Golarion Galaxies (Inactive)

Game Master Jaster Kite

The Galaxy of Golarion is yours to explore. A sandbox spanning the planets.


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JDPhipps wrote:
It was mostly the very first comment about trying to be overpowered that irritated me, but I'm fairly certain it wasn't intended that way. I've been running around for hours now trying to find a Christmas tree, so I'm a little on edge as well. I don't think anyone meant any ill will, I'm just a little irritated already today and I think it colored my perception of what people were saying.

Hey, no harm no foul. I'm having some trouble trying to get this forlarren-variant I've been working on down to a PC friendly level, personally. I think I'll stick with the other one I made.


Hmm... I took a look at it, and I think this might work a little better. I took off darkvision (although I don't think it was the game breaker) and reduced the ability score bonuses to that similar to an Aasimar. They still lose bonuses against enchantment effects and the Elven Magic ability, in exchange for some super soldier-esque abilities. Overall, I think this sits somewhere in power level near an Aasimar or Drow, which I think is a better idea to shoot for. If anyone thinks otherwise, what might make it a little more balanced for play in-game?

SPARTAN V2.5.2:

Humanoid (Elf, Augmented) (0 RP)
Fast (1 RP)
Low-Light Vision (1 RP)
Reduced Immunity (1 RP)
Skill Bonus (Perception) (2 RP)
Specialized (+2 DEX/CON) (2 RP)
Spell Resistance, Greater (3 RP)
Weapon Familiarity (2 RP)

Aspis Vulnerability (-2 RP)

Total: 10

As a change to vulnerability to Aspis Consortium members, it applies to all spells/SLAs cast by them, and automatically bypasses SR that they possess. It's still strong, but the drop in ability scores and the double-edged nature of spell resistance is an interesting thing to work with.


Fuse having "negative" hit points could be flavored as akin to a battery on a laptop being out of power - there is still just a hint left usually to keep the memory active in hibernation. The active systems have been damaged enough that Fuse is no longer functional
(is unconscious), but could be repaired and brought back to active use.

Just my 2p.


Tara Ravenheart wrote:

Fuse having "negative" hit points could be flavored as akin to a battery on a laptop being out of power - there is still just a hint left usually to keep the memory active in hibernation. The active systems have been damaged enough that Fuse is no longer functional

(is unconscious), but could be repaired and brought back to active use.

Just my 2p.

I like it! And if I ever get Diehard, or whatever feat it is, I could basically have some sort of backup generator to keep myself up and swinging. I like to incorporate as much of my feats and abilities into my cybernetics. Good idea!

Dark Archive

Well good news Fuse. A half construct does not die at 0 like full constructs. You also get healed by positive energy as well I believe.


loc wrote:
Well good news Fuse. A half construct does not die at 0 like full constructs. You also get healed by positive energy as well I believe.

True, but Barbarians have a terrible habit of losing exactly as many points of HP from exiting rage (from falling unconscious) as they need to lose to die. I recommend fitting a 15 Con into Fuse's build and taking the Raging Vitality Feat. You want to flavor something as some Emergency power? There ya go.

Also:

JDPhipps wrote:

Hmm... I took a look at it, and I think this might work a little better. I took off darkvision (although I don't think it was the game breaker) and reduced the ability score bonuses to that similar to an Aasimar. They still lose bonuses against enchantment effects and the Elven Magic ability, in exchange for some super soldier-esque abilities. Overall, I think this sits somewhere in power level near an Aasimar or Drow, which I think is a better idea to shoot for. If anyone thinks otherwise, what might make it a little more balanced for play in-game?

SPARTAN V2.5.2: Show
As a change to vulnerability to Aspis Consortium members, it applies to all spells/SLAs cast by them, and automatically bypasses SR that they possess. It's still strong, but the drop in ability scores and the double-edged nature of spell resistance is an interesting thing to work with.

I think I like it now myself. I might suggest making the ability mods "Any 2 physical" in general.


Green Smashomancer wrote:
loc wrote:
Well good news Fuse. A half construct does not die at 0 like full constructs. You also get healed by positive energy as well I believe.
True, but Barbarians have a terrible habit of losing exactly as many points of HP from exiting rage (from falling unconscious) as they need to lose to die. I recommend fitting a 15 Con into Fuse's build and taking the Raging Vitality Feat. You want to flavor something as some Emergency power? There ya go.

Good point. My new stats are:

STR 20
DEX 13
CON 16
INT 12
WIS 14
CHA 9
And I replaced Superstition with Ragin Vitality. Good ideas.

Liberty's Edge

Still working on stuff... kinda...

But Christmas preparations are weighing heavily on my and I haven't had much time to dedicate to getting the character ready.

I may get something going this week but OTOH I may not have my submission ready until DEC 26th or 27th.


My version was based off of elves, so I purposefully chose those two ability modifiers; Dexterity because that's what elves are really good at, and Constitution because it makes sense that their primary goal in genetic modifications would be to make them hardier for combat. Loup and I are building SLIGHTLY different races, so it might make sense for him to allow the choosing of ability modifiers. I might change that, but it makes sense in my mind.

Also, GM: When you get the chance, I have a question about maneuvers from the Solar Wind school. They're said to only work with bows, crossbows, and throwing weapons; given the setting, could I also use firearms with these maneuvers?


This Path of War stuff sounds awesome. I might have to look into them soon.


If you've ever taken a look at The Book of Nine Swords from 3.5, it's a similar concept. The fluff for Path of War is a lot less rooted in eastern mysticism, and it's more mutable if you want it. As such, a lot of people like it more because you don't have to be versed in the arts of Weeaboo Fightan' Magic if you don't want to.

Also, GM: Sorry for asking a lot of questions, but I have one more. Would Knowledge (Martial) be considered a background skill?


JDPhipps wrote:

If you've ever taken a look at The Book of Nine Swords from 3.5, it's a similar concept. The fluff for Path of War is a lot less rooted in eastern mysticism, and it's more mutable if you want it. As such, a lot of people like it more because you don't have to be versed in the arts of Weeaboo Fightan' Magic if you don't want to.

Also, GM: Sorry for asking a lot of questions, but I have one more. Would Knowledge (Martial) be considered a background skill?

Well, I'm relatively new to the hobby, but I have heard pretty much what you said already. I'm mostly interested in specifics. I looked at the Martial maneuver and Initiation systems already, but they seem a bit hard to understand. And powerful, but from what I can tell martial maneuvers are meant as kind of interchangeable class features.


Wow, lots of posts after a day out. I'll alter the race and bring it down to a better power level, probably have something up tomorrow with changes in place, and hopefully a solid written backstory for my character.

Green Smashomancer wrote:
Well, I'm relatively new to the hobby, but I have heard pretty much what you said already. I'm mostly interested in specifics. I looked at the Martial maneuver and Initiation systems already, but they seem a bit hard to understand. And powerful, but from what I can tell martial maneuvers are meant as kind of interchangeable class features.

They're honestly not too bad, in most ways. They function quite similarly to spells: you know some, you prepare some, and then you use them. They just come back quicker. And they definitely are powerful class features: they're intended to bring martial characters closer to the power exhibited by casters, especially at later levels. Early on they make you a really good fighter; later on, they let you continue to function well and do damage comparable to the blaster, and/or give you utility to keep up with other casters as well. It's a nice system.


For the most part, they allow martial characters to be comparable to casters in the ways where they need to be; maneuvers allow you to gain access to abilities that only casters can really use, but are good for martial characters. Things like short-range teleportation, ways of dodging attacks other than AC, large amounts of bonus damage to attacks, etc.


JDPhipps wrote:
For the most part, they allow martial characters to be comparable to casters in the ways where they need to be; maneuvers allow you to gain access to abilities that only casters can really use, but are good for martial characters. Things like short-range teleportation, ways of dodging attacks other than AC, large amounts of bonus damage to attacks, etc.

I admittedly wasn't too impressed by Tome of Battle, personally, though I haven't delved that deeply into it. I had a player in a game I GM'd that used Tome of Battle stuff and he didn't really do anything special that couldn't be done with a Slayer, he just did it with a bit better numbers. I'm far more impressed by Paizo's own Weapon Masters' Handbook.


Well, with all the opinions I've given I think it's time to take some. I have two characters I'm interested in submitting. Both could end up using homebrew races. One Hexcrafter/Eldritch Archer Magus, who will either be a human, or a fiery insectoid race I've wanted to build for a while I call the Immoleth. And a down-adjusted forlarren Warpriest.

The Immoleth I'm not satisfied enough to present yet, but here's my attempt to make a PC acceptable Forlarren variant. Do folks think this is fair enough? It does come out to 12 RP, but, you know.


My only question is how you got the claws to be a d6, I thought it was d4 for medium creatures and I never could find a way to up that without a feat when I built my race.


Fraejia wrote:
My only question is how you got the claws to be a d6, I thought it was d4 for medium creatures and I never could find a way to up that without a feat when I built my race.

Hmm. I may have overlooked that detail. I wasn't sure if it was a d4 or d6 myself. I think when I was trying to keep the race as close to the original in the bestiary, I may have copy-pasted when I shouldn't have.


Figured as much. I thought there was a way to do it in the race builder but can't find it. Now that I think about it though I was probably recalling the eidolon evolutions, I think you could take it twice to increase the damage of the claws.


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Fuse, if you're worried about 'Barbarian rage death' go with the unchained barbarian. Most archetypes still work with it, and you don't worry about rage death.


mdt wrote:
Fuse, if you're worried about 'Barbarian rage death' go with the unchained barbarian. Most archetypes still work with it, and you don't worry about rage death.

This is another good option to consider. your damage output will be slightly lower, but you'll save yourself a feat (of which the Barbarian has few), and some math work.


I have the same question about the claws. You'd need to be large-sized to have claws that deal d6 damage without any kind of feat. All-around vision seems a little much, even though it's clearly meant to trace back to the Asura. I might suggest dropping Weapon Finesse as an automatic feat, too.

  • Maybe take the racial ability that gives a +2 to Perception? That allows for an influence of Asura on the character, but not having the more powerful ability.
  • Drop Weapon Finesse as an automatic feat. Maybe give them Improved Natural Attack instead, if you want the claws to deal more damage.
  • You could also pick up darkvision, as Asura have that as well.
  • Some level of spell resistance could help link back to Asura as well.
  • Depending on which Asura spawned your character, the half-elf trait Dual Minded would be interesting.

    Just my two coppers on editing.


  • JDPhipps wrote:

    I have the same question about the claws. You'd need to be large-sized to have claws that deal d6 damage without any kind of feat. All-around vision seems a little much, even though it's clearly meant to trace back to the Asura. I might suggest dropping Weapon Finesse as an automatic feat, too.

  • Maybe take the racial ability that gives a +2 to Perception? That allows for an influence of Asura on the character, but not having the more powerful ability.
  • Drop Weapon Finesse as an automatic feat. Maybe give them Improved Natural Attack instead, if you want the claws to deal more damage.
  • You could also pick up darkvision, as Asura have that as well.
  • Some level of spell resistance could help link back to Asura as well.
  • Depending on which Asura spawned your character, the half-elf trait Dual Minded would be interesting.

    Just my two coppers on editing.

  • Well, I've come to the conclusion that the claws damage dice are simply a mistake on my part. Fixing that.

  • I think I can live without Weapon finesse. I only had it there to begin with because it was one of the 2 feats the base forlarren has.

  • I was actually looking at Dual-minded earlier, cause you're right, it would fit on theme, but I've fallen for the slippery slope of "well, that feature could work. Ooh, that too. And that one, etc... (7 unnecessary RP later)" too many times for my liking, so I intentionally avoided it. It would also leave them with a net +4 to will saves racially, which would cheapen Remorse as a drawback too much IMO. It is meant to be easier to overcome as time (and levels) go on, and race stops mattering, but both a wisdom bonus and dual minded would be redundant.

    As for the other ideas, they are in line with an outsider, but the Forlarren are fey, and the much stronger bestiary version doesn't even have them. If I add too many of those, I don't feel like the end product will resemble the creature I intended it to. I think the All-around vision would be sufficient for representing the Asura half. That and the insanity. I'll keep thinking about the Darkvision/perception bonus combo though.

    Your copper is appreciated.

    Edit: Trying to clarify myself. What I mean is that I would rather keep them "mostly" Fey, with a splash of Asura. Instead of the other way around.


  • Green Smashomancer wrote:
    mdt wrote:
    Fuse, if you're worried about 'Barbarian rage death' go with the unchained barbarian. Most archetypes still work with it, and you don't worry about rage death.
    This is another good option to consider. your damage output will be slightly lower, but you'll save yourself a feat (of which the Barbarian has few), and some math work.

    On the other hand the Unchained Barbarian got across-the-board nerfs on some of the class's most powerful rage powers. So there's that. >.>

    The Barbarian happens to be my favorite Pathfinder class so the rant I have on the Unchained Barbarian is of an inappropriate length for this topic.


    I've played both, and the tradeoffs mean both are playable and don't suck or act overpowered. To me, that's more than you can say about most stuff in RPG games. :)


    Jaster Kite wrote:

    Azih-

    Perhaps should mention by now that black powder might be a little obsolete. Instead, for the flintlock pistol, for example, perhaps it is a one-shot holdout that depletes it's energy cell on the first shot.
    I don't suppose your character would want to go vintage with a crossbow or bow-and-arrow, would he?

    Nah she grew up in a spaceship so she'd have some sort of technology. Your idea sounds perfect and it's what I suggested here:

    "It seems like I can get a pistol for 75 GP? It doesn't really make sense to have a powder and shot type situation so can I reflavour it as a pretty crappy blaster for personal defense that has a one shot battery that needs to be reloaded every round (costing 1.1 gp per battery). In every other respect it's just a pistol."

    So the only question is what kind of misfire rules would be for such a weapon?


    So, in all honesty, I'm not sure exactly how to reduce the race I built in RP/power without getting back to the point of just playing a regular human--which I can do if that's what it takes. It just feels kind of weird for me to write it up as a super-soldier when he's just a regular human, but I'm not sure what's causing trouble in terms of power. The ability score bonuses? I can drop the Charisma to +2.

    Just looking for feedback here, I guess. And still working on character fluff.


    Glad you guys were all receptive. Thanks.
    Also glad to see some collaberation amongst players.

    mdt-
    Answering an earlier question, AC is uneffected, except firearms don't usually target touch AC.

    Fuse-
    Yeah, of course. You'll only have to worry about the usual stuff that goes on after raging.

    JdPhipps-
    I know what you mean by being stressed out. Luckily, every hot chocolate makes it all worth it.
    I like this Spartan design much better, and I feel I can definitely use the disadvantage. It's actually kind of an awesome design, looking at it.
    Yeah, the maneuvers should work better with firearms here, since I took the game-changing touch AC bonuses from them.
    Lore (Martial) would be.

    Green Smashomancer-
    I was thinking the same thing. Any 2 physical is something I could use for other Spartans, should they appear.
    I like the Forlarren, myself. Your grief disadvantage might cause you some trouble early on, but if you're willing to keep it, I'm willing to let you. The only real gripe I have is all around vision, and only just wondering how far your forlarren would be able to see in all directions.

    Kenrar Tane-
    You can relax. The way the holidays are hitting us, this'll be my longest-lasting recruitment thread yet.

    Azih-
    Natural one, unless you're using a piece of crap weapon. Then it turns out your blaster's jammed, it overheats, the power-cell was already depleted when you put it in. Stuff like that. I'll be creative :)

    Loup Blanc-
    JDPhipps did a good job with his. Maybe you could take cues from him.


    I offered to collaborate backstories after I get out of the arena and working as a pirate of sorts. No one wants to know my jedi/sith? :)


    Cool I'll throw the blaster in for 75 gp on Neve's character sheet if she gets chosen. Thanks for answering the questions :).


    So out of curiosity Jaster how much longer do you plan to keep recruitment open/ Originally around 2 weeks but I wasn't sure with the holidays. Just trying to be a bit nosy.


    Ashe wrote:
    I offered to collaborate backstories after I get out of the arena and working as a pirate of sorts. No one wants to know my jedi/sith? :)

    I'd be up for collab. Who do you think he'd be more likely to keep company with? A morally conflicted retainer to an evil house (the magus)? Or a creature looking for a place in life with magically supressed violently psychotic tendancies (A Warpriest)? I guess this question goes out to everyone who wants to collaborate too, since it'll help me decide on which to create an Alias for.

    Also, did the race you created for him go through any revisions since the last version you posted? I figure we're looking at all of them right now, may as well give it another once over.

    Jaster Kite wrote:
    The only real gripe I have is all around vision, and only just wondering how far your forlarren would be able to see in all directions.

    As for this, I see three options, I'll go with which ever you prefer:

  • It functions as far out as the creature can see normally. Most powerful.

  • It functions out to 60 ft, a la darkvision. Completely made up, but feels fair.

  • Functions out to 30 ft. Also made up, but weaker than the others.


  • Yeah the GM an I worked it out. It is at 16RP, but he did say keep it 14RP in a post after we revised so I will drop either Quick Reactions or Lucky Lessor to be at 14RP. 16 was agreed on as it is 1 bellow the Fetchling, the same as a Suli and 1 above an Aasimar.

    Either one would work: Green Smash. You pick the one you want. If I stay more Jedi path then he could help preach the light and the dangers of the darkness to the magus. With the warpriest he could help teach him to remain calm and not give into his anger or hate so easily as that leads to darkness. I will be probably pretty preachy either way, but I won't be a burden on the group like it my way or the highway sort. My path is to survive and not fall to darkness myself. I know I must work with unsavory element to do so and do some space pirating but the trick will be not to loose myself in it. Unless we go dark then well maybe I will be consumed by it ;)

    Dathori:

    Type: Humanoid
    Size: Medium
    Speed: 30'
    Stats: Advanced(4RP) +4 physical, -2 physical, +2 all Mentals
    Language: Standard: Common and Racial
    Lucky, Lesser (2RP)
    Darkvision (2RP)
    Quick Reactions (2RP)
    Spell Like ability 2/Day (4RP): Suggestion
    Spell Like ability at will (2RP): Hydraulic Push(Force Push)


    Sorry for the delay - work is crazy this time of year, and then my girlfriend and I finally caught Star Wars last night.

    @Jaster Kite
    Totally understand. As I said, i was originally planning on a normal halfling, so if you would prefer I do that I would be happy to.

    If you are okay with the Nexxian Halfling, then i have been thinking more and more about the 'world of Nex' and have a couple ideas for flaws. Both deal with the magical radiation of the wastelands where the halflings reside.

    1 - the magical radiation is so toxic that the halflings have developed their spell resistance as a means of survival. As such, they lack the ability to lower their spell resistance as a standard action. So any spell cast by an ally would require a caster level check.
    * Feats could be created for elders to be able to target their clan members, or for individual halflings to be able to lower their resistance.

    2 - nexxian halflings don't just inhabit a world plagued by magical radiation, it actually courses through their veins. They are magical beings, and can be effected by spells that alter magic - dispel magic, automatic barrier, etc. As to what the effects would be, I do not really know, still just pitching ideas, maybe dazed, shaken, etc?

    Thoughts?


    Ashe wrote:

    Yeah the GM an I worked it out. It is at 16RP, but he did say keep it 14RP in a post after we revised so I will drop either Quick Reactions or Lucky Lessor to be at 14RP. 16 was agreed on as it is 1 bellow the Fetchling, the same as a Suli and 1 above an Aasimar.

    Either one would work: Green Smash. You pick the one you want. If I stay more Jedi path then he could help preach the light and the dangers of the darkness to the magus. With the warpriest he could help teach him to remain calm and not give into his anger or hate so easily as that leads to darkness. I will be probably pretty preachy either way, but I won't be a burden on the group like it my way or the highway sort. My path is to survive and not fall to darkness myself. I know I must work with unsavory element to do so and do some space pirating but the trick will be not to loose myself in it. Unless we go dark then well maybe I will be consumed by it ;)

    ** spoiler omitted **

    If you want my opinion, I would drop Quick Reactions. I assume the +4 is in dexterity? If so the second boost to initiative from QR would be rather redundant.

    Short Rant:
    I really don't get what the devs were smoking to come up with some of these things. Why are Nimble Attacks and Quick Reactions even there? They're just specific ways to use the Static bonus feat option. They even cost the same. And speaking of cost, I could have gotten myself two more +2's to ability scores for the same RP as what I went with. It doesn't even look like they tried.

    The Warpriest herself (by the name of Opal) has actually made it her life's mission to do exactly that, which is interesting because she's just afraid she can't stay in control. And we all know fear leads to anger, and anger leads to hate, and hate leads to, uh, twinkies. Right? Anyway, yeah, she'd like having someone play moral referee.

    The Magus (by the name of "Bishop" Ainsworth) knows what he's doing on the other hand. He doesn't want to leave his employers, so much as convince them to turn closer to good. So they'd once again be sort of aligned in goal.

    Basically, I can't pick, cause I like them both. I might be leaning towards Opal though. I doubt I'll get a better opportunity.


    Razza would definitely be trying to push Opal towards the side of chaos; discipline is for suckers and when push comes to shove the most important thing in the world is #1. Ashe and I being the angel/demon on Opal's shoulder would make for an interesting dynamic (with the OOC understanding that PvP helps no one).


    Ludvick will most likely push for solutions that will better the party as well as the group. After all of the group is happy, making money, and exploring that will only help all his research. Plus he is going to need a few dead bodies and the occasional soul. You need strong friends who would rather not see you murdered by the occasional undead hater or a vengeful necromancer for instance.


    Well what is the theme of the campaign? That makes quite a difference.


    Fraijia-
    Indefinite, but probably some time after Christmas.

    Green Smashomancer-
    I think I can work with 60ft.

    Ashe-
    Yeah, maybe Smashomancer is right when it comes to quick reactions. It does stack quite a bit.

    Tara-
    Maybe you could do regular halflfing with the addition of the unchangeable SR. Thoughts, players?

    Azih-
    What would one mean by theme?


    As in is this going to be gritty or swashbuckly? Heroic or villainous?


    Leaning more towards heroic than villainous, probably more swashbuckly. Should be fun for everyone. Setting doesn't take itself too seriously.


    I figured as much Jaster, makes sense too.

    As for writing connections into back stories Of the ones I've seen the backstory for, or any real mention of it, the two that make the most sense thus far are Ashe and Darinitar. Haven't spotted Ioc's background yet.

    Ashe:
    I could see a connection with Fraejia being the "young serving girl". She wouldn't be a slave, but she would be a willing participant in freeing you. Her people abhor slavery and it would be very in character for her to try and help one get away, especially a handsome one.

    Darinitar:
    I could see the two having met on the druid's planet, it's a place that would have attracted her attention for a time but wouldn't have held it for too long. They may have left there on the same ship or crossed paths at that time.


    Jaster Kite wrote:

    Fraijia-

    Green Smashomancer-
    I think I can work with 60ft.

    Tara-
    Maybe you could do regular halflfing with the addition of the unchangeable SR. Thoughts, players?

    I can deal with that I think.

    As for the SR, I have to wonder why so many people want it. Do you know that if you're unconscious, no one can heal you reliably? If you're okay with bringing your own buffs and healing to the table, I'm okay with the SR. And it looks like Tara is built to do just that.

    Edit: I'm gonna work up a short bit of backstory to the 2 I'm choosing between.


    I agree Green, it isn't great for a player. In point of fact I rather loathe SR when I have it unless it's selective like from the holy aura style spells. Dice like to screw me over, having my own SR doubles the opportunities for the dice, they don't need the help.


    I can say that, as a Bard player, I would absolutely prefer nobody in our group have spell resistance. :V


    You realize Tik'Klik is the one most bothered by healing right? NO Healing spell works on him. Nor does Mend. Only Rapid Repair, Make Whole, and Diobolic Healing. Oh, and don't forget, at 0 HP he goes down permanently (short of a miracle spell).

    I'm hoping we get some abilities to heal based on tech for the droid types. :)


    @ Arachnofiend

    As a bard the main thing the SR affects are your spells themselves. Most of your bardic performances are supernatural abilities (Su) and are not affected by spell resistance.


    DOH!

    I just realized I have to redo Tik's stats. As a construct he doesn't have Con (it's treated as 10 but it's 0). That means that 14 I put into it illegal. I'll fix and resubmit the sheet.


    Tik'Klik wrote:

    DOH!

    I just realized I have to redo Tik's stats. As a construct he doesn't have Con (it's treated as 10 but it's 0). That means that 14 I put into it illegal. I'll fix and resubmit the sheet.

    Huh, does that mean you can get some extra points by being the only thing ever that can "dump" con?


    Nope, can't dump con, it's not a stat for me. Basically I get a '10' that's not really there. Can't put points in or take points out.

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