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| RIZZENMAGNUS |
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"As stories do, the tale spread, across Cairhien and north and south, by merchant train and peddler and simple
traveler gossiping at an inn. As stories do, the tale changed with every telling. The Aiel had turned on the Dragon
Reborn and killed him, at Dumai's Wells or elsewhere. No, the Aes Sedai had saved Rand al'Thor. It was Aes Sedai
who had killed him— no, gentled him— no, carried him to Tar Valon where he languished in a dungeon beneath
the White Tower. Or else where the Amyrlin Seat herself knelt to him. Unusually for stories, it was something very
close to truth that was most often believed.
On a day of fire and blood, a tattered banner waved above Dumai's Wells, bearing the ancient symbol of Aes Sedai.
On a day of fire and blood and the One Power, as prophecy had suggested, the unstained tower, broken, bent knee
to the forgotten sign.
The first nine Aes Sedai swore fealty to the Dragon Reborn, and the world was changed forever. ~The Lord of Chaos. Robert Jordan
I am looking to start a Wheel of Time adventure. Takes place right after the Battle of Dumai's Wells.
Conversion: While the WOT rpg is using the 3.5 rules, It is easy to make the tweaks to convert to Pathfinder. IE: balance and tumble and jump are now acrobatics, Hide and move silently is now Stealth. If you have any questions about what converts, ask me, and i will help.
PC build: Roll 4d6, drop lowest. you can roll 2 sets right away.
6th level characters. I need one character to prestige class as an Aes Sedai or an Asha'man. Would prefer one of each, but the adventure will work with either one.
Max HP.
Max Marks (gold).
| RIZZENMAGNUS |
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You really dont need to know too much, just have a basic knowledge of the series, and some of the common names, like Saidar and Saidan, a sa'angreal, Heron marked blade, and so on.
Unfortunetly there is no SRD for the WOT. But the books are easy to find online... and i will let people interpret that as they will.
| Manx Serimus |
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4d6 ⇒ (5, 5, 5, 1) = 16 15
4d6 ⇒ (5, 3, 6, 6) = 20 17
4d6 ⇒ (6, 4, 1, 3) = 14 13
4d6 ⇒ (2, 5, 3, 6) = 16 14
4d6 ⇒ (4, 3, 3, 5) = 15 12
4d6 ⇒ (6, 5, 6, 4) = 21 17
4d6 ⇒ (5, 1, 6, 4) = 16 15
4d6 ⇒ (5, 2, 6, 6) = 19 17
4d6 ⇒ (3, 3, 4, 1) = 11 10
4d6 ⇒ (6, 3, 4, 5) = 18 15
4d6 ⇒ (1, 1, 1, 5) = 8 7
4d6 ⇒ (3, 2, 4, 1) = 10 9
Looks like that first set will work just fine. I'll post some some char stats as soon as I review the classes.
| Vert |
| Pathfinder Adventure Path Subscriber |
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I'm not looking to join (so busy, so busy... D:) but I'm in an offline game of Pathfinder Wheel of Time. Bit of advice, if I may: Nerf Harden Air. It's like a first or second level weave that our party used to solve almost every problem. We fought a bear at level 2 and we hardened air it then coup de grace'd it. Our GM nerfed it so we couldn't attack something we hardened air.
Later on he had to nerf it again after we hardned air around some bandits on the road and tied off the weave. So it's quite powerful as-is. Just some advice, otherwise the system converts quite well.
| RIZZENMAGNUS |
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I'm not looking to join (so busy, so busy... D:) but I'm in an offline game of Pathfinder Wheel of Time. Bit of advice, if I may: Nerf Harden Air. It's like a first or second level weave that our party used to solve almost every problem. We fought a bear at level 2 and we hardened air it then coup de grace'd it. Our GM nerfed it so we couldn't attack something we hardened air.
Later on he had to nerf it again after we hardned air around some bandits on the road and tied off the weave. So it's quite powerful as-is. Just some advice, otherwise the system converts quite well.
what can be used by PC's can be used by NPC's.
| Jonasty1031 |
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jonasty...i figured i could rope you into my game. itll be interesting to see how the DM becomes the PC.
Interesting is one word lol.
Dice rolls:
4d6 ⇒ (6, 6, 6, 2) = 20
4d6 ⇒ (5, 5, 3, 3) = 16
4d6 ⇒ (4, 5, 3, 5) = 17
4d6 ⇒ (3, 4, 5, 5) = 17
4d6 ⇒ (2, 2, 4, 2) = 10
4d6 ⇒ (2, 4, 1, 2) = 9
18, 13, 14, 14, 8, 8
4d6 ⇒ (4, 3, 2, 2) = 11
4d6 ⇒ (1, 1, 6, 4) = 12
4d6 ⇒ (5, 3, 5, 4) = 17
4d6 ⇒ (1, 3, 2, 2) = 8
4d6 ⇒ (6, 3, 5, 4) = 18
4d6 ⇒ (2, 2, 3, 4) = 11
9, 11, 14, 7, 15, 9
Hmm I wonder which array I'm gonna take.
Xzaral
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| Pathfinder Adventure Path, Card Game, Deluxe Comics Subscriber |
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4d6 ⇒ (2, 2, 1, 6) = 11
4d6 ⇒ (4, 5, 4, 3) = 16
4d6 ⇒ (4, 2, 4, 4) = 14
4d6 ⇒ (2, 6, 2, 3) = 13
4d6 ⇒ (3, 4, 2, 4) = 13
4d6 ⇒ (3, 5, 2, 6) = 16
10, 13, 12, 11, 11, 14
4d6 ⇒ (4, 6, 4, 3) = 17
4d6 ⇒ (2, 4, 5, 4) = 15
4d6 ⇒ (3, 5, 2, 5) = 15
4d6 ⇒ (6, 1, 6, 3) = 16
4d6 ⇒ (3, 4, 3, 5) = 15
4d6 ⇒ (3, 2, 5, 6) = 16
14, 13, 13, 15, 12, 14
Gonna have to spend some time thinking on this one. Poured over the book last night. I've always been partial to caster classes in most games, but since Jonasty called dibs on the Ashaman, looks like that'd leave Aes Sedai. I'd be willing to do that if it'd help the game out, but gonna try to make a few characters up with those stats and see what I come up with.
| RIZZENMAGNUS |
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Xzaral, you can play an asha'man if you want. There is no limit to how many channelers, male or female, i allow. If the party is all channelers, groovy. if only one person is, groovy too.
Jonasty, and everyone else, here is the break down:
This is a converstion to using the pathfinder system.
SKill selection: Use the skills found in the WOTRPG and then convert them to Pathfinder, like jump, balance, and tumble are all acrobatics now. Move silently and Hide are now Stealth.
Knowledge skills from WOTRPG carry over, and keep Knowl engineering and Dungeneering from pathfinder.
Feats: If it is in both WOTRPG and Pathfinder, Pathfinder takes precedence. If its in WOTRPG and not Path, It carries over as is.
we will also use the odd level feat progression from pathfinder, not the every 3 levels in 3.5
Traits: 2 trait allowed. Social, combat and equipment trait lists are allowed.
If you come across some third party/amateur feats or equipment for the WOTRPG, let me know. i may like them and let them in.
| Volty |
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Interested. Playing an Asha'man would make the 12-year old inside of me all warm and gooey. Wow, that sounds awkward if you interpret it the wrong way, LOL.
I'll have to... find the books and get back to you.
Dice rolls:
4d6 ⇒ (2, 3, 1, 3) = 9
4d6 ⇒ (1, 4, 2, 4) = 11
4d6 ⇒ (3, 2, 1, 2) = 8
4d6 ⇒ (6, 3, 1, 5) = 15
4d6 ⇒ (6, 1, 5, 2) = 14
4d6 ⇒ (4, 6, 6, 4) = 20
8,10,7,14,13,16
4d6 ⇒ (2, 2, 3, 3) = 10
4d6 ⇒ (2, 2, 4, 1) = 9
4d6 ⇒ (6, 2, 1, 1) = 10
4d6 ⇒ (2, 2, 1, 3) = 8
4d6 ⇒ (5, 3, 6, 5) = 19
4d6 ⇒ (2, 4, 1, 3) = 10
8,8,9,7,16,9
ouch!
I guess I take the first. Should be an interesting character. ;)
Also, I'm pretty new to this whole tabletop thing, so bear with me. :)
[edit]Marten Noral, Initiate
Strength: 7 (hah!)
Dexterity: 10
Constitution: 8
Intelligence: 16
Wisdom: 14
Charisma: 13
| Jonasty1031 |
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Got my got pretty much ready to post, just a couple questions.
1) Cut Weave, is this available in your game? Just checking for my weave selections.
2) Is Traveling still considered a Lost Talent or can I take it now that the Black Tower exists?
3) Is the Invert skill still considered Lost or can I purchase ranks in it?
| Volty |
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Trying to create the char. Having difficulty converting some of the skills.
Composure, concentration, invert, weavesight, specifically. Decipher script seems to be Knowledge (arcana) and gather info is perception. Should I just lump invert and weavesight into spellcraft? You mentioned invert is still lost, makes sense, so weavesight becomes spellcraft. Also makes sense. Just dont know how to fit composure and concentration.
[edit]Also, how many skill points do we start with? Use pathfinder or WOT methods? Assuming pathfinder.
| RIZZENMAGNUS |
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Trying to create the char. Having difficulty converting some of the skills.
Composure, concentration, invert, weavesight, specifically. Decipher script seems to be Knowledge (arcana) and gather info is perception. Should I just lump invert and weavesight into spellcraft? You mentioned invert is still lost, makes sense, so weavesight becomes spellcraft. Also makes sense. Just dont know how to fit composure and concentration.
[edit]Also, how many skill points do we start with? Use pathfinder or WOT methods? Assuming pathfinder.
use WOT for skill points, like a channeler has 4+int per level for skill points. But use Pathfinder rules for skill ranks. so no more than your HD in a skill, but you get a +3 bonus for class skills.
composure, invert and weavesight are WOT specific, so those will be left in. Dont attempt to convert those into spellcraft.
hmmm...in regards to concentration...Lets do a test run on this idea: lets put composure into concentration, since you have to focus your mind in order to have composure. If this makes it too powerful, then we will split it back up.
Invert is its own weave. its like stealth for channelers
Xzaral
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| Pathfinder Adventure Path, Card Game, Deluxe Comics Subscriber |
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Mechanically speaking I seem to be going between two concepts. Either an Aes Sedai or a Blademaster. The RP portions I seem to be having a more difficult go at.
Aes Sedai: From a mechanical viewpoint with two Asha'man in the group, this would allow us to form a circle, which could be benficial. As far as RP aspect goes, I was toying with Green Ajah, a little more open-minded on the subject of the Asha'man. My only concern is how a group like that would be together, do you have already have a story idea in mind for it?
Blademaster: A little easier to deal with. Problem is I've got too many ideas at present to limit it at this point, lol. So kinda the same thing, any basic information that you might be able to give?
| Jonasty1031 |
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Here's most of the crunch build stuff for Joliar Belthoval, my Tar Valoner Asha'man. I'll post the backstory details shortly along with an actual profile soon.
Str 8
Dex 8
Con 14
Int 14
Wis 18
Cha 14
Skills (54 points total):
Composure (7 ranks)
Concentration (9 ranks)
Craft
Gather Info
Heal (4 ranks)
Intimidate (4 ranks + 4 competence)
Invert (3 allocated but currently unusable)
Knowledge – Blight (3 ranks)
Knowledge – Geography (3 ranks)
Knowledge – History (1 rank)
Knowledge – Local (4 ranks)
Knowledge – Age of Legends (2 ranks)
Perception* X (2 ranks + 2 background + 4 Wis)
Profession
Sense Motive (3 ranks)
Weavesight (9 ranks)
Feats:
Cosmopolitan (Background) – Perception
1st Martial Weapon Proficiency – Long sword
3rd Multiweave
5th Sense Residue
Bonus Channel 2nd Tie Off Weave
Bonus Channel 5th Extra Talent
Bonus Asha’man Iron Will
One Power:
Affinities – Spirit
Talents – Elementalism, Traveling
Weaves Known:
Harness the Wind
Grenade
Blade of Fire
Heal
Harden Air
Light
Cut Weave
Disguise
Create Gateway
Whirlpool
Weaves per day
5/6/5/4/3
| RIZZENMAGNUS |
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Hey wait! Just saw this thread right now!
Haven't had a chance to read everything yet and have to get to sleep, but I will have a character up and ready tomorrow! A chance to play in a Wheel Of Time Pbp!! Are you Kidding me?? : D
well, throw together a 7th level character. we have 2 asha'man. If you want to play a third, that's fine, or you can be whatever else.
I am allowing some items from the netbook "under the dragon banner", but whatever you choose, id like to know about it so i can review it.
| RIZZENMAGNUS |
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and i think ill also throw in a DMPC, just to help out for a couple sessions, plus i want to try out an idea.
roll 1
4d6 ⇒ (1, 3, 6, 2) = 1211
4d6 ⇒ (2, 4, 2, 6) = 1412
4d6 ⇒ (5, 3, 3, 6) = 1714
4d6 ⇒ (5, 2, 6, 3) = 1614
4d6 ⇒ (4, 2, 4, 5) = 1513
4d6 ⇒ (3, 1, 4, 6) = 1413
roll 2
4d6 ⇒ (4, 2, 4, 2) = 1210
4d6 ⇒ (6, 1, 5, 6) = 1817
4d6 ⇒ (3, 1, 4, 2) = 109
4d6 ⇒ (6, 4, 4, 4) = 1814
4d6 ⇒ (5, 6, 2, 5) = 1816
4d6 ⇒ (4, 1, 6, 1) = 1211
hmmm...ill go with the second roll.
| Dennis Harry |
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Just came across this thread. If there is room for one more player I will whip something up tomorrow.
| Dennis Harry |
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I can't finish the character by 2 but I will have it done by the evening. I am thinking Ogier Wanderer/Noble. He was tired of the lifestyle of the steading and took to wandering to see the world. It is a dangerous and exciting time and my character fears and loves the experience all at once.
| Marten Noral |
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Nice. Asha'Man only would get a little boring. Also, updated me, weaves, moved to level 7. I think everything is good. I combined Concentration and composure into one stat, and put things towards that. Correct me if I'm wrong, but I cant have above 7 ranks in any skill, right? Thats pathfinder rules?
Sorry, new to dice games.
| Dennis Harry |
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Array 1
4d6 ⇒ (3, 1, 4, 3) = 11
4d6 ⇒ (1, 4, 4, 5) = 14
4d6 ⇒ (3, 2, 1, 1) = 7
4d6 ⇒ (1, 3, 4, 6) = 14
4d6 ⇒ (4, 1, 6, 5) = 16
4d6 ⇒ (5, 1, 1, 3) = 10
10, 13, 6, 13, 15, 9
Array 2
4d6 ⇒ (2, 2, 6, 2) = 12
4d6 ⇒ (4, 2, 1, 4) = 11
4d6 ⇒ (1, 4, 5, 4) = 14
4d6 ⇒ (3, 5, 6, 6) = 20
4d6 ⇒ (2, 5, 1, 1) = 9
4d6 ⇒ (2, 6, 5, 2) = 15
10, 10, 13, 17, 8, 13
I will take set #2.
| Amorial Suth |
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Hey Rizzemagus. Here is Amorial Suth an Ogier Noble/Wanderer for your review managed to get him done!
I am not sure about Hit Points or wealth. I believe that I did my skill points corectly (level as max +3 on class skills - almost everything is a class skill for Amorial)
Assuming you approve of Treesinging feat, can I take a Masterwork Tressung weapon as a staff or club? Fighting is not his strong suit but he has a decent attack and Heroic Surge so he should be ok in a pinch.
Let me know if I missed anything else.
Thanks.
| Khaladon |
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Hey sorry, today ended up being really busy. I'll start doing the search for the info I need, but if any of you could reccomend which books it would be best I get, I would much appreciate it.
In the meantime, here's some rolls:
4d6 ⇒ (4, 2, 2, 5) = 13= 11
4d6 ⇒ (1, 4, 1, 6) = 12= 11
4d6 ⇒ (1, 6, 3, 1) = 11= 10
4d6 ⇒ (3, 1, 2, 4) = 10= 9
4d6 ⇒ (2, 6, 2, 6) = 16= 14
4d6 ⇒ (2, 6, 3, 6) = 17= 15
4d6 ⇒ (6, 1, 4, 5) = 16= 15
4d6 ⇒ (1, 4, 4, 2) = 11= 10
4d6 ⇒ (6, 6, 6, 1) = 19= 18
4d6 ⇒ (2, 5, 1, 1) = 9= 8
4d6 ⇒ (2, 1, 2, 4) = 9= 8
4d6 ⇒ (3, 2, 1, 5) = 11= 10
Wow, what a choice. Guess I'll go with #2. Those stats scream out any particular class choice to anyone?
EDIT: And wow! Dennis! Where did you find a picture of an Oiger??
| Dennis Harry |
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Yeah that pic is pretty close to an Ogier :)
Well we have 2 Ashaman and me. An Aes Sedai would be interesting in this group (not sure if the other characters took healing weaves but no doubt we could use them) or maybe a straight up Armsman.
| RIZZENMAGNUS |
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ok, so we have the following:
Amorial Suth, noble 3/wanderer 4
Marten Noral male initiate 6/ asha'man 1
Joliar Belthoval male initiate X/ asha'man X (not sure on levels)
Khaladon's character. Unknown
on standby:
Lorayne Thornhallow: 5 armsman/1 blademaster/1 wilder
@Khaladon: id get the wheel of time RPG and the netbook under the dragon banner.
@marten: you are correct. since this is based off of the pathfinder rules, your max ranks is limited to your HD, so 7 ranks. but you do get the +3 bonus for all class skills.
@everyone: i am sure everyone knows this, or figured it out, but i should state that since this is a 99% human world, the human racial traits, +2 to one stat, Bonus to skill points, are all null and void. Any feats that give extra bonuses to set skills are still valid.
Mystic_Snowfang
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Okay, Here goes...
hope I'm not too late
-------------------------- Feats ---------------------------
Acrobatic
You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Exotic Weapon Proficiency (Whip)
You make attack rolls with the weapon normally.
Extra Channel
Armor Proficiency, Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency, Medium
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Shield Proficiency
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.
Simple Weapon Proficiency
-------------------- Special Abilities ---------------------
------------------------ Templates -------------------------
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 13 / 13 / 10
Initiative: +3
BAB: +4
Melee tohit: +4
Ranged tohit: +7
Fortitude: +8
Reflex: +7
Will: +12
Unarmed attack:
to hit: +4
damage: 1d3
critical: 20/x2
Whip:
to hit: +4
damage: 1d3
critical: 20/x2
special properties: Bonus to disarm an enemy (pg. 144), Deals nonlethal damage (pg. 145), May be used to make trip attacks (pg.145)
--------------------- Special Abilities --------------------
------------------------- Equipment ------------------------
Name QTY LBS
Vestments (Cleric's) 1 6lbs
Total weight carried:
Current load: Light
Encumbrance
Light: 33
Medium: 66
Heavy: 100
--------------------------- Magic --------------------------
Innate Spells
Daylight (Evocation) - 1 per day
Saves: None
DC:
Casting: 1 standard action
Duration: 60 minutes [D]
Range: Touch
Components: V, S
SR: No
Effect: You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius.
Target: Object touched
Tokara, Tok for short, stands slightly shorter than the average human her age. However her large perked foxlike (fennec like) ears do serve to add a little bit to her height. She has thick black that is very curly, showing a bit of Varisian heritage (her mother's side). Her fur, a gift from her vulpinal ancestor, is light silver, and grows deeper silver at the points of her body (nose, tail, and paws). She has a delicate pointed muzzle and really does look foxlike.
Tok's eyes are deep green with flecks of gold in them, her right eye in particular has a one patch of gold that is quite noticeable. Though she looks odd, she gets away with it using her cleric domain, mainly by using Adoration whenever someone gives her an odd look. She also wears cloaks that cover most of her form, so she can stay well hidden enough. However she's not quite used to odd looks yet, since she grew up in a land that was quite accepting, and weird.
Tok takes her devotion to Shelyn very seriously, and always does her best not to fight with anyone. To her the best way is diplomacy. In her mind the world would be a better place if all the races just stepped back, took a deep breath and tried to talk things out. Of course this is never going to happen, Tok knows this. The knowledge doesn't stop her from having her dreams though.
Tok is a very loving person, some people equate this to her being a bit… loose. However she doesn't sleep around, she's just very fond of hugs and kisses. She'll nuzzle a friend happily, and it doesn't matter what gender they are. Though she is straight in her sexual attraction, her romantic attractions cover anything really. To Tok, a loving bond of the heart can be formed with anyone, regardless of race or gender.
Tok doesn't agree with the perversion of anything. Nothing can send her into a rage faster than a person taking something that is meant to be loving and beautiful and twisting it into something dark.
The fastest way to Tok's heart is music. She lives for music, and is a decent singer herself. She's not the best out there, but she's can still carry a tune. Because of her fondness of music, she doesn't hate goblins as much as most people do, and really thinks that their unpleasant nature can be remedied by raising them outside of their tribes. After all, you'd lack any manners and morals if you were raised in a cage.
Tok tends to get along with most other races, though at times the stoic nature of dwarves drives her up the wall. She has little love for ogres, hobgoblins or bugbears. She's also terrified of most insects, a reasonable fear considering that she grew up in a place were most bugs were rather deadly.
Nine months later Tok was born, causing her mother to be rather shocked by her foxlike appearance. It was then that Tok's father revealed that he was Half Celestial and had been using an Alter Self spell to assume the form of a pure human. Tok's mother took this news less than favourably and left soon after, leaving Tok's father to raise the young Aasimar.
Tok quickly prooved to be highly curious, and troublesome. There was nothing that the young girl didn't get into. By the time she was six she was out all day, and around age ten most of the night too, exploring the markets and seeing all manner of things. There was many a night that her father was up worrying about his daughter.
Tok showed no promise as either a wizard or a Sorcerer, or able to use any manner of Arcane magic at all. However, the markets were not the only place that held draw for her. She found that she could listen to the clerics of Shelyn for hours on end. She loved the stories of the goddess that everyone loved. At the age of twelve she requested to begin training at the temple, and was accepted as an apprentice cleric.
Despite being a proper apprentice now, Tok didn't give up her curious active lifestyle. When not doing her proper training she still wandered the market stalls. There was far too much wonder in her world not to. Anyway, she had far too many friends among the ragged urchins that ran the nightstalls with her. So she continued her training, and her life.
At sixteen she and one of the street rats she ran with had a romance. She was nose over tail in love with him, and he with her. Tok felt that their love was blessed by the goddess herself, that summer the two spent together was near perfect. However perfect things don't always last forever. Tok's lover was bitten by a puff adder and died. Tok was devastated by her lover's loss and poured her whole being into her studies even more. For a whole year the Nightstalls held no lure for her, the sight of them simply chafed at the raw wound of loosing her beloved.
However with time, and a few stern talkings too from some temple friends, she was able to pull herself out of the darkness she had sunken into. The Nigthstalls, and even the city were still painful. However it didn't mean she had to spend the rest of her life cooped up in a temple mourning someone who had lived life as fully as her lover had. Now nearly eighteen, Tok packed up and left her home.
She spent some time travelling around her home country, carefully avoiding the border of Nex, finding that place very creepy to say the least. To the young cleric, the kingdom of the dead was an affront to everything she put her faith in. Next she headed west and visited the edges of the Mwangi expanse, where she met up with a merchant caravan that was traveling northeast to Osirion. She joined them and worked as a healer fro them until arriving at Sothis. From Sothis she took a ship to the Isle of Kortos, and the city of Absalom where she spent several months.
However it wasn't long before the wanderlust that she had received from her vulpinal grandfather overtook her again. She spent her time with several adventuring parties, as well as quite a bit of time walking the land on her own and having many fine adventures, as well as nearly dying a few times. However it seemed that her goddess still smiled on her and she survived. Once again slightly bored, she is looking for a new group to travel with, hopefully with at least one gnome in it. She likes gnomes, since they share her wanderlust.
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