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Mythic Playtest: The Witchwar Legacy (Inactive)

Game Master mathpro18


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Shadow Lodge

I am definitely interested. I'll think about it through the day and then post a short character synopsis after work.


Sorin Markof wrote:
Gurthock Fleshmincer wrote:
Sorin Markof wrote:
Sooo, yeah, mythic is WAY more powerful than I had thought it would be. Found ways to swing for 56d8 on a charge with one magic item. This is definitely going to be epic.
Your talking to a guy who could sunder demiplanes before mythic.

how did you pull that off? I just thought it was pretty crazy to get 56d8 because if you went average health and damage, its pretty much a one hit ko on anything without a high Con and hit die. especially if you start tacking on things like haste, and throw on some elemental damage, and spend ki for an extra attack you could up it to 81d8 then spend a mystic point to take another turn and repeat the process, albeit at half the power. So we are talking 121d8 if you want to push it. have someone enlarge you or cast lead blades and its even more (at that point you are 2 conversions off of the damage increment table)

almost forgot
** spoiler omitted **

Spell sunder is a pretty crazy thing.

Honestly I'm hoping the GM changes the extra turn thing as it looks like it's going to be cut anyway seeing as the man himself voiced concerns about it. And frankly in this format taking another turn out of initiative is such a amssive pain in the ass I'd rather not deal with it either as a player or gm. (For the record the Mythic homebrew im running changed it to an extra move or standard action that can be taken on your turn)


Reworked background and added some more information about the crunch.


yeah, it makes more sense to go with an extra move or standard (though cant you do that with hero points if you are using them?). The other problem you run in to is if someone builds around that though. with vital strike you could use the standard to do the same thing, though the damage from str would be slightly less and it would be a hit or miss massive damage shot.


Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

Not sure what the problem is with having a second turn at a lower initiative point, if you ready/delay you might lose it, or shift it to the next turn.

So I roll a 23 for my initiative, I go on 28 and on 8. Lot can happen in the intervening time. I could see moving it down the list from tier 2. Maybe keep the +20 initiative at tier 2, but the 2nd move action for a mp point happens at a later tier, probably 7 or higher would provide some semblance of balance.


Sorin Markof wrote:
yeah, it makes more sense to go with an extra move or standard (though cant you do that with hero points if you are using them?). The other problem you run in to is if someone builds around that though. with vital strike you could use the standard to do the same thing, though the damage from str would be slightly less and it would be a hit or miss massive damage shot.

Not really I'm afraid with the limitations on vital strike.

Really the big fear from amazing initiative is not vital strikers. It's spellcasters. With amazing initiative a spellcaster isn't playing rocket tag at this level they're playing nuclear missile tag. Vital strike is cute next to a magus dropping 6-8 spells a round and thanks to his path choices he never spent a single spell.


You guys are shattering demiplanes and perma-casting 3rd level spells and I'm just sitting here countersonging.

I'm interested to see if Marshal abilities can really work out in a Pbp. I avoided some of the more fickle, and therefore confusing ones-- re-rolling just mythic power dice, for example-- but I'm curious if things like Rally or Perfect Aid will make a big difference.


Brandr Silver-Blood wrote:

You guys are shattering demiplanes and perma-casting 3rd level spells and I'm just sitting here countersonging.

I'm interested to see if Marshal abilities can really work out in a Pbp. I avoided some of the more fickle, and therefore confusing ones-- re-rolling just mythic power dice, for example-- but I'm curious if things like Rally or Perfect Aid will make a big difference.

Do yourself a favor and dual path into archmage.

Don't get me wrong Marshal is really good and i dual pathed into it with the barbarian i'm making (makin the inquisitor next). But the marshal's almost total emphasis on support an "skill monkeying" leads me to dip into archmage for a character like the bard.

Sczarni

Pathfinder Adventure Path Charter Subscriber; Pathfinder Comics Subscriber; Pathfinder Roleplaying Game Subscriber

Marshal would be my choice for a tabletop game.

The speed and delays of PbP are the sinker there I feel.


I think the Marshal shows its true power when it has a lot of teammates. It really does look like it's best used when leading—like when you have the Leadership feat. Taking the Loyalty path ability makes it have more sense too and Itemcraft and Rise Up makes it an even more viable build.

Though juggling Leadership is generally considered a nightmare for everyone involved. The battlefield control potential is nice to think about though.


TarkXT wrote:
Brandr Silver-Blood wrote:

You guys are shattering demiplanes and perma-casting 3rd level spells and I'm just sitting here countersonging.

I'm interested to see if Marshal abilities can really work out in a Pbp. I avoided some of the more fickle, and therefore confusing ones-- re-rolling just mythic power dice, for example-- but I'm curious if things like Rally or Perfect Aid will make a big difference.

Do yourself a favor and dual path into archmage.

Don't get me wrong Marshal is really good and i dual pathed into it with the barbarian i'm making (makin the inquisitor next). But the marshal's almost total emphasis on support an "skill monkeying" leads me to dip into archmage for a character like the bard.

Stat block! wrote:


Dual Path (archmage; wild arcana)

Already have it. I'd rather this than the others-- just not enough oomph. Plus, bard has a ton of spells I would only cast situationally, like heroes' feast and seeming, and it's way cool to just drop it.

I wish I had room for metamagic, but there's none I really want-- unless I'm using persistent spell with wild arcana. I prefer to have a bluff so high as to be ludicrous, and then kick it from 42 to 62 with glibness, and then roll (avg 73) and then mythic point it (avg. 81).

I might trade persistent metamagic for mythic invisibility though. There are no bard spells on the playtest except for that, the cure spells and I think phantasmal killer.

Shadow Lodge

Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

Alright, I'm dropping Elf for Human and throwing in dual trickster/archmage for my gunslinger magus. Starting something of a write-up now.


Race: Human

Class: Witch(Winter witch)

Mythic path: Archmage

Background:

Hege Vargsdottir was born on a cold, dark winter night with blizzards howling bidding the newborn welcome to world. She was born in Losthome a community descending from the Ulfen, who fled Irrisen during the Winter Wars. Her childhood dreams and nightmare were fuelled by stories of a magnificent land now covered in constant snow and plagued by witches and monsters.

Life in the logging community of Losthome wasn’t the most exciting place for a young girl, but there were other children to play with and she was treated well by everyone. The only change in this monotone life was the nightly visits of a great horned owl. It rarely taped its beak at her shutter more than once a month, but when she let it in, it would just fly to her bed and look at her while she studied and talked to it.

As she came of age, her feelings shifted and she began looking for a man. Her parents supporting this idea and began talks of marriage. Not finding the love of her life she settled for a kind man and a marriage was arranged.

One night in the week before her wedding the tapping on her shutter was back. When she let the bird in, it landed on her knee, looked her in the eyes and a voice spoke to her. It offered her powers long lost to her maternal family, it spoke of her prerogative and promised a different life. It didn’t tell her the stories of her ancestry, of witches ruling with cold hearts. All it asked for was to be remembered in the future, excited she accepted.

When she told her mother the next morning her world came crashing down, as her mother crying told her the stories of her female forefathers. Scared of what she had become, of what would happen to her, she packed her few belongings and fled Losthome the next night only accompanied by her new familiar.

She wandered north in the hope of reaching Trollheim. In a foolish moment she decided to head straight north instead of following the river. Alas her skills in the wilderness were somewhat lacking and food was scarce, more worrying was her lack of direction and slowly she headed northwest instead of north and wandered famished into Irrisen.

Her luck took a turn to the worse as minions of ruling classes descended on her, she fell to her knees just wanting this to end. A voice tore her out of her chain of thoughts. An old crone speaking from afar said that no daughter of her blood would surrender, especially one fated to either rise with or against her. With those words she felt unknown energy rush through her giving her newfound power.

The Blackravens still talk about the day they found a young girl, standing in Irrisen fighting minions of the Witchqueen alone. They continue with explaining how the took her to Blackraven hall, where she live for a short while before sailing down river to Karlsgard.

Even so far away from Losthome she didn’t feel save. Always looking for anyone who might discover her powers, she set out from Karlsgard to uncover more about her destiny.

Concept: Debuffer and party support.


rashly5 wrote:

I think the Marshal shows its true power when it has a lot of teammates. It really does look like it's best used when leading—like when you have the Leadership feat. Taking the Loyalty path ability makes it have more sense too and Itemcraft and Rise Up makes it an even more viable build.

Though juggling Leadership is generally considered a nightmare for everyone involved. The battlefield control potential is nice to think about though.

If the gm allows Gurthock is getting Loyalty. I rather like the idea of the barbarian being so incredibly badass that people are driven by his example. It would work really well with a paladin or cavalier concept as well.


Dotting. Her are my rolls:

2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 3) + 6 = 12


Just to be clear, the GM has not approved any application of the Mythic rules? If so, he may very well tell you what mythic path you will take. I mentioned one since I saw everyone mention it.


interested

Shadow Lodge

Name: Karnak
Race: Human - Kellid
Class: Druid 9/ Mammoth Rider 8
Alignment: CN
Path: Champion
Background:

Karnak's mother was a shaman and his father a simple shepherd. As a small child he was carefully tutored in both the care for those under him as well as reading the stars, clouds and winds in order to channel the magic of the world. As was the tradition of his people, he was sent away from his loving parents to make a life for himself among the Mammoth Lords. Alone under the stars and nearly frozen to death, Karnak found his connection with the living planet. Specifically half-frozen and nearly starved to death he was found (nearly trampled on) by a pack of wandering Smilodon.

The leader of the pack, a massive animal Karnak nick-named Sviendorog, kept Karnak close, allowing the young druid to not only grow closer to the magic that flowed through the wild and untapped lands of the Mammoth Lords, but also become a great warrior. The pack kept Karnak well fed and strong, and Karnak ensured that the pack could always find food and steered clear of human hunters, who often attacked the tigers on sight for fear of losing their prey.

After years of living with the pack and the ageless Sviendorog, Karnak lead the group west in search of new hunting grounds. Still well within the lands of the Mammoth Lords, the pack came upon a group of soldiers from the west. Assuming that they were simple explorers, the pack ignored them but sound noticed that they were being stalked. In the dead of night Karnak and Sviendorog made the decision to ambush the stalkers. But in a twist of fate, the soldiers were defending a pair of witches from the court of Irrisen. Before the night was over, the only remains of the pack were a bloodied and beaten Karnak and Sviendorog.

There was only one real choice to make: find those witches and achieve their revenge. Since then, Karnak and Sviendorog have put their private war against Irrisen aside in order to try to infiltrate the nation and begin a larger war closer to the enemy's home.

I'll work on the character tomorrow.

Shadow Lodge

Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

Name: Masha Teyri
Race: Keleshite from Alkenstar/Nex
Class: Gunslinger (Musket Master) 5/Magus (Myrmidarch) 12
Path: Trickster (dual pathed with Archmage)
Concept: Sneaky short-ranged damage/debuffer/dungeoneer
Alignment: CG

Background:

There was quite a commotion the day that Teyri first showed up in Alkenstar, and the guards at the massive gates were left baffled. After all, it's not every day that a 5-year old child calmly walks out of the Mana Wastes, and there had never been one that had escaped unharmed and untouched by the rampant mutations that plague the region. To further the mystery of her appearance, there had been no caravans lost recently and none had reported children missing along the way. On top of all that, the child didn't seem to know where she was or where she'd come from. Soon enough, the public curiosity and slight bewilderment quieted down, a kind family volunteered to foster the child, and life, for the most part, settled down to normal.

A few years turned the child from quiet little thing to a precocious youngster, and subsequently to a holy terror. Teyri just had a knack for getting into every place that she wasn't meant to be. Sometimes she'd sneak in, sometimes she'd discover a secret route, and sometimes she'd outright break in, but there wasn't a single place in the whole of Alkenstar that was safe from her explorations. And while she was always mischievous, she was never malicious, and she managed to develop a solid moral compass as she matured. That guided her down the path to joining the Alkenstar militia, as she sought to give back to the community that had taken her in as one of their own. Her skills and her smarts were a great boon to her, and she turned out to have an incredible knack for shooting their rifles. She rose quickly through the ranks and found herself commanding a caravan escort team by the time she was 15.

Two months after gaining her command, Teyri apprehended a wizard stowing away on one of her caravans on his way out of Nex, guilty of several murders and with a live bounty on his head. She hauled the wizard across the Mana Wastes, North into Nex, and into the capitol of Quantium itself. Wanting to see the job through to completion, she escorted him down into the Bandeshar dungeons herself, but it was here that he made his escape. The murderous wizard proved to be wilier than Teyri expected, and he led her on a lengthy chase through the labyrinthine dungeons. She was hot on his heels, making the most of her considerable skills but unfamiliar with the danger that dwells deep within those dungeons. The dungeon guards were struggling to keep up with her, but she was most fortunate that their captain managed the feat as he ended up saving her from certain doom. Two hours into the pursuit, a shortcut appeared as if forming just for her, and she moved into it to cut the wizard off. The room she found herself in crackled with arcane power. She wasn't supposed to be here. How exciting. As the wizard entered the room, a strange portal tore into existence between them, and faced with the choice of escape into the unknown or certain imprisonment and death, the wizard chose life. Without hesitation, Teyri made to dive in right after him, but she only made it half way in before the guard captain grabbed her. He was all too familiar with the stories of the Refuge of Nex; of all those who escaped into the demiplane but never returned. Of the uncertain fate of the legendary Nex himself, lost into thousands of years before. The captain frantically scrambled to get a better grip and drag her out, and as he did so his right arm sank into the portal up to his elbow. That portion never returned. But he stood firm and kept Teyri from sinking in further until 3 more guards arrived, and together they managed to pull her out of the rend in reality. She came uninjured but comatose, and didn't awake for 2 weeks.

When Teyri finally woke up, the face of an old man was indelibly burned into her memory: the face of Nex. It was mouthing words that she didn't understand. She did not know if the face she saw was a vestige of Nex's ancient power, a message from him from the beyond, or even Nex himself, and the Nexian scholars were of little help in narrowing it down. But soon after the encounter, she began to discover that it had changed her. She began to glimpse hints of power and skill now that she had previously not been able to imagine. Excited at these new prospects, she sent a fond letter of farewell back to Alkenstar then immediately enrolled in one of Quantium's famed magical academies. Her sharp mind served her well, and throughout her schooling she kept up a rigorous regimen of training with the weapons she had kept from her previous life. She found a mentor among the city guard knowledgeable in the combat styles of Magi and began to integrate her melee combat training with her spellcasting. After her graduation she signed on with the Quantium city guards in order to continue her tutelage. In time, she developed a method that allowed her to blend spellcasting into her shooting as well. All the while, she grew more nimble than ever. As well, she searched all the while for answers to what had happened to her in the Refuge. It didn't take long for her searches to exhaust the libraries, so she decided to take a more proactive approach. Teyri began to delve into the ancient ruins across Nex. She found many great treasures, monetary and arcane, and they served to distract her from the fact that they weren't the answers she was looking for. When she started to make a name for herself as a delver, she was approached by the Pathfinder Society and she signed on almost immediately. She only had one stop to make before she started to travel the world. A brief return to Alkenstar had her greeting old friends, spending time with family, getting into her familiar old trouble, and commissioning an adamantine axemusket that she could use no matter the situation, from short range, to long range, mountains to dungeons, cities to forests.

What followed was a succesful career as one of the Pathfinder Society's premiere troubleshooters. Her skills, power, and knowledge continued to grow at an explosive rate over the next ten years. Eventually, however, her superhuman powers grew to the point that they were a nearly constant reminder that she was no closer to finding any answers than she had been years previously. She struck out on her own after that, determined to follow any leads about Nex that she could find. Failing that, she seeks out knowledge and artifacts to aid her on her quest. She is currently in Irrisen searching for Baba Yaga's Dancing Hut on the hopes that it could take her back to the Refuge and succesfully get her out again.

Shadow Lodge

I guess that is something I failed to consider, if this is a dungeon-crawly campaign, riding a huge cat is probably not in my best interest.


That's what kept me from playing a cavalier.


Hey guys sorry I didn’t post yesterday…was held captive by my fiancée all day.

Rashly5:

Not really sure how a CE character would fit with the setting but I’ll look into it. I’ve always wanted to see an antipaladin in action so if it doesn’t totally conflict with the module I’d be more than willing to okay it. I’ll get back to you tomorrow probably(more time needed with fiancée today)

Advanced Race guide stuff for the core races will be permitted. I just don’t want non-core races from out of there as well as the race builder rules.


Just lettong you know I'm still on the cence between Human and Oread. Especially if you prefer core races.

Shadow Lodge

Any thoughts on Thak and Arduino, DM?


I am dotting for interest and intend to submit a monk/ninja. (just got done watching Man with the Iron Fists so obviously my line of thinking is headed in that direction)


primarily looking at the mythic champion type

Grand Lodge Dedicated Voter 2013

Dottng


Here is my primary submission (i dont have crunch up yet but i will be done by tomorrow). I have another idea which i will submit at the end in hopes of getting into the game if my primary submission isn't chosen (since i see Trickster is the path with the least entries, having only one person who submitted a mixed-path trickster)

Name: A'Kai al'Jann
Race: Human (Keleshite)
Class: Monk (Drunken Master/Master of Many Styles)
Path: Champion
Concept: All-out brawler in combat
Alignment: LN

Background::
A'Kai al'Jann was born to a tribe of nomads traveling the northern Windswept Wastes. When he was a young boy some eighty or more years ago, a terrible sandstorm tore apart his tribe's encampment, suffocating most of them and scattering the few survivors. After the winds died down, A'kai saw little more than scraps of what used to be his life. Saddened deeply and alone, he wandered for days before succumbing to the sun's dessicating rays from above and scorching sands beneath his ragged feet.

He later woke under the care of a Jann woman in what appeared to be an oasis. Standing on the edge, A'Kai saw nothing but white sand between the edge of the oasis and the horizon. Thinking himself to be in some sort of near-death hallucination, A'Kai took peace in the woman's pleasant nature. For days on end his body seemed to recover, all the while he expected the dream to end at any moment with him in death's embrace. The woman just cared for him and smiled. At last, he exchanged words with the woman. She did not seem to know (or if she did know, didn't seem willing to tell) who she was or how she got there. All she knew how to do was dance. After a brief demonstration, A'Kai was entranced with her style of dance and begged to be taught. The woman assented, as if waiting for the request.

For a length of time he could not ascertain as he had stopped counting the days after a few weeks, A'Kai learned the fluid dance style. It was explained to him that this was the fighting style of the Jann people, in it they found solace in peace and warmth in defense from those that would oppress them. The training became more rigorous and A'Kai sensed that their time was growing short somehow. They had grown close, and A'Kai had grown to love this woman who was separated from her people in a way similar to the way he was from his. After a long day of dancing, A'Kai leaned in to kiss the woman, and it all faded to white. He awoke under the sun's warm rays, with nothing but the clothes he wore in the dream to tell him that perhaps it wasn't a dream after all. He was in sight of a town, which meant water, and he was thirsty. After the immediate needs of his survival were attended to, a great sadness washed over him for the second time in his life. Once again, he had lost all who he had known.

He took to the strong drink in the bar, and with it brought back the warm memories of the times he had shared with the Jann woman. In an effort to escape the twice-wrought pain of the desert, he signed up to guard a merchant who was on his way out of Kelesh. He travelled, job to job, employer to employer, bar to bar, for a great many years. He had found somewhat of a brotherhood among bar patrons, a closeness that came from good-natured folks who had seen their share or more of sorrows. A pseudo-family so big and spread out that nothing could take them all away again. Sure, they liked to brawl sometimes, but then a few drinks later it was all good again. It was in this way that A'Kai has lived the past eight decades of his life. Most of his heavy adventuring days are well behind him, but he takes the occasional odd job when he wants to feel young again. But, as things often do in Golarion, no job is too small to turn into a epic quest.

A'Kai has gotten to level 17 through a long lifetime of risky employments and traveling quite far and wide, experiencing the world. He gets along quite well with followers of Cayden due to their mutual love of drink, friendship, and rough-housing. A'Kai travels far and wide in search of new experiences, but hesitates to return to the desert of his home as it houses too many bad memories. It is for this reason he is in Irrisen, as one of the rare caravans came through there not more than a week ago and he has been hanging out in the tavern since. I could see this character getting along quite well with Americo, one of the other player's submissions. In case my writing style is poor, the entire time spent with the Jann woman's oasis was supposed to be a disguised contact with the divine aspect from which his mythic power came.

second submission:

Name: Work in progress
Race: Human (Absalom)
Class: Ninja
Path: Trickster
Concept: Melee/melee support/scout/support skill monkey
Alignment: LN/LE
Background: work in progress


updated my above post's backstory and here is the second submission:

Name: Bariel
Race: Human (Absalom)
Class: Ninja
Path: Trickster
Concept: Melee/melee support/scout/support skill monkey
Alignment: LN/LE

Background:
Born into poverty, then kidnapped and raised by assassins, Bariel has known no other life. He has lived for the guild, bound to those who he perceives as family. He is given dispensation to come and go as he pleases, and from time to time a contract will come his way that he cannot ignore. He is the guild's top performer, with hundreds of kills, among them scores of high-profile assassinations all over Golarion.

On one such contract deep within a tomb of Osirion, Bariel was to slay a necromancer who was attempting to raise and bind a pharoah into his service. Bariel arrived, but the mage was forewarned. He cast a ray of disintegration at Bariel, but Bariels blade was just fast enough to stop it. Now unarmed, Bariel cast his gaze within arm's reach, and grabbed the only thing available, the dagger in the still mummy's hand. Thrusting it deep within the stomach of the necromancer, the dagger drank deeply of the life and spoke to Bariel. "You are not yet ready to receive the power within my blade, mortal. You have taken the life of one who would desecrate my remains, and for that I gift you with this small mote of my power. Go forth, and with each mortal life you take, the mote of power will grow. Only when you have reached the pinnacle of your power will I gift you with my blade and the powers within it." With that, Bariel was teleported, sans dagger, out of the tomb. Indeed, within him he could feel an ancient hunger. He would now consume the blood of his victims. Merely a drop of blood from the blade was enough to please the energy growing within him, but it had been so long since he could remember a time when he didn't have the slight pang of hunger for more.

Bariel has spent the last week in Irrisen, fresh off of his most recent contract and looking for a low-profile ticket out of town in the form of a mercenary band, adventuring company, or merchant caravan.


rolls:

stats
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (3, 4) + 6 = 13
(i will take 20pt buy instead)

hp (both submissions of mine are d8's)

lv 2 1d8 ⇒ 3 - 5
lv 3 1d8 ⇒ 4 - 5
lv 4 1d8 ⇒ 3 - 5
lv 5 1d8 ⇒ 7 - 7
lv 6 1d8 ⇒ 4 - 5
lv 7 1d8 ⇒ 5 - 5
lv 8 1d8 ⇒ 2 - 5
lv 9 1d8 ⇒ 2 - 5
lv 10 1d8 ⇒ 1 - 5
lv 11 1d8 ⇒ 4 - 5
lv 12 1d8 ⇒ 4 - 5
lv 13 1d8 ⇒ 8 - 8
lv 14 1d8 ⇒ 2 - 5
lv 15 1d8 ⇒ 4 - 5
lv 16 1d8 ⇒ 6 - 6
lv 17 1d8 ⇒ 1 - 5
= 94hp from rolls alone


Updated Noche'Wa as a human, plus picked most mythic options. I'm still on the fence regarding Dual Path (Hierophant) for my animal companion.


I've got pretty much all the ccrunch on Teyri sorted except for nailing down all her mythic path abilities, but I wont get a chance to upload it here until possibly tomorrow evening.


Just noting my presence and continued interest. I actually ave most of the crunch done on both potential mechanics for him BArbarian 17 (Champion/Marshal) Dual pathed for one and Inquisitor 17 (Hierophant/Champion) for the other.

Marathon Voter 2013

I'm almost done with my Dragon Disciple / Arcane Trickster, and I was wondering if traits were involved. Do you mind if I take a couple?


okay guys I'm closing recruitment and will have my selection up soonish.


DM Mathpro wrote:

Advanced Race guide stuff for the core races will be permitted. I just don’t want non-core races from out of there as well as the race builder rules.

Just realized this lets me take Focused Study from the ARG, and that I also forgot skilled-- so I might take Silver Tongued from the same book to replace skilled rather than go in and change it up.

Yeah, that sounds good.

Silver Tongued didn't work out so I just took a shotgun approach to the rest of my skills. Picked up another Skill Focus and Shatter Defenses. Way high level characters are so tough to do things with. I felt like I needed to chew on this stat block like a novel or something.

Marathon Voter 2013

Ah, well, I guess I didn't get it up in time. Oh well. Seemed like a cool build too.


Any word on the selections?


Sorry this took me so long...but I finally have my selections.

Would the following players meet me over in the discussion thread once I create it:

Sorin Markov
Americo
Brandr Silver-Blood
Eamane Helyanwe
Heye Vargsdottir
Bariel

I decided to select 6 players to test out all the Mythic Paths.

Everyone else thank you for your submissions and good luck getting into other games.

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