The Tangle (Inactive)

Game Master James Langley

Explore a vast nexus plane in short, episodic bursts!
ONGOING RECRUITMENT; Diversity welcome


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Point 2 was supposed to be as follows: no racial hit dice. Just take an NPC level instead. Slight lag behind the party this way, but less of a headache to make work.

@Library: I think a feat like that would be balanced. Grants two bonus reasoning each time it gets taken. If it turns out I'm wrong, would you have a problem retraining for balance purposes (though I think you'll be just fine)?

EDIT: just noticed a question I hadn't answered. If you take a template that changes your alignment, you change your alignment.

Shadow Lodge

I like gestalt
But this game concept is cool too


GM Sloth the Second wrote:

Point 2 was supposed to be as follows: no racial hit dice. Just take an NPC level instead. Slight lag behind the party this way, but less of a headache to make work.

@Library: I think a feat like that would be balanced. Grants two bonus reasoning each time it gets taken. If it turns out I'm wrong, would you have a problem retraining for balance purposes (though I think you'll be just fine)?

EDIT: just noticed a question I hadn't answered. If you take a template that changes your alignment, you change your alignment.

I think that solution works pretty smoothly.

Shadow Lodge

The psionic races don't have a listed point buy value
How many points would they be worth


He mentioned earlier that they would be considered ten.

Shadow Lodge

Ah
Must have missed that thanks
Ok so I'm goin to play a half giant +4 RP to increase it's atributes from standard to advanced (+4 str -2 con +2 all mental stats) +1 RP for +10 to movement rate, for a total of the max allowed of 15
Weilding a really big sword, or maybe hammer... Hmmm, I like the concept of giant with a super big hammer, but mechanically the sword is better
Hmm decisions, decisions,


Mawj has been updated. He is now a Warrior 1.


GM Sloth the Second wrote:
@Library: I think a feat like that would be balanced. Grants two bonus reasoning each time it gets taken. If it turns out I'm wrong, would you have a problem retraining for balance purposes (though I think you'll be just fine)?

What about the other feat? The one that grants an additional deduction?


Any suggestions for a race or template with +INT? Preferably, more than +2 INT...


The Advanced template gives +4 to all ability scores and +2 natural armor.


LibraryRPGamer wrote:
GM Sloth the Second wrote:
@Library: I think a feat like that would be balanced. Grants two bonus reasoning each time it gets taken. If it turns out I'm wrong, would you have a problem retraining for balance purposes (though I think you'll be just fine)?
What about the other feat? The one that grants an additional deduction?

Whoops. Yeah, that should be fine too :)


Khalaban:

Khalaban
Male Giant Angel-Kin Aasimar Warrior 1
Chaotic Good Large Humanoid (native Outsider)
Initiative; +1 Perception +6
--------------------
Defense
--------------------

AC 20, touch 11 flat-footed 19
hp 13
Fort +5, Ref +1, Will +2
--------------------
Offence
--------------------

Speed 20 ft.
Melee Curve Blade +8 (2d8+12 damage, 18-20 x2 crit)
Ranged Chakram +1 (1d10+8 damage, 30ft)

--------------------
Statistics
--------------------

Str 26 Dex 12, Con 16, Int 12 Wis 14, Cha 10
Base Atk +1; CMB +9; CMD 20
Feats Exotic Weapon Proficiency (Curve Blade)
Traits Chosen Child, Extremely Fashionable
Drawback Power Hungry
Racial Traits Darkvision - See 60ft in low light and darkness.
Celestial Resistance - Energy resistance 5 against cold, lightning and fire damage.
Incorruptible - Cast Corruption Resitance once a day as a spell like ability.
Truthspeeker - Gain a +2 bonus on Linguistic and Sense Motive checks. Gain two languages for each point in Linguistics.
Languages Common, Celestial, Draconic
Skills Intimidate +5, Bluff +5, Perception +6, Linguistics +4, Sense Motive +4
Combat Gear Large Masterwork Elven Curve Blade (420gp), Large Banded Mail Armour (500), Chakram x 5 (10gp)
Other Gear 1x Cure Light Wounds, 150gp worth of silver and turquoise jewelry.
Money 20gp.
--------------------
Special Abilities
--------------------

Large - Large creatures take up a ten by ten area, have a reach of ten feet but take a -1 penalty to hit and AC.

Appearance:
It’s generally not hard to spot Khalaban - he’s huge, towering well over eight feet tall. As a result many grown humans don’t reach his chest - Dwarfs and smaller species tend to barely get to his waist. It is an instantly defining trait and one Khalaban finds quite pleasing.

Once someone gets accustomed to his huge height, they might notice some other details. Khalaban’s skin is very dark, with an odd golden sheen to it. His eyes glow with a strange light, turning them into a single, solid orange which occasionally flicker to red-ish golds. His scalp is usually shaven or his dark hair trimmed very short.

While generally dressed in armour for combat, Khalaban wears loose pants and an open robe when relaxing, showing off his exceptional build and heavy musculature. The giant talks with a deep, heavily bass voice and tends walk and move with a powerful swagger. At most times he also wears a collection of silver and turquoise jewelry, finding gold to be far too gawdy.

Personality:
While most adventurers are a little odd, Khalaban is odder than most. He believes himself to be a fallen God, and seems to operate more on the theory that existence is there for his own whims than anything else. He simply assumes things will, eventually, turn out as he plans. Any delays, obstacles or problems are generally ignored on the theory that, eventually, they’ll do what Khalaban wants.

This philosophy extends combat. Despite that he doesn’t have his much missed ability to dissolve mortals with his mind, Khalaban has generally found that hitting things with a sword, backed up by his exceptional physique, renders them quite dead. Less efficient, but no less inevitable.

The only benefit of his odd mindset is Khalaban doesn’t seem to care if you beat him or slow him down - eventually, he will have his powers back and will win, maybe even in that order. For especially awkward foes he promises to rewrite time and space until the defeat is expelled from reality, however.

Khalaban, despite his oddness, is also very loyal and quite generous. He’s more than happy to delay his own goals and plans to help others, and rarely thinks of rewards unless offered. If they are offered he simply takes them as his due.

Khalaban is also, fortunately, aware that he has limits. He claims this is because a mortal form cannot hold his divine knowledge, but admits that for now other mortals will be better suited to certain rolls than he is, and allows them to get on with it.

Background:
According to Khalaban, he is a God. A fallen God, robbed of power and broken down to the level of mortals it is true, but still - he is a God, and one day he will have both his powers returned and his revenge on those that took them.

He is not entirely clear on the details of how this happened, however, or even details of his life before he lost his powers. He doesn’t remember what he was a God of, or where. He simply knows he is one, and occasionally gets glimpses or that other life that further convince him.

What he does remember is that he awoke in some simple country, that instantly recognized him as a celestial being. They provided him with food, shelter, clothing and equipment. In turn he shared his wisdom with them, and defended them against the pathetic bandits that roamed nearby.

Once they were dealt with, however, Khalaban craved more adventure. He also craved his powers back. As such he left, looking for clues and believes he has found one in the Tangle. Only something powerful enough to entangle reality itself could strip a God of his powers, after all - perhaps it was even Khalaban’s missing powers that were causing the event.

Regardless, he decided to investigate. He also chose to ignore any suggestions that he light be less than sane, an unusual Aasimar gone mad with power...


As interesting as this game sounds I was just accepted into one of the AP I have wanted to play for forever and I don't want to get in over my head. Best of luck to every one. I would like to see how your adventure goes GM Sloth the second hope you don't mind if I check back when the adventure starts to see how things turn out.


@Narrater: hey, no worries. I started this game because I know how hard getting accepted to another one can be. Like I said at the outset, check back regularly - recruitment is ongoing :3 enjoy you AP!


Since Narrater is dropping out, I'm going to "steal" his idea of a "True Azlanti" race to go with my Khan/Peter Wiggin character concept. Nothing else really fits. The True Azlanti will be an original race and within the 15RP limit. I'll work on it and post it sometime tonight.

Shadow Lodge

I'm playing a terror creature (+0 template) half giant (modified in the ways previously mentioned)

backstory summery:

[name redacted] was a prison guard at Branderscar Prison, a place no one had ever escaped from. A place where only the worst of the worst go, a place where no one had ever escaped.... Until last month.
Last month, six inmates a necromancer oracle, a warlock, a pair of Antipaladins, a monk and a sorcerer manage to get out of their cells with outside help. In the escape two of them were killed, but the rest, including their leader, the oracle, managed to escape.
[name redacted] swore revenge for his fallen friends and destroyed place of work. He managed to track down the fiends to a cave known as the whisper cave and, allong with a few assoriates managed to trap the evildoers inside... Or so they thought.
In the back of the cave there was a natural portal, one that opened very rarely, once in a literal blue moon. As fate would have it the moon was in such a position that night and the fiends jumped through it. Driven to complete his task, the giant jumped in after them finding himself at The Nexus

What does everybody think?


By taking a +0 template, you earn a class level. What is it?

Shadow Lodge

Magus (Kensi, spiderhawk)


Here is my original race for review. Hope you like it!

True Azlanti:

Nearly all races in Golarion boast of being either descended from, or having discovered the secrets of, the fabled Azlanti. But, none have ever come close to the accomplishments of this very real and tragically doomed race.

Azlanti culture was singlehandedly molded by Aboleths as part of some unfathomable, galactic experiment. Over several millennia, animalistic barbarian tribes grew into a peoples of advanced magic and science. While the Azlanti were free to follow their passions - art, philosophy, war - they were still mere slaves to the Aboleth; an entire race destined to sit on a prized shelf only to be used as a pawn to be sacrificed in an eternal, Aboleth scheme. In time, the Azlanti grew embolden by their accomplishments and rose against the Aboleths. Earthfall was the punishment for their arrogance.

True Azlanti looked very similar to their human descendants except much "more". Compared to average humans, Azlanti skin was more glowing, their muscles more muscular, their smiles broader and with whiter teeth. Each Azlanti was the pinnacle of human physicality and intelligence.

True Azlanti (15 RP)

Medium Humanoid (Azlanti) - 0 RP
Base Speed: 30ft - 0 RP
Abilities: +4 Int, +2 Str, +2 Con, +2 Dex, -2 Wis. Azlanti have great physicality and genius intellect compared to their human descendants. However, they easily succumb to the will of their Aboleth overlords. Advanced - 4 RP

Aboleth Favored: Azlanti were taught by Aboleths to become masters over magic and, as such, have become resistant to its effects. Azlanti gain spell resistance equal to 11 + their character level. Greater Spell Resistance - 3 RP

Knowledge of the Ancients: Until their demise, Azlanti were an immortal race and were free to pursue their own interests for all eternity. Azlanti gain the Breadth of Experience as a bonus feat at 1st level. Static Feat - 2 RP

Timeless Vigor: Azlanti have never forgotten their barbaric roots and their bodies have remained resistant to all forms of natural dangers. Azlanti gain +1 racial bonus to all saving throws. Lucky, Lesser - 2 RP

Enemies of Ydersius: During their time on Golarion, the Azlanti waged an ancient war with the serpent folk. Azlanti gain a +1 racial bonus to attack rolls against humanoids of the reptilian and troglodyte subtype, the decedents of their ancient enemy. Hatred - 1 RP

Aroden's Knack: While Aroden mastered the ability of skinshifting during his years as a god, all Azlanti had the innate ability to change their shape at will. Azlanti can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores. Change Shape, Lesser - 3 RP

Languages: All Azlanti begin play speaking Common and Azlanti. Azlanti with high intelligent scores may select the following languages: Aboleth, Abyssal, Aquan, Auran, Draconic, Ignan, Protean, Terran. Standard Languages - 0 RP

The only change I would make is to get Serpentfolk (a monstrous humanoid) as a part of the Azlati Hatred ability instead of Troglodyte. The only reason being that it is more accurate and flavorful. But, Monstrous Humanoids are not eligible for the race ability...sigh...


Alright, here we are with five days until recruiting ends. What we have for characters:

[SAMAS] Omara Sedilah - Suli Paladin/Empyreal Knight
[Tanner] Mawj - Anataniwha Warrior
[JonGarrett] Khalaban - (giant) Angel-kin Aasimar Warrior
[Lord Foul] ??? - (terror) Half-giant Magus/Kensai/Spiderhawk)

And that's everyone for now :)

@Library: Your race doesn't meet the requirement for Breadth of Experience :( Like I said, fudging monstrous/advanced traits is fine, but all other details of traits/feats need to be met. Otherwise, your "azlanti" meet all of my other check marks :)


GM Sloth the Second wrote:
@Library: Your race doesn't meet the requirement for Breadth of Experience :( Like I said, fudging monstrous/advanced traits is fine, but all other details of traits/feats need to be met. Otherwise, your "azlanti" meet all of my other check marks :)

Oops. I must have missed that...

I want to keep the flavor, so, other feats that could work are (in order of preference):
1 - Noble Scion (Lore) - would the "13 CHA" requirement make it not allowed?
2 - Scholar - no requirements, the "if all else fails" option


LibraryRPGamer wrote:

Oops. I must have missed that...

I want to keep the flavor, so, other feats that could work are (in order of preference):
1 - Noble Scion (Lore) - would the "13 CHA" requirement make it not allowed?
2 - Scholar - no requirements, the "if all else fails" option

Technically, any prerequisite disqualifies a feat for this option. However, because I like the flavor and what-have you, I have a work around: for that particular trait, you may have Noble Scion (the full version, so you can choose your lineage), but only if the character has Cha 13. Alternatively, they gain Scholar.

That is, it's like Gnome Magic in that you have to meet the stats to get the better thing. Those that don't still get something neat, though.

Seem fair?


Totally fair. I was actually just thought of the same thing. I'll make the changes and post my character build later this week.

I wanted to double check something else for the Deductionist:

Quote:
Intuition (Ex) - The deductionist adds his Int score to his Perception skill checks in addition to his Wis modifier.

Emphasis mine

This seems crazy high. My Perception skill would be above +20 at 1st level. Should I assume they meant "intelligence modifier"?


Since the rest of the sentence reads, "...in addition to his Wis modifier", it seems to suggest you add your Int modifier. ;)

Hey DM Sloth! I thought the creation guidelines said any class from the PFSRD. Did you mean d20PFSRD? The deductionist is 3rd party, and because Lord Foul has built the exact same character I was going to build once I picked up class levels, and I wouldn't mind having other options to switch things up a bit.


Tanner Nielsen wrote:

Since the rest of the sentence reads, "...in addition to his Wis modifier", it seems to suggest you add your Int modifier. ;)

Hey DM Sloth! I thought the creation guidelines said any class from the PFSRD. Did you mean d20PFSRD? The deductionist is 3rd party, and because Lord Foul has built the exact same character I was going to build once I picked up class levels, and I wouldn't mind having other options to switch things up a bit.

That thing with "Int Score" is definitely a typo. Make it mod.

Hey Tanner! Yes. d20PFSRD. Any class there :3


Puts on haggling hat.

Earlier you said, "+1 templates have NPC classes, +0 have PC class with 1 or 2 archetypes as normal". Can I have a +1 template and take a PC class if I take a class with no archetypes?


Question for the group:

I can't decide what I want to do so I will pose it to the group. Also, I don't want to step on anyone's toes.

What would you rather have:

1 - unlimited arcane scroll casting (up to lvl 6 spells) at level 1?
OR
2 - be able to stun/daze all opponents for multiple rounds at lvl 6?

Due to the "limitations" of the class, I can't do both.


LibraryRPGamer wrote:

Question for the group:

I can't decide what I want to do so I will pose it to the group. Also, I don't want to step on anyone's toes.

What would you rather have:

1 - unlimited arcane scroll casting (up to lvl 6 spells) at level 1?
OR
2 - be able to stun/daze all opponents for multiple rounds at lvl 6?

Due to the "limitations" of the class, I can't do both.

Could you define "unlimited"? Can you prepare the scrolls for free? Is is a free action? Can you prepare any spell?

What is the action to stun/daze all opponents? Range? Duration? Saving throw?


@Tanner: ... That is an interesting loop hole. Let me close that real quick - no. And that's for your benefit: with a +1 template and no archetypes, you'd be losing out on features over the course of the character's life.

@Library: Point me to what things allow these options. I want to make sure that if this is a RAI thing I have an idea as to what's what. But, for my two cp, I'd say the second one. As shown by every MMO ever, stun-lock is stoopid good.


Tanner Nielsen wrote:
LibraryRPGamer wrote:

Could you define "unlimited"? Can you prepare the scrolls for free? Is is a free action? Can you prepare any spell?

What is the action to stun/daze all opponents? Range? Duration? Saving throw?

Here is Option 1 (taken at 1st level):

The arcanist gains the Scribe Scroll item creation feat as a bonus feat. He uses Knowledge (arcana) to research and replicate the spell for the scroll being created. The base DC for his research is 15 + spell level + required caster level. For example, a 1st level spell cast as a 1st level caster has a DC of 17. The DC for a fireball would be 23 for the 5th level caster minimum for a 3rd level spell.

The arcanist may attempt to scribe any spell from the wizard/sorcerer, magus or bard spell list, but the maximum spell level he may duplicate is equal to his Intelligence modifier, up to a maximum of 6th level. Treat the caster level of the scroll as the lowest required for the spell.

He also gains a +4 to Knowledge (arcana) checks when attempting to use a scroll he has created.

Here is option 2 (taken at 6th level):

Through his understanding of the law and noble society, the deductionist has the ability to follow the lines elite hierarchy, piecing together who ordered what and aligning those likely involved.

With this information, the deductionist forces his opponents off-balance while they attempt to follow these connections and leaps of logic. To use this ability, the deductionist makes an opposed Knowledge (nobility) check against his opponent's Sense Motive.

If the deductionist succeeds, he leaves his opponent dazed for 1 round. If his target is already exploited this duration increases to 1d4 rounds. For every 5 points by which he beats the opposed check, add an additional +1 round to the dazed condition. If he beats the DC by 15 or more, his opponent is instead stunned for 1d2 rounds.

While this ability stems from the deductionist's interactions with the ruling elite, it is nevertheless suitable for use against other opponents as well. For those instances where an opponent literally has no ties to any organization, leader, forum or class structure, add a +5 circumstance bonus to their sense motive check.

This mind-affecting effect is language dependent and costs 1 point of reason. It has no effect on creatures with no intelligence score, constructs, elementals, oozes or undead. If the deductionist has deductions or feats that allow him to specifically target constructs, elementals, or undead (i.e. Exploit Undead, etc.) he may also apply Agile Disputation to that creature type as long as they have an intelligence score of at least 1.

The first option would focus my character into support while the second would make him a shutdown build. I'm fine with either playstyle.

Shadow Lodge

The scroll thing also has a +5 to the DC if you can't cast the spell


Hokay. Geez, the way you wrote it the first time made the character seem like a god.

First option is just making a bottomless barrel of scrolls.

The second option focuses on one character at a time.

FAR more balanced than originally thought lol


Balanced, but still wickedly cool.

And, I just realized I totally forgot about archetypes. Naturally, the Deductionist doesn't have one. So, its an archetype package for me.

@Sloth - by "archetype package", do you mean that we can select one option available to any of the classes (the list on the right side panel in the SRD)?

And - just to make sure - you are NOT referencing the "godling archetypes" (blacksnake, cloakfighter, etc.)?


So here's the thing - campaign recruitments that allow for 3rd party material are pretty few and far between. There is a class I have wanted to play for forever, and these creation guidelines finally give me a chance. However, it does not have any archetypes. I was trying to find a balance in terms of power. I am willing to take the hit to overall power level, but is there any compromise you can think of?

Edit: Looks like I'm in the same boat as LibraryRPGamer. What should we do for classes without archetypes?


Archetype packages:

Blacksnake
Cloakfighter
Harrier
Physical Exemplar
Spellhammer
Weapon Champion
Youxia

So, in a way, yes. The godling archetypes. But Super Genius designed them to work with any class.
I know this is dangerous, but I'm giving players the reigns in deciding what qualifies as an "archetype package" for their classes that don't appear on the list that Super Genius made. Just check with me for finalization :)

@Tanner: Which class were you looking into?

EDIT: Just found these other archetypes that have magic. The above are all martial (... I think).
Link!


OK. That clarifies things up a lot. Thanks.


The draconic exemplar class for the taninim race.


Would you allow the Weapon Campion archetype with improvised weapons instead of a normal weapon group?


@Tanner: Ah. A dragon. This could get interesting. I'm gonna mention real quick that I can see two archetype packages built-in to the exemplar that could be swapped for others as appropriate - Draconic Defense or Draconic Gift. Your choice which ones to replace (if any).

@Library: Ya know, I can't see any reason as to why not. Go for it :)

Just thought of this: For those classes that have no archetypes, you can gain one of those archetype packages as your free archetype. Do a replacement as normal if you want two. Rules for templates apply as normal. TA-DA! Now everyone has nice things :3


Thanks!

Hmm... I believe I will pick one archetype - the Weapon Champion.

works on character sheet


I'll only be doing one free archetype...this is getting complicated (yet awesomely fun!) enough without having to select a 3pp class ability and replace it with another 3pp class ability. *takes Advil*

I think I am set to start working on my character tonight. I do have some more general questions, though...

1 - What is the speed that you think we will level at? About how much real time will it take to earn a milestone?

2 - Can you please give an example post of what you want to see when we use the "players roll all the dice" rules? Can you also give some notes so we know what you expect from us?

3 - and, will we be expected to look up all the monster stats and such when we do our opponents' checks and such? Or, will you give us this information?


Tanner Nielsen wrote:

Thanks!

Hmm... I believe I will pick one archetype - the Weapon Champion.

works on character sheet

I will also be selecting weapon champion (improvised). It will give me some melee ability and stack nicely with Deductionist abilities that grant CMs with improvised weapons. Yay!

The character's primary role, however, will be to know EVERYTGING and support/shutdown.


1. I'm expecting about one level per month. Hopefully. Guaranteed, once per episode. Your characters should be hitting a milestone once per week (hopefully), and it takes four of those to reach the next level.

2 & 3. Here's an example that should clear things up :3 And remember: I'm only thinking of doing that variant if folks are okay with it.

This monster is Knowledge (dungeoneering) DC 15

Fail

Spoiler:
Attack DC 19 (this would be a monster with +8 to hit; you roll [1d20 + your AC mods] against this); Damage 2d6 + 5
Caster Score 16 (this would be a monster with a +5 total caster level; you roll [1d20 + SR - 10] against this score if you have SR)
AC 17, Fort 19, Ref 24, Will 12; 38hp (this would be a monster with 17 AC, +8 Fort, +13 Ref, and +1 Will; you roll [1d20 + spell level + spellcasting mod + other mods] against these scores if you cast a spell)

Pass
Spoiler:
Anything related to its weaknesses or other important details, as normal

When you fight a monster, make it cinematic.
Grabthar engaged the ogre in melee combat. The brute was quicker than he, however, and made a swing with its club. (Then, you would roll 1d20 and add your AC mods) Unfortunately, the ogre connected (deal damage).
Undaunted, Grabthar decided to return the favor. He released the spell charge he had been holding, hoping to fry the ogre's puny brain (then, roll 1d20 + spell level + casting mod + etc. against appropriate score). The spell sent electricity coursing through the great beast, ending its life.

And that's a basic idea of how this should look. Assuming that we go with this. The idea of using it would be to speed up combat postings so that we don't have to wait forever for someone to post.
Not so worried about initiative or any such. Players are allowed to draw their own aggro. Just a "smooth," quick combat system.


So, basic start of combat would be something like this...

GM - setting the scene; "you see monster X"

Players - we roll a know monster check (pass or fail)

GM - here are the stats/abilities

Players - take turns attacking/defending, bouncing off each others actions, as normal.

Something like that? What is the GM's role in combat beyond monster providing stat blocks?

Shadow Lodge

I'm not exactly fond of the "players roll all the dice" method, but I'm easy going.
Hmm we seem light on casters, divine casters espically
I might roll up a feral soul lunar oracle too


I've been a bit quiet the last few days, but I am intending to roll upa Wild Shape focussed Druid (currently looking at the Ogrekin template).


LibraryRPGamer wrote:

So, basic start of combat would be something like this...

GM - setting the scene; "you see monster X"

Players - we roll a know monster check (pass or fail)

GM - here are the stats/abilities

Players - take turns attacking/defending, bouncing off each others actions, as normal.

Something like that? What is the GM's role in combat beyond monster providing stat blocks?

That's the general idea, yes. But I'd be chiming in between rounds.

My role would be to help dictate what baddies are where, who gets hit by the trap they didn't expect, and other such things. Combat itself would be handled by the players; the fiddly-bits would be under my purview. But only if we went with this. I think it could greatly speed things up, but that's just my thought.

@Lord Foul: Yeah. Like I said, this group doesn't really have any casters or skill monkies yet. But, recruitment is open until end of day this Saturday, so we'll see what happens ;)

@Peanut: I was wondering where you wandered off to lol


Heh, still lurking around :)

Actually since everyone else seems to be going melee focus, and I can no longer do the fighter/druid gestalt I wanted I might look at something else. It'll still be a caster though :)


Peanuts wrote:

Heh, still lurking around :)

Actually since everyone else seems to be going melee focus, and I can no longer do the fighter/druid gestalt I wanted I might look at something else. It'll still be a caster though :)

If you want to play a caster, both the Theurge and the Magister are great casters. Both are what the Mystic Theurge should have been. The Thurge is a cleric/wizard while the Magister is a Sorcerer/Oracle.

Not trying to push you any one way. Just making suggestions.


ohhh, really? I've always liked the idea of a mystic theurge. Don't normally look at 3PP though.

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