Cleric spells: 3 per day First-level Cleric spells: 2 (1 + 1) per day + 1 from a domain: Elf + 2 dexterity / -2 constitution (already included) Immune to magical sleep + 2 racial bonus to saves vs. enchantments Low-light vision Proficient with longsword, rapier, longbow & shortbow + 2 racial bonus on listen, search, and spot checks Cleric Alignment Aura Spontaneous Casting (heal) Turn Undead (3x/day) High wisdom gains bonus spells daily Domain choices give additional abilities Class HP rolled Level 1: Cleric 8 Karl Wagner's Equipment: 3 lb 2 lb _____ 5 lb Weapons / Armor / Shield (from above) Spell component pouch Total [/hide]
  17. Grim_ replied to Earth's topic in Falador Tavern
    Excellent this will complement the "massive amount" of perfect adimantium that I have nicely. Two horselord generals and their respective troops (totaling in 40 cavalry) go to find some more wild horses. Karl and his infantry generals as well as two more horselord generals go to find some more settlements to join him. 30 cannons start production as well as the cows breeding and the gnomes mine (for 30 bars a roll)
  18. Grim_ replied to Seraphi's topic in Falador Tavern
    Bye archi! Retech I don't think necromancy/transmutation are an option. EDIT: So for the generator should I just not pick a domain?
  19. Grim_ replied to paul191600's topic in Falador Tavern
    And yet for most of those things you have to be in relatively well with the ecologists (I think I got my permit before getting my thunder arm) as well as rolling a 20 (?) on an artifact (well the acid and psy bit)
  20. Grim_ replied to Earth's topic in Falador Tavern
    Karl and his troops go looking for towns to ask to join them. The cows breed and the gnomes mine.
  21. Grim_ replied to Seraphi's topic in Falador Tavern
    One question: Do clerics get to pick their domains in this game?
  22. Grim_ replied to Seraphi's topic in Falador Tavern
    Ah okay then Hmm forgive me if I fill this in slowly Name: Karl Wagner Backstory: Came out of the woods a powerful cleric but due to unforseen side effects of a concussion lost all of his previous levels Race: Elf Description: Black hair with golden eyes has a penchant for calling people ignorant, he enjoys long walks on the beach and listening and has a small hatred for merlot. Class: Cleric (this may be subject to change and I may multi class) Skills/stats/whatever: Strength: 10 Dexterity: 15 Constitution: 10 Intelligence: 15 Wisdom: 15 Charisma: 11 Alignment: Lawful good Spells: Cure Minor wounds Inflict minor wounds Read Magic Purify food and drink Feats: Run/Track Inventory: Morningstar
  23. Grim_ replied to paul191600's topic in Falador Tavern
    Karl goes to one of his anomolies.
  24. Grim_ replied to Seraphi's topic in Falador Tavern
    Name: Karl Wagner Backstory: Came out of the woods a powerful cleric but due to unforseen side effects of a concussion lost all of his previous levels Race: Elf Description: Black hair with golden eyes has a penchant for calling people ignorant, he enjoys long walks on the beach and listening and has a small hatred for merlot. Class: Cleric (this may be subject to change and I may multi class) Skills/stats/whatever: Strength: 10 Dexterity: 15 Constitution: 10 Intelligence: 15 Wisdom: 15 Charisma: 13 Alignment: Lawful good Spells: Cure Minor wounds Inflict minor wounds Read Magic Purify food and drink Feats: Run/Track Inventory: Morningstar
  25. Grim_ replied to paul191600's topic in Falador Tavern
    Karl asks if the professor has any more tasks for him.

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