A War of Dragons (Inactive)

Game Master Helix Moltaran


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Yes. Other caster can contribute spell components

Also, using the Master Craftsman feat in conjunction with the following ruling:

Quote:


Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.

You can essentially ignore any spell requirement by instead increasing the DC of the check by 5.

Thus you can craft magic gear without actually having any magic.

Also Blacksmith is a profession, not a crafting skill per se.


np :)


Urrnir Drahaenn wrote:

For the magus all I'd recommend is investing in an Agile Scimitar or picking up Dervish Dance. At first glance it looks like you still have 1 feat and 18 skill ranks to assign so you should be able to swing it without giving up anything else.

Other good things to look at getting are Pearls of Power, a Wyroot grip for your scimitar, and getting Spell Blending as your first Magus Arcana so you can pick up Mage Armor from the wizard spell list (which is incredibly useful when combined with your spell combat ability).

It appears that I forgot to enter the Dervish Dance feat I had intended (which is why I was a feat short). The Magus arcana I chose was wand wielder to extend my staying power during combat and save my spells for more important things since I have diminished spell casting. I decided not to go the spell blending arcana because I just thought I could get wands and UMD them. I figured the UMD route would work better than taking up my already limited spell slots. I like the item ideas though.


The only problem with that is that you'll need to maintain one free hand to utilize spell combat. I think there's an arcana that'll let you put a wand inside of a weapon but I can't remember it off the top of my head. Of course there could be some other way of messing with the actions to make it so that you can cast a spell from a wand and then still full-attack with spell combat, I haven't ever really looked into it.

EDIT: I was thinking of the weaponwand spell, and since that's on your spell list you should have no problem maintaining a free hand.


I have my Sylph Sky Druid all built up.

Crunch:

Azura Cyanea
Sylph druid (sky druid) 4 (Pathfinder RPG Advanced Race Guide 156, 158)
CN Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 31 (4d8+8)
Fort +5, Ref +4, Will +9; +4 vs. [air] or [electricity] spells or effects that control or modify the weather
--------------------
Offense
--------------------
Speed 35 ft. (25 ft. in armor)
Melee dagger +3 (1d4/19-20)
Ranged sling +6 (1d4)
Domain Spell-Like Abilities (CL 4th; concentration +9)
8/day—storm burst (1d6+2 nonlethal)
Druid (Sky Druid) Spells Prepared (CL 4th; concentration +9)
2nd—burning gaze[APG] (DC 17), flaming sphere (DC 17), fog cloud[D], frost fall[UC] (DC 17)
1st—entangle (DC 16), frostbite[UM], obscuring mist[D], produce flame, snowball (DC 17), windy escape[ARG]
0 (at will)—create water, guidance, light, stabilize
D Domain spell; Domain Weather (Storms domain subdomain)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 12, Wis 21, Cha 10
Base Atk +3; CMB +3; CMD 16
Feats Craft Wondrous Item, Spell Focus (conjuration)
Traits artifact hunter (mwangi expanse), reactionary
Skills Acrobatics -3 (-7 to jump), Fly +4, Knowledge (history) +9, Knowledge (nature) +10, Perception +12, Spellcraft +8, Survival +7
Languages Auran, Common, Druidic, Sylvan
SQ air insight, nature bond (Storms domain), nature sense, resist storm, sky's embrace, weather savvy, wild empathy +4
Combat Gear rime metamagic rod (lesser); Other Gear mwk lamellar (leather) armor, dagger, sling, sling bullets (20), headband of inspired wisdom +2, backpack, belt pouch, blanket, flint and steel, holly and mistletoe, spell component pouch, trail rations (5), waterskin, 985 gp, 1 sp, 6 cp
--------------------
Special Abilities
--------------------
Air Insight +2 rounds duration when summoning air subtype creature.
Artifact Hunter (Mwangi Expanse, Knowledge [history]) +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Druid (Sky Druid) Domain (Storms)
Resist Storm (Ex) +4 save vs. air or electricity effects, and effects that modify the weather.
Rime metamagic rod (lesser, 3/day) The wielder can cast up to three spells with the cold descriptor per day that entangle creatures that take cold damage from that spell for a number of rounds equal to the spell’s actual level as though using the Rime Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Rime Spell; Cost 1,500 gp
Sky's Embrace (Su) You do not take falling damage, and may use your Fly skill for jump checks.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Storm Burst 1d6+2 nonlethal (8/day) (Sp) As a standard action, ranged touch attack deals 1d6+2 nonlethal dam to foe in 30 ft. & inflicts a -2 to att for 1 rd.
Weather Savvy You can predict the weather for the next 24 hours.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Backstory:

Azura Cyanea was always a curious child, even for a sylph. She was raised by her human mother, never knowing who her father actually was, but as a young girl she poked her nose everywhere, determined to know everything, while keeping her sylph qualities secret. She told her mother that she felt that knowledge in as of itself would protect her, after all, forewarned is forearmed, however, she failed to comprehend the value of true privacy, and as such, she was quickly singled out and bullied by the other children, fearful of the power she might hold over them with the information she might have gleaned. Things only got worse when she, and the other children got older, and they discovered that Azura had the potential to forecast the weather, leading to even more teasing. Things finally came to a head when a boy snuck in and spied on her as she was changing, seeing her blue markings on her body and realising that she was a sylph. The teasing that followed reduced Azura to tears, and she ran away to be alone.

Upset at what had happened, and unable to face those fellow children, Azura lived alone, writing only to inform her mother of her choice. Azura lived in small wooden house around a forest. Not far from her house, was an overhang, where Skyla would sit and look out across the sky. She would look down across the trees from high above and wistfully wonder what it would be like to fly over them, and to feel the wind rushing through your hair. Now living alone, Skyla forcefully protects her home, and the small part of nature she considers her own.


I took wand wielder as my first arcana.

Wand Wielder (Su):
The magus can activate a wand or staff in place of casting a spell when using spell combat.

The weaponwand spell is nifty in itself though. I am wondering how that would work with wand wielder though. The text says that I would be able to use my weapon as a wand to cast the spell, but would I still be able to use it in conjunction with spell combat?

Weaponwand:
When you cast this spell on a weapon, you cause a portion of the weapon to open like the skin of a partially peeled apple, revealing a space large enough to insert a single wand within. As part of the spell’s casting, you can insert a single wand into the weapon, at which point the weapon returns to its original form with the wand held inside of it without negatively impacting the weapon’s integrity. For the spell’s duration, a character who wields the transmuted weapon is also considered to be wielding the wand as well. You can attack normally with the weapon or use the weapon as if it were the encased wand. If the effect created by the wand requires an attack roll to successfully strike a foe, you may make the attack roll as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the wand—doing so does not allow you to add the weapon’s damage to the wand’s attack roll, but instead allows you to use your skill with the weapon to boost your chance of hitting with the spell.

At the end of the spell’s duration, the encased wand is ejected from the weapon. If you have a free hand, you may catch the weapon as a free action; otherwise, the wand drops to the ground. If the weapon housing the wand is broken or destroyed during the duration of weaponwand, the encased wand is similarly broken or destroyed.

The spell says it does not allow me to use my weapons damage in conjunction with the wand's spell. I am wondering if spell combat bypasses that little blurb.

On another note... Now that I have been given the green light for a Drow, I am a bit hesitant. I REALLY like the extra feat and skill point. lol. I love the idea and the RP would be tremendous. I think I will crunch both of them and drop in back grounds for both and see which I like more. I'll resubmit later tonight.


Bah. So this is taking me much longer than anticipated. I hope I make tonight's deadline. I have work so I won't be able to put up the completed char though I will be popping my head in if time permits at work throughout the day. :crosses fingers:


Here he is, a small, but tough weapons smith barbarian.

GYRO TITANBLADE!!!!:

Gyro Titanblade
Gnome barbarian (titan mauler) 4 (Pathfinder RPG Ultimate Combat 30)
N Small humanoid (gnome)
Init +4; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 20(21), touch 13(14), flat-footed 18(19) (+7 armor, +2 Dex, +1 size)
hp 72 (4d12+24)
Fort +8, Ref +3, Will +4; +2 vs. illusions, +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee (H) +1 adamantine greatsword +3(+4) (4d6+4/19-20) or
. . dagger +7 (1d3+2/19-20)
Special Attacks rage (14 rounds/day), rage powers (roused anger, superstition +3)
Spell-Like Abilities (CL 4th; concentration +6)
. . 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 18, Int 13, Wis 16, Cha 14
Base Atk +4; CMB +5; CMD 17
Feats Raging Vitality[APG], Toughness
Traits collector, excitable
Skills Acrobatics -1 (-9 to jump), Climb +3, Craft (weapons) +14, Handle Animal +6, Intimidate +6, Knowledge (nature) +8, Perception +12, Survival +10, Swim +3; Racial Modifiers +2 Craft (weapons), +2 Perception
Languages Common, Gnome, Goblin, Sylvan
SQ big game hunter, gnome magic, jotungrip, master tinker
Other Gear +1 mountain pattern armor, +1 adamantine greatsword, dagger, bedroll, belt pouch, flint and steel, masterwork artisan's tools, masterwork backpack, mug/tankard, sewing needle, signal whistle, string or twine, thread (50 ft.), trail rations (7), waterskin, whetstone, 1,285 gp, 2 sp
--------------------
Special Abilities
--------------------
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs foes larger than self.
Collector (Craft [weapons]) If have collection within 5 ft gain +2 trait bon to selected skill.
Jotungrip (Ex) Wield 2 handed weapon of appropriate size in 1 hand, but take -2 penalty.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master Tinker You are proficient with any weapon you have personally crafted.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Roused Anger (Ex) You can rage even when fatigued.
Superstition +3 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.


My completed Cleric of Angradd for submission and approval. I used the 8k to purchase the +1 Great Axe and +2 Scale Armor, if that is permissible. I left the traits open for what may be presented or allowed. I am also interested in taking the alternate racial trait of Wyrmscourged, which plays into my background, essentially granting me bonuses and saves against dragon magic and energy weapons. I would swap this out for Hatred, the bonuses granted against traditional Dwarven enemies. With this, I would also ask that Draconic be granted as a possible bonus language, and I would swap Giant for that. Finally, I am considering taking the Crusader Cleric archetype, limiting my domain choices to one, and reducing my spells granted by one per spell level, granting me bonus combat feats instead. How does all this sound? Thanks.

Spoiler:
Gender Male
Size Medium
Age 73
Alignment Lawful Neutral
Deity Angradd
Languages Common, Dwarven, Giant
Strength 14
Dexterity 11
Constitution 16 (14+2)
Intelligence 13
Wisdom 18 (16+2)
Charisma 14 (16-2)

Domains: Fire War
Energy: Positive [Healing / Damages Undead]

Total Hit Points: 52

Speed: 20 feet

Armor Class: 17 = 10 + 7 [+2 scale]
-+2 Scale mail [medium; + 7 AC; max dex + 3; check penalty -3 30 lb.]
Touch AC: 10
Flat-footed: 17

Initiative modifier: + 0 = + 0 [dexterity]

Fortitude save: + 7 = 4 [base] + 3 [constitution]
Reflex save: + 1 = 1 [base]
Will save: + 8 = 5 [base] + 3 [wisdom]

Attack (handheld): + 5 = 3 [base] + 2 [strength]
- +1 Greataxe [1d12, crit x3, 12 lb, two-handed, slashing]: +7 = 3 [base] + 3 [1.5 x strength] +1 [MW]
Attack (missile): + 3 = 3 [base]
Combat Maneuver Bonus: + 5 = 3 [base] + 2 [strength]
Combat Maneuver Defense:+ 15 = 10 + 3 [base] + 2 [strength]

Light load: 58 lb.
Medium load: 59-116 lb.
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 875

Acrobatics Dex* -3 = +0 -3 [armor]
Appraise Int 1 = +1
Bluff Cha 2 = +2
Climb Str* -1 = +2 -3 [armor]
Craft Axes Int 2 = +1 +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 2 = +2
Disguise Cha 2 = +2
Escape Artist Dex* -3 = +0 -3 [armor]
Fly Dex* -3 = +0 -3 [armor]
Heal Wis 4 = +4
Intimidate Cha 2 = + 2
Knwl (arcana) Int 5 = + 1 + 2 + 3 [class skill]
Knwl (history) Int 5 = + 1 + 2 + 3 [class skill]
-Knwl (planes) Int 6 = + 1 + 2 + 3 [class skill]
Knwl (religion +1) Int 6 = +1 + 2 + 3 [class skill]
Perception Wis 4 = +4
Perform_1 Cha 2 = +2
Perform_2 Cha 2 = +2
Perform_3 Cha 2 = +2
Perform_4 Cha 2 = +2
Perform_5 Cha 2 = +2
Ride Dex* -2 = +1 -3 [armor]
Sense Motive Wis 4 = +4
Stealth Dex* -3 = +0 -3 [armor]
Survival Wis 4 = +4
Swim Str** -1 = +2 -3 [armor]

* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

Feats:
Extra Channel x1 Channel energy two additional times per day per feat

Toughness +3 HP; +1 HP/level after 3 HD

Traits:
:

:

Languages: Common, Dwarven, Giant

First-level Cleric spells: 4 (3 + 1) per day + 1 from a domain:
Prepared Spells:
Level 1

Bless
Comprehend Languages
Detect Evil
Divine Favor

-Domain Spell (War Domain)
Magic Weapon
Second-level Cleric spells: 3 (2 + 1) per day + 1 from a domain:
Prepared Spells:
Level 2

Aid
Restoration, lesser
Shield Other

-Domain Spell (War Domain)
Spiritual Weapon

Favored class points: Hit points +4; Skill points +0

Dwarf
• + 2 constitution, +2 wisdom, -2 charisma (already included)
• Can move 20 feet even if in heavy armor
• Darkvision (see 60 feet in pitch-dark)
• Stonecunning ( + 2 on perception checks regarding stonework; automatic check if passing in ten feet)
• All dwarves are proficient with battleaxes, heavy picks, and warhammers.
• + 4 to avoid being bullrushed / tripped while standing on ground
• + 2 racial bonus on saves vs. poison
• + 2 racial bonus on saves vs. spells / spell-like abilities
• + 1 racial bonus to hit orcs and goblinoids
• + 4 dodge bonus on AC against giants
• + 2 racial bonus on appraise checks if stone/metal

Cleric
• Alignment Aura
• Spontaneous casting -- trade prepared spells for curative spells
• Channels positive energy (7x/day) 2d6
• High wisdom gains bonus spells daily
• Domain choices give additional abilities. See the rulebook for details.
Fire Domain
-Fire clergy can shoot flames, and at 6th level develop fire resistance.
Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

War Domain
-War clergy can bestow bonuses on melee damage, and at 8th level can give themselves temporary combat feats for which they meet pre-requisites.
Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.

Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill.

Class HP rolled
Level 1: Cleric 8 [MAX]
Level 2: Cleric 8 [MAX]
Level 3: Cleric 8 [MAX]
Level 4: Cleric 8 [MAX]

Gudbjörn son of Veigar's Equipment:
42 lb Weapons / Armor / Shield (from above)
2 lb Backpack
5 lb Bedroll
Flint and steel
4 lb Grappling hook
5 lb Rope (50', silk) x1
1 lb Holy symbol (silver)
2 lb Spell component pouch
_____
61 lb Total

1885 gp and some change.

Also, what type of necessity is there for mounts, and what type of exotic ones would you allow, considering the type of travel that might be required to track down the Dragon Crowns?


There will be some nessecity for mounts. Just as a limit, no dragons. :)

Umm for mounts there is

Normal mounts
Camel
Boar


Gyro, now with mount

GYRO:

Gyro Titanblade
Male gnome barbarian (titan mauler) 4 (Pathfinder RPG Ultimate Combat 30)
N Small humanoid (gnome)
Init +4; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 size)
hp 72 (4d12+24)
Fort +8, Ref +3, Will +4; +2 vs. illusions, +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee (H) +1 adamantine greatsword +3 (4d6+4/19-20) or
. . dagger +7 (1d3+2/19-20)
Special Attacks rage (14 rounds/day), rage powers (roused anger, superstition +3)
Spell-Like Abilities (CL 4th; concentration +6)
. . 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 18, Int 13, Wis 16, Cha 14
Base Atk +4; CMB +5; CMD 17
Feats Raging Vitality[APG], Toughness
Traits collector, excitable
Skills Acrobatics -1 (-9 to jump), Climb +3, Craft (weapons) +14, Handle Animal +6, Intimidate +6, Knowledge (nature) +8, Perception +12, Survival +10, Swim +3; Racial Modifiers +2 Craft (weapons), +2 Perception
Languages Common, Gnome, Goblin, Sylvan
SQ big game hunter, gnome magic, jotungrip, master tinker
Other Gear +1 mountain pattern armor, +1 adamantine greatsword, dagger, bedroll, belt pouch, flint and steel, masterwork artisan's tools, masterwork backpack, mug/tankard, sewing needle, signal whistle, string or twine, thread (50 ft.), trail rations (7), waterskin, whetstone, riding dog, 1,071 gp, 1 sp, 5 cp
--------------------
Special Abilities
--------------------
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs foes larger than self.
Collector (Craft [weapons]) If have collection within 5 ft gain +2 trait bon to selected skill.
Jotungrip (Ex) Wield 2 handed weapon of appropriate size in 1 hand, but take -2 penalty.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master Tinker You are proficient with any weapon you have personally crafted.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Roused Anger (Ex) You can rage even when fatigued.
Superstition +3 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.

--------------------

Dog, riding
Riding dog (Pathfinder RPG Bestiary 87)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +3 (1d6+3)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +6 (+18 to jump), Perception +8; Racial Modifiers +4 to survival when tracking by scent
SQ combat riding
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Dang! dang! dang! Just realised I'm already on another campaign with you; it wouldn't be fair to monopolize you too much, I'm gonna withdraw.
Shame, I had such plans for Ali Ahmed Ibn Ibrahim.


With the recruitment window winding down and a small shuffle in the applicants, I went through the thread and made a list of all the submissions:

Gyro Titanblade - The Big Thing in a Little Package (Titan Mauler Barbarian)
Smaug - The Cantankerous Summoner (Summoner/Thug Rogue)
Derick - The Unlikely Hero (Glory Rogue Bandit/Cutpurse)
Hellad Windburst - The Deadeye (Ranger)
[VinGoodman] - The Rambling Rock (Far Strike Monk)
Gandall - The Sparkling Serpent (Draconic Exemplar)
Gudbjorn, son of Veigar - The Fury of the Forge (Cleric of Angradd)
Arlathian - The Spellsword (Kensai Magus)
Arkus Grugal - The Orc-Kin (Polearm Master Fighter)
Azura Cyanea - The Druid of the Lonely Blue (Sky Druid)

And then there's myself which makes a total of 11 applicants for 5-6 slots. If I missed anyone or left anyone out I deeply apologize, it was not my intention. Also there's probably a few people who applied through pm that I can't include.

Good luck to everyone and hopefully we can look forward to playing together!


Awesome. I was interested in a boar mount so the fact that you included that is great! Cheers.

Silver Crusade

indeed, Derick is quite the unlikely hero, I must say good naming there bud. I really hope I can participate in this, sounds extremely fun. and I must admit to having grown fond of my little antihero


Although its not completely finished, i should really get the crunch up here. Still needs to spend gold, a few feats, and traits.

Smaug:

Smaug, Prophet of the DRAGON
Male Human Summoner 3, rogue (thug) 1
CN Medium humanoid (human) Initiative +0, Senses , Perception +7
--------------------
Defenses
--------------------
AC 10, Touch 10, Flat Footed 10 (+0 dex)
hp 56/56 (4d8+24)
Special Defences
Fort 4 Ref 3 Will 4
--------------------
Offenses
--------------------
Speed 30ft
Melee
Ranged Sling +3 (1d4-1/x2)
Modifiers +2/+0 BAB, -1/-1 Str, +1/+0 Dex, +1d6 Sneak Attack
----------------------
Spells per Day
(Lvl 0)
(Lvl 1) 4/4
Spell DCs 10 +Spell Level +4
----------------------
Spells Known
(Lvl 0) 6
(Lvl 1) 4
----------------------
Current Magical Effects
----------------------

----------------------
Statistics
----------------------
Str 9, Dex 11, Con 18, Int 14, Wis 13, Cha 18
Base Atk +2 CMB +1 CMD +11

Feats Extra Evolution, Toughness, +1
Traits Fanatic, Umbrial Unmasking

Skills  x5 level, +6 (rogue)
Deplomacy +12 (3 Ranks, +3 CS, +4 Cha)
Intimidate +11 (4 Ranks, +3 CS, +4 Cha)
K Arcana +9 (3 Ranks, +3 CS, +1 Trait, +2 Int)
K History +9 (3 Ranks, +3 CS, +1 Trait, +2 Int)
K Religion +9 (4 Ranks, +3 CS, +2 Int)
Perception +7 (3 Ranks, +3 CS, +1 Wis)
Sense Motive +9 (1 Rank, +3 CS, +1 Wis)
Spellcraft +9 (4 Ranks, +3 CS, +2 Int)

Languages  Common, Draconic, +1
Other Gear
8000gp

----------------------
TRACKED RESOURCES
----------------------
Summon Monster II (7/7)

----------------------
Special Abilities
----------------------
Bond Senses 3 rounds/day, as a standard action gain the senses of the Eidolon.
Bonus Feat humans start with +1 feat.
Bonus Skill Point humans gain +1 Skill Point every level.
Eidolon 1 minute summoning time, standard action or unconsious to dismiss. 
Fanatic +1 to K (Arcane, History) and its a class skill.
Life Link when eidolon would be killed by hp damage, summoner may pay 1 for 1hp to keep it alive. Eidolon gets weaker at extreme range. 
Sneak Attack +1d6 damage when target is denied Dex to AC or is Flat-Footed.
Summon Monster II 7/day SLA. Cast as a standard action and they last 3 minutes. Can only have Eidolon or 1 summon out at a time.
Thug
Umbrial Unmasking

----------------------
Encumbrance 0lb
Light 30lb, Medium 60lb, Heavy 90lb
----------------------

Igneel:

Igneel Dragon Hatchling 3 
LN Medium Outsider (Native)
Initiative +2 Senses[b] Darkvision 60ft, [b]Preception +0 
-------------------- 
Defenses
-------------------- 
AC 16, Touch 12, Flat Footed 14 (+2 Dex, +4 Natural Armor Bonus)
hp 21/21 (3d10+3) 
FortRef 5 Will
Resist Fire 5, Evasion 
-------------------- 
Offenses
-------------------- 
Seed 40ft 
Melee Bite +5 (1d8+3/x2)
Modifiers +3/+0 BAB, +2/+3 Str
---------------------- 
Magical Effects[/b]

---------------------- 
[bigger]Statistics
---------------------- 
Str 15, Dex 15, Con 13, Int 9, Wis 10, Cha 11
BAB +3, CMB +5, CMD +17 (21 vs trip)

Feats 2 Feats 
Evolutions (8) Bite (base), Improved Damage, Improved Natural Armour, Limbs (x2, base), Resistance (Fire), Skilled (Knowledge; Arcana), Skilled (Knowledge: History), Tail, Int Increase 
Skills 5x level 
Bluff +4 (1 Rank, +3 CS, +0 Cha)
Intimidate +6 (3 Ranks, +3 CS, +0 Cha)
K (Arcana) +13 (3 Ranks, +3 CS, +8 Racial, -1 Int)
K (History) +13 (3 Ranks, +3 CS, +8 Racial, -1 Int)
K (Planes) +3 (1 Rank, +3 CS, -1 Int)
**** +4 [/ooc](1 Rank, +3 CS, +0 Wis)[/ooc]
Sense Motive +6 (3 Ranks, +3 CS, +0 Wis)
(CS= Bluff, Craft, Intimidate, K (Planes, Arcana, History, Planes), Perception, Sense Motive, Spellcraft, Stealth)
Languages Common, Draconic 
Other Gear
---------------------- 
TRACKED RESOURCES
---------------------- 
---------------------- 
Special Abilities[/b]
---------------------- 
Amour Bonus Gains +2 Natural Amour Bonus. 
Darkvision Darkvision out to 60ft 
Evasion No damage on a successful reflex save. 
Life Link when eidolon would be killed by hp damage, summoner may pay 1 for 1 hp to keep it alive. 
Link Can Comunicate across any distance and share item slots. 
Share Spells Summoner can cast spells with a target of "you" on the eidolon at a range of touch. 
Str/dex Bonus Gains +1 Str and Dex. 
---------------------- 
[bigger]Evolutions
---------------------- 
Ability Increase (Inteligence) +2 Inteligence.
Bite Gain a 1d8 bite attack (base).
Improved Damage Eidolons bite does 1d8 +1-1/2 str. 
Improved Natural Armour increases Natural Armour Bonus by +2.
Limbs Gains 4 legs (base). 
Resistance (fire) Gains Fire Resist 5.
Skilled (Knowledge; Arcana) Gains +8 Racial bonus to knowledge (Arcana) 
Skilled (Knowledge; History) Gains +8 Racial bonus to knowledge (History) 
Tail +2 Racial bonus to acrobatics checks to balance.
---------------------- 
Encumbrance 0lb 
Light 26lb, Medium 53lb, Heavy 80lb 
----------------------


Alrighty. Sooooo. I am not completely done, but this is as good as it is going to get for now. The next two days is gonna be kinda rough because I will changing shifts at work and well, they have me going from a 2pm 8 hour shift to a 3am 8 hour shift with no days off for adjustment. I will probably be lurking for part of the day tomorrow so I hope this entry is sufficient for now. : crosses his fingers hoping he gets selected. :

-------------------------

Statistics:

LN Drow Magus(Kensai) 4
Drow: Medium Humanoid (Elf)

Init +7(Dex+5, Trait +2)

Senses: Normal Vision and Low Light Vision
Str 12, Dex 20, Con 14, Int 17, Wis 11, Cha 18
(+2 Dexterity and +2 Charisma for Race, +1 Dexterity for Level 4 Ability score Bonus)
(-2 Constitution for Race)

(12, 17, 16, 17, 11, 16 Pre Mod)
B.A.B. +3

-------------------------------------
DEFENSE:
-------------------------------------

AC 20, Touch 19, Flat-Footed 12 (+5 dex , +3 canny defense, +1 Ring of protection, +1 Amulet of Natural Armor)
HP 44/44 (d8+2/level, +4 Favored Class Bonus)
Fort +6, Ref +6, Will +4
CMD 19

-------------------------------------
OFFENSE:
-------------------------------------

Speed 30'
Reach: 5'
Melee: +4 (+8 with Finesse)
Ranged: +8
CMB: +4

-------------------------------------
Racial Traits
-------------------------------------


  • Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.
  • Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
  • Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels. (10)
  • Stalker: The lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait.
  • Keen Senses: Drow gain a +2 racial bonus on Perception checks.
  • Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
  • Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
  • Light Blindness:As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.


-------------------------------------

Traits:

-------------------------------------

  • Anatomist: You gain a +1 trait bonus on all rolls made to confirm critical hits.
  • Reactionary: You gain a +2 trait bonus on initiative checks.


-------------------------------------

Class Features:

-------------------------------------
Weapon and Armor Proficiencies: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice (Scimitar). A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.(5/day:1/2 level(2)+Int Mod(3))

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type. When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat. [Scimitar]

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. See FAQ/Errata at right for more information.

Magus Arcana: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.


  • Wand Wielder: The magus can activate a wand or staff in place of casting a spell when using spell combat.

Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

-------------------------------------

Favored Class Bonus:


  • 1: HP
  • 2: HP
  • 3: HP
  • 4: HP


-------------------------------------

Feats:

-------------------------------------

  • Weapon Focus(Scimitar) - You gain a +1 bonus on all attack rolls you make using the selected weapon.
  • Weapon Finesse- With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
  • Dervish Dance - When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
  • Nimble Moves - Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

-------------------------------------

Skills:

-------------------------------------

5 Total Skill ranks (2 Magus, 3 Int)

Skill:(total=rank+ability+trained+misc)

  • Climb: 5= 1+1+3+0
  • Craft: 0= 0+3+0+0
  • Intimidate: 4= 0+4+3+0
  • Ride: 5= 0+5+3+0
  • Knowledge (Arcana): 7= 1+3+3+0
  • Knowledge (Dungeoneering): 7= 1+3+3+0
  • Knowledge (Planes): 7= 1+3+3+0
  • Stealth: 7= 2+5+0+0
  • Profession(Dance): 11= 4+4+3+0
  • Ride: 9= 1+5+3+0
  • Spellcraft: 10= 4+3+3+0
  • Swim: 5= 1+1+3+0
  • Use Magic Device: 11= 4+4+3+0


  • -------------------------------------

    Equipment:

    -------------------------------------

    Carrying Capacity: 43/86/130


    • Masterwork Scimitar: +10 Attack | 1d6+5 Damage | 18-20 Threat | x2 Crit | Wyroot Handle:The root of the wyrwood tree has a peculiar quality. When a weapon constructed of wyroot confirms a critical hit, it absorbs some of the life force of the creature hit. The creature hit is unharmed and the wyroot weapon gains 1 life point. As a swift action, a wielder with a ki pool or an arcane pool can absorb 1 life point from the wyrwood weapon and convert it into either 1 ki point or 1 arcane pool point. (2015 gp; 4 lbs.)
    • Ring of protection +1 his ring offers continual magical protection in the form of a deflection bonus of +1 AC. (2000 gp)
    • Amulet of natural armor +1:This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor from +1. (1000 gp)
    • Kit, Magus's
      This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.(22 gp; Weight 31 lbs.)

    • Spell book:A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).(15gp; 3 lbs.)
      1435 gp 38 lbs

    Wands
  • Mage Armor:

    School conjuration (creation) [force]
    Casting Time 1 standard action
    Range touch
    Target creature touched
    Duration 1 hour
    Saving Throw Will negates (harmless); Spell Resistance no
    An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

    Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

  • Cure Light Wounds:

    School conjuration (healing)
    Casting Time 1 standard action
    Components V, S
    Range touch
    Target creature touched
    Duration instantaneous
    Saving Throw Will half (harmless); Spell Resistance yes (harmless);
    When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

    -------------------------------------

    Bio:

    -------------------------------------
    Arlathian is an oddity. An aberration among his people. His upbringing was much like many of the others within the city. A commoner child born to a commoner family housed under a great matriarch of the city. Despite his family's placement, he was still only a male and of no great import. Regardless, he was an odd one. His childhood showed the earliest signs of his separation from this kin. While he showed great promise of martial prowess as well as a keen intellect with a knack for the magical arts, he possessed none of the "normal" signs or desires to improve his station in life. No drive other than that of his own training. This made him a target. An easy mark. Or so the other children though. Arlathian's single minded focus tended to blind him from his surroundings. His dismissal of the political intrigue that so often swelled around him usually placed him right within the path of those playing the game to win. To their dismay, Arlathian tended to come out on top. Many of the top ranked student fighters could not bypass his arcane prowess while those few with the skills of magic could hold back his martial fury. All the while though, Arlathian cared not for any of it. All that mattered to him, was finding that balance. A concept foreign to most drow. Fierce discipline sharpened his mind and body. That discipline is what drew the matron's attention. A rare gem she coveted. The strange child of a lowly family with the potential to achieve great things. She saw him as an easily manipulated tool to bring her own noble family to greater heights within the city. A champion to harold her into newer more lofty positions of power.

    Arlathian quickly moved up through the ranks of warriors within the matron's personal soldiers, drawing many spiteful thoughts and hateful whispers through his ascension. The others around him grew increasingly agitated. Time and time again, his malicious peers would painstakingly plan out his demise ranging from accidents to unfavorable odds during patrols up to even direct assassination attempts on his life. The magi always seemed to prevail. The matron looked down upon these events as her house at play and enjoyed the spectacle greatly as attempt after attempt failed miserably.

    For decades these "games" played out. Arlathian, though not physically imposing, was as lithe as any and more intelligent than most. He began to develop his own style of combat, blending his skills with a blade together with his knowledge of magic. His eloquence and grace and prowess began to spread beyond his house to the ears of the other matrons within the city. They knew the advantage of having one as skilled as Arlathian leading the troops of this particularly ambitious matron and her troops. That could not stand. The other matrons, set in keeping their seats of power banded together and set plans into motion to tear down their mutual rival down piece by piece. Within a matter of days, Arlathian's home was dismantled. Accidents began taking the most powerful of the females from his house. Then soldiers began to go missing. A few Arlathian noted actually appearing in the house uniform of his matron's rivals. Then came the attack.

    That day, a strange order was given by one of the house's elite guards. A contingent of soldiers, Arlathian included, were to investigate a disturbance in the far reaches of the caverns south of the city. Arlathian knew something was amiss when the group moved into a tight tunnel in the further reaches. Areas that the patrol was never meant to go without express instructions from the matron herself. His suspicions were complete when he began to hear one of the casters laying spells of protection on himself, then beginning a second casting on another of the group. This was an ambush. The tidings of a power shift must have been true. As Arlathian turned a sharp bend in the tunnel he spun around and readied himself. When the group rounded the bend, Arlathian realized they had already drawn weapons and expected to make quick work of the unwary Arlathian. Their pray was the quicker.

    After the pitched battle, Arlathian emerged the victor. The dying words of the last ambush party hung heavy on him though. The proclamation that his house was gone. He held no real love for his house, but it was all he knew. All he had. With them gone, he would be an exile. Returning was a death sentence as no surviving members of a house were ever left breathing. His hollow victory left only one question. What now? The lone drow turned his attention to the continuing tunnel behind him, back to the drow city. He then looked over his shoulder back the opposite direction. It was rumored that the specific tunnel he stood in was an ancient tunnel to the surface. His limited knowledge of the surface world was confined to the small blurbs he read in his text during his many hours of arcane study. Brief mentions of wizards long past who had created many spells that he now learned were from that foreign world called the surface. Arlathian set his jaw. A lifetime (and a short one at that) of torture before death? Or the chance to expand his horizons and achieve his life's ambition, to perfectly meld the martial and arcane arts into a seamless unity? With a resigned sigh, Arlathian gathered what supplies his slain kin had and began away from his home. He was a survivor, and survive he would.


  • Btw. I'm lovin the titles. "The big thing in a little package"... my co-worker gave me a weird look when I lol'ed at my station.


    =^^=


    Alright, then hows this for a title?
    The Dragon Tamer...
    ... And the Annoyed Dragon


    (b^.^)b Names are fun d(^.^d)


    I hate names :( i can never come up with good, decent names. And when i do, i can never remember them afterwards....
    Woe is me...


    Keep a pen and paper in your pocket. When you think of something, name or otherwise, jus jot it down. Here is the tricky part though. You have to remember to get said pen and paper and put it in your pocket in the first place. Tricky tricky right?!


    It kills time and it makes good practice. I tried my best to come up with something somewhat appropriate for each character based only on what I read/how they where described. Sorry if I misrepresented anything.


    I guess my char's personality is a bit lacking from his background. I tried representing him from an outsiders point of view. Returning back to read it though, it seems kinda bland. I am rusty on my writing and it makes me sad. :D

    But... I do like the naming descriptors. I actually like mine personally. It is fitting. Strangely enough, the name is very close to his personality. Describes his driving ambition and a bit of his straightforward attitude. Quick and direct.


    Honestly when I did yours I was purposefully trying to leave it ambiguous. Since you said you were overhauling your character and also that you hadn't decided on drow or human I didn't want to use anything that could potentially conflict with whatever you planned on writing. Looks like it worked out in the end either way.


    After reviewing the entries I have come u with these definates. It is sad that I can't accept all of you, as the submissions are awesome.

    Gudbjorn, son of Veigar
    Smaug
    Hellad
    Gyro Titan blade
    Azura Cyanea
    Derick

    As I said I love all the submissions, and All the ideas were amazing. Great job, all of you


    Awesome. Congrats to those that made the cut. :D Thanks for the consideration Calvus. Good luck to you all.

    Silver Crusade

    Huzzah! The unlikely hero begins. I will have everything finalized in a day or two, I've been sick and getting sicker though so I can't say when for sure.


    Sweet. Looks like i got to get him finished up and in an alias so hes ready to go :)
    As for names, if i didnt jack them from somewhere, then i end up just combining 2 words together and hope it sounds good :(

    Name Breakdowns:

    Smaug= jacked from LotR
    Igneel= jacked from Fairy Tail
    Prophet of the... = a play off of Prophet of the WAAGH! From warhammer
    Joseph the Shepherd= origionally was David, a real person from the bible, also a shepherd...
    Stumper= Thumper from Bambi... Dont ask ©.©
    RockJaw= designed around rocks and fighting with his head. Rockface sounded stupid >.>
    RuneFinger= combination of two words, hoping it sounds dwarfy and regal...
    Friar Fatling= play off of Friar Tuck from Robin Hood and fatling rhymes with halfling...

    I hate names :(


    Awesome, thank you, and congrats. I look forward to getting deeper into this. This week is crazy busy for me due to working 15 hour days, but I will keep an eye out at a minimum of daily to contribute whatever is required. As of Friday I will have more free time again. Cheers.

    Silver Crusade

    Great ! thanks for choosing me.

    When and where do we start?.


    Muerto we will start soon

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