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DeathAdams rolled 16 6-sided dice:
3, 1, 3, 1, 3, 6, 4, 1, 5, 1, 3, 5, 5, 4, 3, 2
Total: 50 (16-96)
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Posted: Sun Dec 02, 2012 4:28 am
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DeathAdams rolled 12 6-sided dice:
5, 2, 2, 6, 2, 2, 4, 3, 3, 1, 5, 1
Total: 36 (12-72)
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Posted: Sun Dec 02, 2012 4:30 am
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Posted: Sun Dec 02, 2012 6:08 am
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Posted: Sun Dec 02, 2012 3:03 pm
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WhimsicalXellos [ How Orellic is Different from Pathfinder ]3] There are no planes. Orellic is it. There are larger implications to this which follow. When you die, you can't come back. There is a 2 hour period where your spirit lingers before disappearing. Afterward, all forms of resurrection are ineffectual. The Knowledge (planes) skill is extraneous. If you have a class feature or feat of some kind which uses Knowledge (planes), let me know, and I will fix it for you. No planes means no elemental planes. There are no Outsiders. Magical energy is drawn from the natural surroundings and your inner reserve of mystical power. If you have a class feature or feat that relates to Outsiders of any kind, let me know, and I will fix it for you. No planes means there are no godly realms. This is part of why resurrection has a time limit. This also means that there are no gods. Divine magic works because of the power of your faith in the relevant deity and your personal ideals and convictions, not because you are getting the power from outside sources. That is why the regional pantheons have some overlap and why Kurokusk, which is mostly atheist, can have divine casters.
Updated the bit about there being "no planes." This is purely for player knowledge. Your character wouldn't know all this, though they'd know that resurrection is limited in its usefulness.
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Posted: Sun Dec 02, 2012 3:52 pm
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Posted: Sun Dec 02, 2012 4:24 pm
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Posted: Sun Dec 02, 2012 5:10 pm
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BegrudginglyGood rolled 1 6-sided dice:
1
Total: 1 (1-6)
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Posted: Sun Dec 02, 2012 5:46 pm
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BegrudginglyGood rolled 20 6-sided dice:
6, 3, 6, 3, 3, 4, 3, 1, 5, 2, 5, 4, 1, 2, 2, 6, 3, 4, 6, 1
Total: 70 (20-120)
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Posted: Sun Dec 02, 2012 5:49 pm
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4d6 x 7 times, take best 6
6, 3, 6 - 15 3, 4, 3 - 10 5, 5, 4 - 14 2, 2, 6 - 10 3, 4, 6 - 13 3, 4, 4 - 11
15,14,13,11,10,10
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BegrudginglyGood rolled 8 6-sided dice:
4, 1, 2, 2, 3, 4, 4, 2
Total: 22 (8-48)
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Posted: Sun Dec 02, 2012 5:52 pm
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Posted: Sun Dec 02, 2012 10:25 pm
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Posted: Mon Dec 03, 2012 2:17 am
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WhimsicalXellos [ The Religions of Orellic ]Swarin]xxxShimdjin is the patron goddess of the mostly human Dervish Tribe. She is believed to be in charge of the winds of Swarin, a sometimes deadly element. She is at once abrupt and abrasive, but sometimes gentle and embracing. The wind is constant companion in the desert, and it can produce unexpected occurrences. No one truly knows what motivates the wind, but it's important to have her on your side. One thing the Dervish are certain of is Shimdjin's feisty nature. She is the most capricious of the gods, and she delights in using arcane tricks on her fellow deities. Her followers are eager to emulate her, be it her swiftness, her guile, or her talent for magic. Domains Mysteries Shimdjin: CN Air, Chaos, Magic, Trickery Heavens, Lore, Wind
Fahrakh: LN Fire, Nobility, Travel, War Battle, Flame
Dromus: N Artifice, Earth, Protection, Strength Metal, Stone
Wonden: CG Luck, Plant, Water, Weather Juju, Nature, Waves, Wood
Sashmor: NG Community, Glory, Healing, Sun Flame, Heavens, Life, Time
Yavash: LE Charm, Darkness, Death, Law Ancestor, Bones, Dark Tapestry
Added the Swarish deities' domain and mystery list, and put in a blurb about Shimdjin. I got distracted for a while, but I got to it. smile
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glitterboypilot rolled 4 6-sided dice:
5, 5, 4, 1
Total: 15 (4-24)
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Posted: Mon Dec 03, 2012 1:21 pm
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