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psychicmachinery's page

RPG Superstar 2013 Star Voter. Pathfinder Society Member. 321 posts (3,719 including aliases). No reviews. 1 list. 1 wishlist. 4 Pathfinder Society characters. 14 aliases.


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npc's who could then turn on us for their own gain? ;)

Also, remove disease is a 3rd level spell, which is the highest level spell available in E6 as GMpastrana pointed out, so it's not like we would have a ton of access to it starting out.

Delay disease might be another issue, although, now I have a thought about an alchemist, which is another class I've been meaning to give a go... Any limits on race?


Yeah, I definitely think an Inquisitor, as it's a class I haven't played yet. While Sarenrae and Erastil seem like possibilities, an Empyreal lord wouldn't be out of the question either.

Will it just be the party amid hordes of undead, or are there NPC's who we are trying to provide for as well?

I'm guessing that a community would be something that we would have to build, but it could be done. That would probably be a motivation for my character, i.e. seeking out and bringing together other survivors.


Well, if you guys do think about recruiting a fourth player, both Generic Dungeon Master and D-Kal know me from the it's A dungeon campaign, and I'd be happy to take on a cleric/support kind of role.


I'm thinking an inquisitor or a ranger, probably a half-orc.


Another vote of fantasy quasi-medieval zombie apocalypse. Sandbox can be tough on pbp, but a survival game might be interesting. Sure, the PC's need to avoid becoming food for the unquiet dead, but they also have to find food and shelter for themselves. Craft and profession skills become much more important, that sort of thing. I would also be cool to see lots of variant zombies and higher level undead as the party progresses.


Gav, check under the GM's spoiler to me for the answer to your question.


Here is Merten Falstaff, half-elf foresight diviner:

Crunch:

Merten Falstaff
Male half-elf wizard (diviner(foresight)) 10
N medium humanoid(half-elf)
Init +10; Senses low-light vision, Perception +18(+22)
-Defense--------------------
AC 13 (17), touch 13, flat-footed 10 (14) (+3 dex) (+4 mage armor)
hp 72 (10d6+30)
Immune sleep, +2 vs. enchantment
Fort +5, Ref +5, Will +7
-Offense--------------------
Spd 30ft.
Melee cold iron dagger +5 (1d4+0)
Ranged light crossbow +7 (1d8)
Special Attacks
Arcane School Spell-Like Abilities (CL 10th; concentration +19)

3 + Int Mod / day - Prescience (Su)
10 rounds / day - Foretell (Su) 30’ aura +2 allies or -2 enemies luck bonus / penalty to ability
checks, attack rolls, caster level checks, saving throws and skill checks.

Wizard Spells Prepared (CL 10th; concentration +19)

5th 4/day -
4th 5/day -
3th 5/day -
2nd 6/day -
1st 7/day -
0th (at will) 4/day -

Opposition Schools enchantment, necromancy

-Statistics--------------------
Str 10, Dex 16, Con 14, Int 20, Wis 10, Cha 10
Base Atk +5; CMB +5; CMD 18
Feats Skill Focus (Perception), Scribe Scroll, Elven Spirit, Spell Focus (Conjuration), Craft Wondrous Item, Augment Summoning, Superior Summons, Improved Familiar, Craft Rod, *Alertness
Skills (70 skill points total) acrobatics +3, appraise +5, bluff +0, climb +0, craft(alchemy) +11, diplomacy +0, disguise +0, escape artist +3, fly +10, handle animal +0, heal +0, intimidate +0, kn(arcana)+18, kn(dungeoneering) +13, kn(engineering) +10, kn(geography) +10, kn(history) +10, kn(local) +10, kn(nature) +13, kn(nobility) +10, kn(planes) +13, kn(religion) +13, linguistics +11, perception +18(+22), perform +0, profession +0, ride +3, sense motive +0(+2), spellcraft +18(+20), stealth +3, survival +0, swim +0
Traits Elven Reflexes, Focused Mind
Languages Common, Elven, Draconic, Abyssal, Infernal, Celestial, Sylvan
SQ adaptability (skill focus(perception)), arcane bond (faerie dragon), arcane training, elf blood, keen senses
Spellbook
0th - acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark
1st - burning hands, color spray, comprehend languages, grease, mage armor, protection from evil, shield, true strike, vanish (9 total)
2nd - detect thoughts, glitterdust, resist energy, see invisibility (4 total)
3rd - arcane sight, clairaudience/clairvoyance, fly, haste (4 total)
4th - paragon surge, scrying, share senses, summon monster IV (4 total)
5th - contact other plane, prying eyes, summon monster V, wall of stone (4 total)

Appearance:

A gruff, stocky, half elf with light brown hair and beard, turning to grey. Laugh lines and crows feet mar his skin, which is by turns ruddy from the elements or pale from long study. Merton typically wears buff colored breeches and shirts under richly dyed tunics of red, grey and gold. His hair and beard are long and full, but well groomed. Numerous scrolls usually hang from his belt, and a small, red dragon typically perches on his shoulder telepathically asking overly personal questions to passerby.

Backstory:

Merton was raised in shadow of the heavy woods of Darkmoon Vale in Andoran by half-elven parents. He studied the arcane arts in Korvosa and Magnimar, always more concerned with knowledge, wealth and prestige than the causes which captivated his fellow countrymen. As he progressed in skill, he began to hire himself out to merchants, nobles, and even adventurers, funding his further studies by serving as an interpreter, tutor and “field leveler” to his employers. Many times he scryed and spied on the rivals of this Chelaxian gentleman or that Taldan lord, always committing his contracts to writing and leaving satisfied customers until he chanced to spy the beautiful consort of a Qadiran merchant prince. Merten was immediately smitten by her beauty, and arranged to meet with her. While he had minimal interactions with the fairer sex prior to this encounter, Griselle seemed to hang on his every word, and was soon whispering tantalizing promises into his pointed ears. Merten broke his contract, divulged his employer’s secrets and fled north with his paramour. They shared two dizzying weeks together before the mage awoke, naked in a roadside inn, his spellbooks, his coin, his enchanted goods, and even his clothing gone.

With his reputation ruined, he could not return south. He managed to feed and clothe himself by the sweat of his brow and a few well placed cantrips, and began the long, arduous process of rebuilding his spellbook. As soon as he could, he tried to find Griselle, but no matter the spell, no matter the coin, she seemed to have disappeared from all of creation. Merten migrated further and further north, eventually taking up work as a mage-for-hire with all manner of unsavory sorts in the River Kingdoms He worked hard, kept his head down and his mouth shut, and traded spells with every other mage he encountered for seventy-five years. As the years passed, he developed a reputation as a competent and no nonsense, if expensive, addition to any group that sought to carve out a space for itself among the warring lands.

However, all that came to an end recently. Merten’s most recent employer hid his foul deeds behind fair words, and it was only through the use of his divination magics that Merten was able to discover the atrocities that the self-styled bandit-king had committed in his quest for power. Merten separated his employer from his band and left him in the tender care of a band of particularly nasty Quicklings before striking out on his own, seeking for a group where he could be an equal partner and build something lasting instead of a hired mage who only left destruction in his wake.

Merten’s goal is to found a settlement that can withstand the chaos of the riverlands and thrive on its own. A place where others can freely trade and learn and live in these fertile lands. He would like to found a wizard's college of his own, and pass on what he has learned about life and arcana to some promising young minds. He still thinks of Griselle from time to time, wondering where she has gone, and if there was ever anything more to their dalliance than relieving him of his goods and good name.

Merten prefers to study, analyze, and then attack, and has become wary and suspicious as he approaches middle age. However, he has a soft spot for those who have suffered through no fault of their own, and will often go out of his way to aid widows, orphans, and those who have come to harm through no fault of their own.

GM:

Is the leadership feat in play? If so, Merten will probably have a young mage cohort who stays back in town and crafts magic items for the group. This isn't a requirement by any means, just a way to help out the party without taking out time for down time. If that's ok, Merten will forego the item creation feats for some metamagic. I'd also like for this character to be able to establish a tower or something. I'm not sure how much kingdom building you guys have done, but if it fits in, I'd like it a lot.


I'm thinking about a half-elf diviner. Is the material for core races from the ARG on the table?


Thinking about a cleric of Zohls, archon Empyreal lord of Truth, Investigation, and Determination. I'll get something put together.


Eschetel Welleson is a wandering minstrel, gambler and rogue. A male human bard, always on the lookout for the next adventure, he is equally at home in a robbers den, a high court, and a dank dungeon. I'd like to play him in a story that's equal parts exploration, intrigue and dungeon delving with some combat as well. A classic pulp type game would be great.


Sound like a good opportunity to play that reach cleric I've been meaning to make.


The battle, perhaps, but I still have hopes for the war...


Ok, Valtyra gets the scroll, proceeds become 88gp, 8sp, 11cp each.


Hmmm, I'd be interested in something like this, but point buy seems like it would be a better way to go.


Hmmm, I've been wanting to try out a reach cleric build, and with the evil alignment allowed, I could have some summoning fun with sacred summons. Let me put something together.


I'm a little late to the scene to remember those halcyon days, seeing as I cut my teeth with 2E, but I'd love the chance to play some of those old modules, especially with the original rule set. I'll get a copy of basic Labyrinth Lord and maybe play a dwarf if that's allowed.


Just to clarify, I'm all for Sacred Summons despite its limitations, especially in the case of a LG cleric with a LG deity like Mercurial's talking about. The expanded list for SGM is nice, but doesn't really come into its own until later levels, and the diehard feat for a summoned monster is kind of pointless. So, for me yes on Sacred Summons, but wait on Summon Good Monster.


Mercurial wrote:
psychicmachinery wrote:
Just wanted to point out that everything summoned by Summon Good Monster is not going to benefit from Sacred Summons, and I would actually dump that feat all things considered as who cares if something that's only going to be around for a few rounds stabilizes or not? Sacred Summons only works on creatures whose alignment subtype exactly matches your divine aura, so your run of the mill celestial critter is still going to take a full round action to summon.

This is technically true, but having seen a Master Summoner in action, it simply can't be discounted the value of getting that Standard action Summons into play... and Summon Good Monster expands the LG Archons option enough to make it viable. In my particular case (Lawful Good), the options that qualify for Sacred Summons at each level would be:

(Sacred Summons gained at 5th level)
5th
1 Lantern Archon

7th
1 Hound Archon
2-4 Lantern Archons

9th
2-4 Hound Archons
3-6 Lantern Archons

11th
1 Legion Archon

13th
1 Shield Archon
2-4 Legion Archons

15th
2-4 Shield Archons
3-6 Legion Archons

17th+
1 Trumpet Archon

All in all that seems worth it to me.

Looks good to me, just wanted to make sure you knew what you were getting into. I agree though, with a LG cleric and deity, it's still worth it, although maybe not necessary quite so early in your feat progression.


Just wanted to point out that everything summoned by Summon Good Monster is not going to benefit from Sacred Summons, and I would actually dump that feat all things considered as who cares if something that's only going to be around for a few rounds stabilizes or not? Sacred Summons only works on creatures whose alignment subtype exactly matches your divine aura, so your run of the mill celestial critter is still going to take a full round action to summon.


Yeah, scrap what I said. Neither the Black Powder Inquisition or Trophy Hunter Archetypes are legal for society play.


You could go a couple of different ways. You could make an Inquisitor with the Black Powder Inquisition, or a Trophy Hunter Ranger with Undead as a favored class.


Ok, ARG says it's available to all races, just more common among fetchlings, but your game, your rules.


Summoner and Eidolon are coming along. Definitely going half elf.
I'm curious if you'd be willing to allow the Shadow Blend evolution from the Fetchling section of the Advanced Race guide.

I am envisioning the eidolon as an inky black, cat-like creature with wisps of shadow-stuff coming off it. I came across that evolution, and it seemed like a great fit, but that book wasn't listed among the allowable resources, so I thought I'd check with you to see if there was any leeway. If not, no big deal, the eidolon can still have that appearance without the evolution.


What's the current party makeup? Thinking about playing a summoner with a nice strong eidolon.


Interested and have the .pdf, although I'll have to re-read it.


Those all sound good. Resist Energy would be handy to have on call, same with Prot Law and Chaos, but it might be good to set aside some funds for scroll scribing while we're in the dungeon. Bar the doors, scribe, rest, and then emerge ready for more.


Hey guys, looks like you all have enough interest right now, and I'm honestly at my max with the PbP's I'm currently playing in, not to mention the one I'm running. This looks like a great campaign, and I would love to be a part of it, but I just don't think I can give it the time it deserves so I'm regretfully bowing out. Happy gaming to all!


Hey guys, working on a Drow AA/EK, is someone actually playing the white-haired witch concept, because that could be really interesting.


Dot. DM Grimmy, any particular lore regarding Drow? I'm thinking an Arcane Archer...


Very interested, been meaning to play a rogue-ish alchemist for a while now, and this sounds like a great opportunity to do so, will get something mocked up soon.


This sounds quite good. Any notes on Gods? It's been a while since I've played a cleric and everyone needs healing.


Merry Christmas and Happy New Year to everyone!


Thanks for understanding guys. Corbyn, is that offer to help with maps still on the table? If all I need to worry about is getting updates posted and can leave off the map making, I can probably keep going a bit better than I am now.


ugh, I'm working 7 days a week right now. I'll try to get something up tonight.


Ok, going to mock up an elf or half-elf diviner wizard that might fit the game.


What's the current party makeup? What roles need filling?


Updated Statblock for Otho Batharna

Half-Elf Alchemist (Crypt Breaker):

Otho Batharna
Male half-elf alchemist (crypt breaker) 1
CG medium humanoid (human, elf)
Init +4; Senses low-light vision; Perception +6(+7)
-Defense--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 dex)
hp 10 (1d8+1+1)
Fort +3, Ref +4, Will +0
-Offense--------------------
Spd 30ft.
Melee dagger +0 1d4 (19-20/x2) (P or S) (2gp, 1 lb)
Ranged light crossbow +2 1d8 (19-20/x2) P, 80 ft., (35gp, 4 lbs),
or dagger +2 1d4 (19-20/x2) (P or S), 10 ft.,
or splash weapon +2 vs. touch AC, 10ft.
Special Attacks
Alkahest Bomb (4/day) +2(+3) vs. touch AC, 1d8+3 (+4 splash) (acid) vs. constructs / corporeal undead, 1d4+3 (+4 splash) vs. others
Extracts Prepared (CL 1st)
1st -
Draught Prepared Darkvision 60’ (10 minutes)
-Statistics--------------------
Str 11, Dex 14, Con 12, Int 17, Wis 10, Cha 10
Base Atk +0; CMB +0; CMB 12
Feats Point Blank Shot, Skill Focus (Disable Device), Throw Anything
Skills Acrobatics +2, Appraise +3, Bluff +0, Climb +0, Craft(alchemy) +8, Diplomacy +0, Disable Device +10, Disguise +0, Escape Artist +2, Fly +2, Handle Animal +0, Heal +0, Intimidate +0, Kn(arcana)+7, Kn(nature) +7, Perception +6(+7), Perform +0, Profession +0, Ride +2, Sense Motive +0, Spellcraft +7, Stealth +2, Survival +0, Swim +0, UMD +4
Traits Elven Reflexes (+2 Initiative), Strong Arm, Supple Wrist (+10’ range to thrown weapons when moving 10’ or more)
Languages Common, Elven, Draconic, Abyssal, Undercommon
SQ Alchemy (Su), Alkahest Bombs (Su), Crypt Breaker’s Draught (Su), Trap Finding, Adaptability (Skill Focus Disable Device), Keen Senses, Elf-Blood, Multi-Talented (Alchemist, Fighter)
GearThieves’ tools, alchemy crafting kit, formula book, leather armor, dagger, light crossbow, 10 bolts, masterwork backpack, belt pouch, blanket, candle, canteen, chalk, ear plugs, flint & steel, whetstone, sunrod, torch, tindertwig, 1 flask acid, 19gp, 4 sp, 2 cp
Formulae
1st-cure light wounds, expeditious retreat, identify, reduce person, true strike

Background
Trained by the finest tutors in Sothis, this fourth son of minor Osiriani nobility has a keen intellect and true love of knowledge. Unfortunately, his nearly obsessive curiosity led him to poke his nose into the wrong places. Disgraced and disowned, young Otho has fled to the Mwangi Expanse in search of new reagents, and hidden treasure in the jungle.

Appearance
Otho is slight and lithe, of middling height, olive skin, and glossy black hair, and rich brown eyes. He is good looking but lacks self-confidence. Only the small points on his ears betray the elven heritage many generations back in his family tree.


GM Mark Garringer:

I'll swap Elven Reflexes for Reactionary (Half-Elf Racial trait, does the same thing), and take Draconic, Undercommon and Abyssal as languages. I'll get my gear put together and submit an updated statblock. Quick question on crafting, specifically alchemy. Can I use my craft alchemy skill to pay half price for alchemical items for starting gear?


Otho Batharna, Crypt-Breaking Alchemist:

Otho Batharna

Male half-elf alchemist (crypt breaker) 1
CG medium humanoid (human, elf)
Init +4; Senses low-light vision; Perception +6(+7)

-Defense--------------------

AC 14, touch 12, flat-footed 12 (+2 armor, +2 dex)
hp 10 (1d8+1+1)
Fort +3, Ref +4, Will +0

-Offense--------------------

Spd 30ft.
Melee dagger +0 1d4 (19-20/x2) (P or S) (2gp, 1 lb)
Ranged light crossbow +2 1d8 (19-20/x2) P, 80 ft., (35gp, 4 lbs),
or dagger +2 1d4 (19-20/x2) (P or S), 10 ft.,
or splash weapon +2 vs. touch AC, 10ft.
Special Attacks
Alkahest Bomb (4/day) +2(+3) vs. touch AC, 1d8+3+4 splash (acid) vs. constructs / corporeal undead, 1d4+3+4 splash vs. others
Extracts Prepared (CL 1st)

1st -

-Statistics--------------------
Str 11, Dex 14, Con 12, Int 17, Wis 10, Cha 10
Base Atk +0; CMB +0; CMB 12
Feats Point Blank Shot, Skill Focus (Disable Device), Throw Anything
Skills Acrobatics +2, Appraise +3, Bluff +0, Climb +0, Craft(alchemy) +8, Diplomacy +0, Disable Device +10, Disguise +0, Escape Artist +2, Fly +2, Handle Animal +0, Heal +0, Intimidate +0, Kn(arcana)+7, Kn(nature) +7, Perception +6(+7), Perform +0, Profession +0, Ride +2, Sense Motive +0, Spellcraft +7, Stealth +2, Survival +0, Swim +0. UMD +4
Traits Reactionary (+2 Initiative), Strong Arm, Supple Wrist (+10’ range to thrown weapons when moving 10’ or more)
Languages Common, Elven, 3 more
SQ Alchemy (Su), Alkahest Bombs (Su), Crypt Breaker’s Draught (Su), Trap Finding, Adaptability (Skill Focus Disable Device), Keen Senses, Elf-Blood, Multi-Talented
Gear
Formulae
1st-cure light wounds, expeditious retreat, identify, reduce person, true strike

Hey GM, curious if Alchemist counts as a spellcasting class for purposes of the arcane training alternate half-elf racial trait. If so, I will swap it out for multi-talented. If not, let me know, thanks.

Also, any suggestions on good languages for this dungeon?

Half-orc inquisitor to follow.


Very interested, thinking of a Crypt Breaker Alchemist and an Inquisitor. I'll get posts up post haste.


Drachasor wrote:

Seems designed just to make wizards less fun to play compared to Sorcerers, Clerics, Druids, and Oracles.

There are plenty of ways to have magical tomes and hidden knowledge without something like this.

Yup.


Anyway, here's the bare bones of my tiefling wizard. I'll hold off on trait selection until I can take a look at the player's guide. Mythic Path will be Archmage. Any problem with using starting funds to fill up my spellbook / scribe scrolls?

Appearance:

Haroon has ruddy flesh, thick black hair, kept close-cropped on head and jaw, an aquiline nose and maroon eyes. He typically wears a long cloak to try to hide the small, batlike wings and long hairless tail that evidence his fiendish heritage.

Background:

Haroon was found, naked and squalling in a field, surrounded by slain Mendevian crusaders. Though the priest of Abadar and his cohort intended to abandon the infant, or even slay the obvious fiend, the grizzled mercenary mage they had hired interceded on the babe’s behalf, and took the shrieking tiefling as his own. Haroon grew up in taverns and campsites, and proved a quick study of every arcane art that his adopted father, Merten Falstaff, imparted to him. Despite the fear and outright hostility towards his appearance, Haroon does his best to maintain a positive outlook, seeking the good in himself and others. As Merton once advised him, “Whatever you seek for in others, good or bad, that you shall find.” Unfortunately, Haroon’s appearance has stunted his facility with social interactions, and while he is usually polite, he has a hard time picking up on social cues, and can come across as strange and callous.

As Haroon grew to adulthood, he began to question whether there was more to learn of his heritage. Though his father counseled him that no good would come of any knowledge he should find, Haroon’s curiosity outstripped his father’s wisdom. Determined to learn where he came from, Haroon seeks to travel into the Worldwound and learn its secrets for himself.

Haroon sees Merten as a loving father, but feels that the old man is holding him back from knowledge that he needs. Out on his own, he feels that he has the chance to truly understand himself, and reach his true potential.

Haroon understands the need to repel the demons from Golarion, but believes most crusaders to be thoughtless sheep, lacking the intellectual capacity to understand the creatures and master them.

crunch:

Haroon Falstaff

Male tiefling wizard 1
CG medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +1 (+3)
-Defense--------------------
AC 13, touch 13, flat-footed 10 (+0 armor, +3 dex)
hp 11 (1d6+5)
Fort +2, Ref +3, Will +2
Resist cold 5, electricity 5, fire 5
-Offense--------------------
Spd 30ft.
Melee dagger +0 1d4 (19-20/x2) (P or S) (2gp, 1 lb)
Ranged light crossbow +3 1d8 (19-20/x2) P, 80 ft., (35gp, 4 lbs),
or dagger +3 1d4 (19-20/x2) (P or S), 10 ft.,
or acid dart +3 1d6 (7 / day), 30 ft.
Special Attacks
Spell Like Abilities (CL 1st, concentration +5)

1 / day-darkness

Arcane School Spell-Like Abilities (CL 1st; concentration +5)

7 / day-acid dart (1d6)

Wizard Spells Prepared (CL 1st; concentration +5)

1st - color spray (DC 15), grease (DC 15), protection from evil
0th (at will) - dancing lights, detect magic, read magic

Opposition Schools enchantment, necromancy

-Statistics--------------------
Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +0; CMB 13
Feats Scribe Scroll, Toughness
Skills Acrobatics +3, Appraise +7, Bluff -1, Climb +0, Craft +4, Diplomacy -1, Disguise -1, Escape Artist +3, Fly +7, Handle Animal -1, Heal +0, Intimidate -1, Kn(arcana)+8, Kn(local) +8, Kn(nature) +8, Kn(planes) +8, Kn(religion) +8, Perception +1(+3), Perform -1, Profession +0, Ride +3, Sense Motive +0, Spellcraft +8, Stealth +3, Survival +0, Swim +0
Traits
Languages Common, Abyssal, Draconic, Elven, Infernal, Orc
SQ arcane bond (raven), prehensile tail, summoner’s bond, vestigial wings
Spellbook
0th-acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark
1st-burning hands, color spray, enlarge person, feather fall, grease, mage armor, magic missile, mount, protection from evil, sleep, vanish


Interested in this campaign. I had a foundling tiefling wizard (conjuration) built up for another WotR PBP that never got off the ground.


WB Han! We may not need gunpowder, but we probably desire it...


Hey guys, sorry for the recent delay in posting. Work has ramped up a bit lately, and things have been very busy at home as well. (You guys also caught me unprepared, and I need to make a map for above-ground drake fighting. So many cave chambers... le sigh.) Anyway, I will get a post up as soon as I can, just wanted to let you all know.

In sad news, Tekkis' player let me know that he's going to have to drop due to some outside issues, so we will be proceeding without him. My plan is to keep Tekkis on as a DMPC, with one of you running him in combat if that's agreeable. Unless his player tell me otherwise, that is, in which case he might end up going out in a blaze of glory.

So, that's it. Anyway, game will proceed, thanks for your patience.


No worries DW. I think it's nice gameplay despite the technical difficulties.


You were still wrong the entire time, you just didn't know that you were wrong until Umbral Reaver gave you the Ranger analogue that allowed you to see your error. Xaratherus actually quoted the relevant rules text, which you chose to ignore in favor of your interpretation which supported your desire to power game.

Anyway, welcome aboard. Pathfinder is a great game, and there are awesome people on these boards who can help with lots of dodgy ways to manipulate the rules.


1 person marked this as a favorite.
Haka Thunderfoot wrote:
Drovya Gregorovitch wrote:
Morin, mutton is like earplugs. You can never have enough.
It took me a few days to realize you had called me, Morin. Another human who thinks all us halfling look alike! Hmmph!

You'd think that, as a vertically-challenged man, I'd be more sensitive to the plight of the halfling, but no. Seen one hobbit, seen 'em all. ;D


Happy Birthday Man! Hope you're enjoying the sun and surf!


Hrmmm, a thought, I have one...

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