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Journey in the mountains of Neutressa

Game Master DarkLightHitomi

A new world that has seen people for only the past thousand years.


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Lantern Lodge

M Human Intellectual Fighter 2, Scientist 1

Okay here is the discussion thred for my Maginexus game.

Any PF stuff is good, might consider 3rd party, might tweak things as they come up but PF is gonna be pretty safe.

Level three, 20 pt buy, 2 traits, and you are in the military, police, or the miltia of Fawazua City, a major trading hub/port for the Free Clans Confederacy.

Any race is acceptable (some may require being a lower level, or some other tweaking) including making something in the ARG (10pt and lvl3, 20pt and lvl 2, can purchase a trait one step above your races rank by adding 1 to the cost. IE a 10pt race can buy an advanced trait by paying 1 point more)

The common races are,
Catfolk (called Fealin)
Minotaurs
Orcs
Elves
Kindaur (custom race, basically oversized awakened tigars, an attempt to make super war mounts but they freed themselves some time ago and took refuge with the FCC. Note they do not have hands, they use magic to manipulate smalls thing but can't wield weapons, shields, etc)

Uncommon races
Dwarves
Halflings (a slimmer, shorter and less hairy version of dwarves)
Drow
Human

All other races are rare, at least around here.

Note, all planer spells will malfunction and all history agrees that every race was on some other world 1000 years, but suddenly found themselves here. For some, magic completely changed from what it was before, for others magic didn't exist prior, for the elves magic is similar but planer spells no longer work.

Summoning works differently, a caster makes a sprite (like a magical computer program) and then either temporarily binds it to an existing body (necromancy) or conjures a body for it bind to (still temporary but is the traditional summon spells). If any one plans one summoning anything I'll fill you in what you need to know, beware the the levels of the spells and such are much different.

Grand Lodge

Okay, so I have a concept in mind already

minotaur, Barbain (Titan Mauler)3 Then going to go fighter after this.
Working as a brute force, not too smart working as a wandering guard around the city.

I do have a question though what are the stats for the minotaur though?

Lantern Lodge

M Human Intellectual Fighter 2, Scientist 1

Minotaurs
Humanoid (Minotaur)
Size medium
Spd 40ft
+4 str
+2 int
-2 cha
+2 saves vs fear
+3 natural armor
Gore Natural attack 1d6+str, 1d8+str on a successful charge attack.

Not quite the same as the bestiary, Minotaurs are a somewhat civilized group. Though they value strength and martial prowess, they are also intelligent and use tactics and strategy to get the best of their enemies.

Minotaurs mostly live in the Tauren Empire where they are the upper citizens (as opposed to the lesser citizens, the orcs) They have advanced quite far by pure conquest, until the Clan Contact War in 789. The Clans are the only nation to have resisted conquest, and the Tauren Empire has found great respect for that and has since forged a trade alliance with the clans.

Lantern Lodge

would you be apposed to a custom built class? and if allowed what rp by would there be?

Lantern Lodge

M Human Intellectual Fighter 2, Scientist 1

Class or race? Races are allowed 10pt race can start at level three, 20pt race can start at level 2, I might allow a 30pt race to start at level 1 but it has to be good and well rounded and I might still say nay.

You can go for a 15pt race starting at level 2 with an extra non-fighter feat.

-

@Krumthi - Forgot to mention the minotaur counts as a 15pt race.


New GM alias!

First time GMing PBP so still finding out interesting things.

I am updating the campaign page periodically, so be sure to check it once in a while.


Female Scientist 5/ Party Girl 5/ Geek 5

3rd level, nice, so if I play a Elven Bladebound Spelldancer Magus I start with the black blade :)

If we're 3rd level do we gain any bonus wealth to buy items?

Grand Lodge

So for my concept I think I will stick with minotaur and then I start at level 2 so okay.. I still might do the titan mauler to get the large weapon and then go fighter after that starting at 4th level. maybe go back in forth I am not sure, I want to see what the group is going to do, I like to play a range of chars and right now, I am feeling tankish here so I think it would be fun to do this


Standard WBL = 3000g

However as a magic heavy world any magic item with a caster level of 1 is 25% cheaper, CL 7 or less is 15% cheaper, and CL 15 is or less is 5% cheaper. Beware the items, like Bracers of Armor, that say the caster level must be two or three times the bonus provided, the listing at top is just the minimum.

Also because you are in a sponsered force you may have a +1 or mithral weapon or armor free.

Monks can use enchanted wraps to get weapon enchantments on their unarmed strikes.


Female Scientist 5/ Party Girl 5/ Geek 5

May I have a mithril sword that turns into my black blade? Since I already get the +1 for my class feature. Then I'd just use my 3000 on armor, etc.

Are we palace guards? Or the military? Or police?

Basically, do we defend the ruler? Defend the city or attack it's foes? Or do we enforce the laws with the citizenry?


Military or police, basically you are armed and generally defend the people, a task force is being created taking the best of of these groups to go deal with an outside threat on a small scale. The leaders don't want to agitate neighbors into war by fielding an army.

Mostly giving you extra options for how you came to be taking government orders by a government that actually trusts you to keep a secret if needed and to actually do your job.

Grand Lodge

Okay I am changing things up a tad bit I am goin to go Orc barbain Titan mauler with a large great sword and then take fighter two handed from there on out

Lantern Lodge

I'm starting to form an solid idea but, would like to see what you would do to the half-dragon or what level you feel it is and if possible we could work out a playable version.

I'm thinking of using the fighter for the class (ranged crossbows).

Grand Lodge

okay, well, I am not really sure what I want to do now even, I was messing with Hero's Lab and now thinking elf wizard/gunsliger but still not sure..


Valmoon, build it as race, anything beyond 20pts take note of, you can spend a feat later to pick up 2pts of traits.

@Krumthi, the lack of guns would be a problem, though you might adapt gunslinger to using hand crossbows, some more expensive ones have gotten an upgrade over the book.


Tiessa wrote:

May I have a mithril sword that turns into my black blade? Since I already get the +1 for my class feature. Then I'd just use my 3000 on armor, etc.

...

Somehow missed this the first time, you can do that, but as I didn't see anything about the blackblade costing you anything, it doesn't help you that much though, I think it'll weigh less, and DR bypass isn't likely to be a worry for a magic weapon, not here anyway.


I had originally made the stats of my custom races before the ARG and thus have been reviewing and rebuilding with the ARG rules where applicable.

So in light of the Minotaurs having only 13 points, I decided to drop one point of natural armor and the bonus to gore when charging to make them count as a 10 point race. However, I also set that extra natural armor as a selectable racial feat and the bonus to gore attacks when charging and the relentless trait as another racial feat. I hope this makes them a bit more balanced and desirable as a race.

I will be updating some features of a few of the other races though the core races will be mostly or completely the same.

I will also eventually add a list of additional racial features that can be gained for some races by taking a feat.

Lantern Lodge

half-dragon

TYPE
Dragon (10 RP)
Dragons have the darkvision 60 feet racial trait.
Dragons have the low-light vision racial trait.
Dragons are immune to magical sleep effects and paralysis effects.
Dragons breathe, eat, and sleep.
SIZE
Medium 0 rp
BASE SPEED
Normal 0 RP
ABILITY SCORE MODIFIERS
Flexible 2 RP
LANGUAGES
Standard 0 RP
RACIAL TRAITS
Defense Racial Traits
immune to magical sleep effects and paralysis effects.
Feat and Skill Racial Traits
Flight (4 RP): Prerequisites: None; Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability. Special: This trait can be taken more than once.
(8 RP 50 ft and average maneuverability (+0 fly))
Senses Racial Traits
darkvision 60 feet
low-light vision

total 20 rp


Looks alright except you don't have the ability modifiers listed.

Anything in your history that deals with being a halfdragon? I don't want to step on backstory when tieing the race in, and some of it might actually inspire racial history (depending on how it fits with everything else of course).

Lantern Lodge

I think str and dex fit the best. so +2 str, +2 dex.

I haven't thought that far ahead for a backstory quite yet as, I'm not sure what kind of lore dragons have to begin with in your setting.

An Idea for a back story is forming but, before I think to much I should probably find out what kind of lore you have for dragons.

Grand Lodge

okay... so Now, I am just at a loss. I am not sure what I want to play at all...
Some one please guide me on what They think I should play..
I was thinking Druid, or Barbain, or Fighter, or wizard, or Something HELP....
lost player Isle 1


Try wizard then, we only have a fighter and magus type so far, so an arcane heavy wouldn't hurt.

Not that it's really a case of should, as a homebrew, the classic party mix is completely unneeded.

Go over the campaign tab and if you see something interesting that you want to know more about, ask. Or if you are curious about some aspect of the world, it doesn't have to be about the character right now. Get a feel for something you are interested in and then you can make a character tied to that.

This kind of thing often leads to great ideas for characters and keeps them interesting for the player (which has always been more important then combat ability, well for some anyway)

You could be a wizard who makes and maintains some of the vehicles, or other types of devices. Magic interferes with running electronics, but is usually used to make, repair, and maintain them, at least when they are turned off.


@Valmoon

The dragons are a mysterious lot. They live usually alone or as mates, but they do socialize and identify with each other in a loose clan structure (generally corresponding to the color types) However each color type doesn't always get the same energy type, this usually happens with mixes however. Also good and evil has nothing to do with color, but the metallics are generally less harsh but more subtle then the chromatics, and the other colors are generally unique. The metallics are more common however.

No one knows what the world they came from was but some wonder if they came from somewhere else at all and the dragons don't comment on their history, and few of them bother to study or even try to keep some form of history. They tend to focus more on the now. They do use slaves, but how they are treated varies and the dragons use them to keep ranches of food animals. Dragons don't stop growing and as they get bigger they need more food. If they don't die in a conflict with another dragons they usually die from starvation as they eventually can't get enough food to sustain themselves. Their attempts to do so have ravaged many a village however.

The slaves of dragons are usually dragonborn, and some scholars wonder if the dragons created them for that purpose, however dragonborn can be found out in the world and for all their rarity, they seem evenly spread out across the known world.

Grand Lodge

Wizard.... wizard... hmmmm... okay, well, I will look tonight when I have time, tonight... okay.

Lantern Lodge

GM DarkLightHitomi wrote:

@Valmoon

The dragons are a mysterious lot. They live usually alone or as mates, but they do socialize and identify with each other in a loose clan structure (generally corresponding to the color types) However each color type doesn't always get the same energy type, this usually happens with mixes however. Also good and evil has nothing to do with color, but the metallics are generally less harsh but more subtle then the chromatics, and the other colors are generally unique. The metallics are more common however.

No one knows what the world they came from was but some wonder if they came from somewhere else at all and the dragons don't comment on their history, and few of them bother to study or even try to keep some form of history. They tend to focus more on the now. They do use slaves, but how they are treated varies and the dragons use them to keep ranches of food animals. Dragons don't stop growing and as they get bigger they need more food. If they don't die in a conflict with another dragons they usually die from starvation as they eventually can't get enough food to sustain themselves. Their attempts to do so have ravaged many a village however.

The slaves of dragons are usually dragonborn, and some scholars wonder if the dragons created them for that purpose, however dragonborn can be found out in the world and for all their rarity, they seem evenly spread out across the known world.

Ok i can work out a good background based on that.

Grand Lodge

Unnamed Hero
Male Catfolk Wizard 3
CG Medium Humanoid
Hero Points 1
Init +2; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 17 (3d6+3)
Fort +2, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 Darkwood Light crossbow +4 (1d8+1/19-20/x2)
Wizard Spells Prepared (CL 3):
2 (2/day) Fox's Cunning, Fiery Shuriken, Fire Breath (DC 15)
1 (3/day) Chill Touch (DC 14), Obscuring Mist, Magic Missile, Mage Armor
0 (at will) Acid Splash, Drench (DC 13), Drench (DC 13), Ray of Frost
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 17, Wis 11, Cha 12
Base Atk +1; CMB +1; CMD 13
Feats Craft Wondrous Item, Scribe Scroll, Spell Mastery (3)
Traits Deft Dodger, Theoretical Magician
Skills Fly +8, Knowledge (arcana) +9, Knowledge (religion) +9, Linguistics +7, Perception +7, Profession (soldier) +5, Sense Motive +2, Spellcraft +11, Stealth +4, Survival +2
Languages Catfolk, Celestial, Common, Gnoll, Goblin, Orc
SQ +2 to reflex saves, acid dart (6/day), arcane bonds (arcane familiar, weasel), cat's luck (1/day), deliver touch spells through familiar, empathic link with familiar, hero points, opposition schools (abjuration, divination), share spells with familiar, specialized schools (conjuration), sprinter, summoner's charm (+1 rds)
Combat Gear Potion of barkskin +2, Potion of cure light wounds, Potion of mage armor, Wand of magic missile; Other Gear +1 Darkwood Light crossbow, Bag of everlasting dung, Catching cape (1 uses), Feather token (whip), Stubborn nail, Canteen, False-bottomed cup, Fishhook, Fishing net, Flint and steel, Grappling bolt, Marbles, Pot, Scroll case (empty), Spell component pouch, Spellbook, compact, Whetstone, Wizard's kit, 412 GP, 9 SP, 8 CP
--------------------
TRACKED RESOURCES
--------------------
Acid Dart (6/day) (Su) - 0/6
Cat's Luck (1/day) (Ex) - 0/1
Catching cape (1 uses) - 0/1
Feather token (whip) - 0/1
Potion of barkskin +2 - 0/1
Potion of cure light wounds - 0/1
Potion of mage armor - 0/2
Stubborn nail - 0/2
Wand of magic missile - 0/50
--------------------
Special Abilities
--------------------
+2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Acid Dart (6/day) (Su) 30' Ranged touch attack deals 1d6+1 Acid damage.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Catching cape (1 uses) Grants 20% miss chance against ranged attacks for 1 minute or until you're missed.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Divination You must spend 2 slots to cast spells from the Divination school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Mastery (3) You can prepare spells without a spellbook.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

How is this does this sound okay?


3 things, first Spell mastery needs what spells you mastered, second, alertness adds 2 to perception and sense motive[edit, nevermind I see how you got the reflex save.], third eventually will need to list what spells are in your spellbook. Alertness is fine if you can link the alternate definition.

At first level your spell mastery spells don't have to be from your spellbook, later if you take the feat again you must still find and/or buy them but don't need to be from spellbook.

Otherwise, looks good.

Grand Lodge

I will have to go over the char again soon, I have to get those on there, I was dead tierd when I did that so who knows. Please let me know when you want everything by so I have a deadline.


I am finding a deadline pointless with only a couple people even posting at the moment, I think I may open a recruitment thread to pull some additional people.

Sorry, my last post didn't post and I waited for an update that never came, won't happen again.

Lantern Lodge

will be posting my character and background by Friday.

Grand Lodge

I am going to finish my stuff off tonight. I have been extermely busy. I am going to use the same status there and have the correct inofmration for you soon.

Lantern Lodge

Valmoon wrote:
will be posting my character and background by Friday.

got very bogged down I know what I want the character to play like though so building it tomorrow shouldn't be hard. :)


It's alright, I will be opening recruitment to get the party up to six but I will still start you when you are ready and I will bring them in when they are ready, I know the holidays will be a bit slower but I am hoping that generating a bit of interest will keep them game alive through to the new year.


Because of something that happened in another game I am going to try a houserule and see how how well it works, any feedback would be nice.

For Combat Maneuvers, disarm, grapple (initiating only), sunder, and trip.
When you roll, add your normal attack bonus vs Touch AC, and then add your CMB vs CMD, both use the same d20 roll and both need to hit to be successfull.

The reason behind this is because of the disparity behind how easy it is to hit someone and how easy it is to force something on them, for example, if your are a super wrestling grapple artist, is it any easier to grapple a fly then to hit the fly in the first place? By raw the fly has a +8 to aviod being touched by you but has a -8 to avoid being touched by you because of what you plan after you touch it.

Once you touch it, it's ability to resist is indeed pathetic, but you still need to catch it first.

This came up because a grappling specialty creature could barely, if lucky, hit my touch AC but rolling a 2 was 10 points over my CMD (it had like a +32 I think, mid level game), It couldn't even touch me but it could grapple me and that makes no sense, to me anyway.

Basically you still need to catch your enemy to do anything to them, using a combat maneuver might be easier to defeat them, but won't be easier to touch them.


Male Half-Dragon Fighter(Shield Master) lvl 2 (AC 23, touch 14, Flat-footed 19, CMD 19, HP 18/18, Fort: 3 Ref: 5 Will: 1, Init: 7

(This is Valmoon and this is the alias for the game)

Still thinking the fallowing:

half-dragon

TYPE
Dragon (10 RP)
Dragons have the darkvision 60 feet racial trait.
Dragons have the low-light vision racial trait.
Dragons are immune to magical sleep effects and paralysis effects.
Dragons breathe, eat, and sleep.
SIZE
Medium 0 rp
BASE SPEED
Normal 0 RP
ABILITY SCORE MODIFIERS
Flexible (+2 str, +2 dex) 2 RP
LANGUAGES
Standard 0 RP
RACIAL TRAITS
Defense Racial Traits
immune to magical sleep effects and paralysis effects.
Feat and Skill Racial Traits
Flight (4 RP): Prerequisites: None; Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability. Special: This trait can be taken more than once.
(8 RP 50 ft and average maneuverability (+0 fly))
Senses Racial Traits
darkvision 60 feet
low-light vision

total 20 rp

Fighter would be the class I think but, not your normal fighter. I may pm you Gm soon to ask a few more questions this time about classes and (crossbows)weapons.

Grand Lodge

Arugh! man, this week has been hard for me. I am going to PROMISE get this done tonight since my son can not use my pc at home! arugh!!! I want to get things kicked off.

Grand Lodge

*grumble grumble* ok..... so.
things have been extremely goofy, I did not relaize that my wife was going to be gone all last night.. so no time to do it. tonight she is home and I should (hopefully) have time to get it back up. sorry

Liberty's Edge

Curious on your Kindaur race, the talking tigers. Are those the complete stats for them? I didn't spot any ability modifiers; just checking if I missed anything before I really start building this guy.

Liberty's Edge

Oh, BTW. If I can't figure out a good setup for this tiger, I might submit my custom race for approval. As a matter of fact, I'd be willing to put it up for use anyway if anyone's interested.

GATORFOLK: 20 pt. race:

monstrous humanoid
medium size
slow speed 20 ft.
ability score adjustments: +4 str, +2 con, -2 dex, -2 cha
languages: gatorfolk.
bonus languages: common, draconic, aquan, sylvan
Bond to the Land: +2 dodge bonus to AC in swamps or bogs.
+1 natural armor
primary bite attack, 1d6
swim speed 30, +8 to swim checks
camouflage: +2 stealth in swamps and bogs.
improved natural attack(bite)(already included in damage)
hold breath: hold breath for 4xcon score before drowning

racial point buy:

type: monstrous humanoid: 3RP
medium size: 0RP
slow speed 20ft: -1RP
abilities=greater paragon: +4 str, -2 dex, -2cha 2RP
languages=xenophobic 0RP

TRAITS:
advanced constitution +2 4RP
bond to the land=swamp:+2 dodge bonus to AC in swamps or bogs 2RP
natural armor: +1 nat AC 2RP
bite attack: 1d4 primary attack 2RP
swim: swim speed 30, +8 to swim checks 2RP
camouflage: +2 stealth in swamps and bogs 1RP
static bonus feat: improved natural attack (bite) 2RP
hold breath: hold breath for 4xcon score before drowning 1RP

Description:

Standing with a slight hunch of two thick legs, these creatures resemble nothing so much as bipedal alligators. Their forms are dense with muscle and rough with leathery hide, and their long, wide snouts are filled with rows of thick, piercing teeth. Their powerful tails give them excellent maneuverability in water, and keep them balanced on land, though their gait is somewhat sluggish. While they may seem ponderous and clumsy, only a fool fails to recognize the spark of cunning in their eyes, and only the suicidal would face them in their native swamps, where their coloration and structure give them superb camouflage and agility.

Now, if you REALLY want to get crazy, I'll have to see if I can whip up a race for my greatest post ever...the OSTRICHFOLK. But probably not. So, tell me: would anyone rather I use a gatorfolk over the talking tiger? Or would you prefer to make one yourself? consider it an impromptu open license. easy to make a bruiser or a tank out of these guys, but the creative and daring will find fun combos with them.


@Daynen
Silly me, I fixed it, the modifiers are +2 to Str, Dex, and Con, +4 to Wis, and -2 Cha.

However, I appreciate it if you would post in the recruitment thread until I officially accept your char.

The others are here cause we weren't originally going to recruit.

Liberty's Edge

Ah, no worries. Saw both threads, figured I'd spread out my comments and make sure nobody missed. Thanks for the update, I'm still mulling over some decisions now.

Grand Lodge

Unnamed Hero
Male Human Fighter (Two-Handed Fighter) 3
N Medium Humanoid (human)
Hero Points 1
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex, +1 dodge)
hp 29 (3d10+3)
Fort +4, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 Scythe +7 (2d4+9/x4)
Special Attacks overhand chop, shattering strike +1
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 13, Int 12, Wis 11, Cha 12
Base Atk +3; CMB +6 (+7 Sundering); CMD 19 (20 vs. Sunder)
Feats Dodge, Furious Focus, Power Attack -1/+2, Taldan Conscript, Weapon Focus (Scythe)
Traits Harrow Born (Varisian), Killer
Skills Acrobatics -2 (-6 jump), Climb +5, Escape Artist -2, Fly -2, Handle Animal +7, Intimidate +7, Ride +4, Stealth -2, Survival +6, Swim -1
Languages Catfolk, Common
SQ hero points
Combat Gear Potion of bull's strength, Potion of haste; Other Gear Scale mail, +1 Scythe, Belt of tumbling, Cap of light, 150 GP
--------------------
TRACKED RESOURCES
--------------------
Potion of bull's strength - 0/2
Potion of haste - 0/1
--------------------
Special Abilities
--------------------
Belt of tumbling +4 competence bonus on Acrobatics to move through threatened square or enemy's space.
Cap of light Can radiate light at will, as the spell.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Killer Add weapon's critical modifier to its critical bonus damage.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.
Taldan Conscript When wielding a farm implement (such as a hand axe, pick, pitchfork, or scythe) as a weapon, you get a +1 bonus on damage rolls. When fighting alongside other conscripts you get a +1 bonus on initiative checks.
------------------------------------------------------------------------

This is my final one! I have decided, I haven't came up with a name yet, but I swear this is all.
I've had the chance to do this today so I thought I would,

So sorry I have been gone a while, it's been a f'ed up month with me.


It's been that kind of month for most I think. For me as well.

Everyone looks fine so far.

Grand Lodge

DM, I am just letting you know that, I will be gone from 26th to the 6th of January. I will have a limited access to the net for at least the first 4 days after that I will have acces but not a whole lot. Please run my char as you see fit till I come back please!
Thank you


Hopefully we'll be ready to play then, the outgroup recruits should be but I need to PM some people here.

There is Krumthi - near complete
Valmoon - concept/race
Tiessa - concept

Anyone still around?
A status update would be nice, please.


Group 2 is selected and will start introductions soon.

Members of group 1 will be tied into the story as they are ready.

Lantern Lodge

I'm here just been a tad busy with the seasons events.


I expected as much, just trying to keep track of everyone. Don't want to this die before it starts.


Some research revealed some PF oddities, so a clarified my called shot rules and object AC in the campaign tab. I don't expect them to matter but just in case.


Male Half-Dragon Fighter(Shield Master) lvl 2 (AC 23, touch 14, Flat-footed 19, CMD 19, HP 18/18, Fort: 3 Ref: 5 Will: 1, Init: 7

-Valmoon
Just need to get backstory figured out and figure out what to get with the 3000 gp took full-plate Mithral armor as the free item.

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