Choon's Skulls and Shackles (Inactive)

Game Master Choon

On the Wormwood!


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Mighty man standing tall,
Here I stand in gaping awe.
Oh what a mighty fool you’ve been,
Praying to man instead of Queen.
For when you ply the ocean blue,
She’s the one with eyes on you.


Bah! Besmara may 'old sway o'er those who prey on the ocean's surface, but the deeps, the storm, the wind, eternal surf - all are the domain of Gozreh! 'ere, 'ave a look -

Reck pulls his simple leather shirt off, displaying a physique formed of long years of hard wilderness living. Among his innumerable tattoos he indicates one on his back. http://imageupper.com/i/?S0200010070011X13626623681919983

This 'ere's 'ow we worship the Stormlord - 'is two aspects are the storm an' the deep. I'll blow a kiss t' th' Black Lady t'be sure of luck, but when the storm blows 'ard it's Gozreh I cry t'!

and I'd give you a taste of the storm's fury, I would! but, I seem to have come down with a wicked case of "sap to head" syndrome


Sweet Naderi,

Who teaches that ultimately our fate
Is not in the hands of those we hate
But in our own.

Please deliver us from your element,
And today withhold your greatest sacrament
That we not drown.


Lazha Slicksheen wrote:

Sweet Naderi,

Who teaches that ultimately our fate
Is not in the hands of those we hate
But in our own.

Please deliver us from your element,
And today withhold your greatest sacrament
That we not drown.

that reminds me of a George RR Martin quote: “There is only one god and his name is Death. And there is only one thing we say to Death: “Not today.”

Dark Archive

Awesome quote by an awesome character. I need to go re-re-read those books sometime soon. I should likely hold off until Winds of Winter is pending...

RPG Superstar 2013 Top 16

I've been looking at my options, and I'm planning on a Spellslinger wizard. What kind of rules do you have for firearms? I'll have something up today.

Dark Archive

RainyDayNinja wrote:
I've been looking at my options, and I'm planning on a Spellslinger wizard. What kind of rules do you have for firearms? I'll have something up today.

Quote from the boss up thread.

lexibean wrote:
I'd also like to keep guns out of it, for my sanity's sake if nothing else.

RPG Superstar 2013 Top 16

twilsemail wrote:
RainyDayNinja wrote:
I've been looking at my options, and I'm planning on a Spellslinger wizard. What kind of rules do you have for firearms? I'll have something up today.

Quote from the boss up thread.

lexibean wrote:
I'd also like to keep guns out of it, for my sanity's sake if nothing else.

Ah, must have missed that.

I think I'm actually going to bow out. My rolled stats are lackluster, the field is already crowded, and nothing is inspiring me especially. Good luck to everyone else.


Reck'Avok wrote:
Lazha Slicksheen wrote:

Sweet Naderi,

Who teaches that ultimately our fate
Is not in the hands of those we hate
But in our own.

Please deliver us from your element,
And today withhold your greatest sacrament
That we not drown.

that reminds me of a George RR Martin quote: “There is only one god and his name is Death. And there is only one thing we say to Death: “Not today.”

Yes, pretty much that. Except of course, with Naderi you eventually say, "Today, please."

So what does it say about me that whenever I hear someone talk about George RR Martin, the first thing I think of is "Wild Cards"?

Dark Archive

@Lexibean: How would you react to a PC having a piece of equipment that granted one of their traits? Specifically, I'm thinking of having Brillup carry a Besmaran Pearl that gives him his Expert Boarder trait. It wouldn't have a gp value, as it only works for him (per the write up). Maybe have it set in a piercing...

I mean, he could just be good at boarding ships, but I figure the pearl was neat. I also enjoy the thought of an earring on a creature without ears.

@Lahza: I think, with Naderi, you eventually need to say "No thanks, I can take care of it myself." Neh?

Sczarni

@Lexibean:

Thinking about re-working Astein as a mage type to help balance things out. Background would remain mostly in place, only the crunch would change.

Would that make things more complex or is it OK to work on?

Liberty's Edge

hmmm. Yeah I'm thinking I'll set up an alternate, just in case, since the most current list shows only one (really?) arcane character submission. Never made a seafaring arcanist, but perhaps it's time for an exercise in character creation, no?

Shadow Lodge

There are other arcane users on the list. Two bards and a Magus are on the list. They're just pulling double-duty as brains and brawn, while my Wizard submission suffers from not fulfilling alternate roles.


Yeah, I don't think Durvin is Brains and Brawn per se, maybe more Brains and a hearty helping of friendly smile with award-winning personality :)

Dark Archive

Reck is heading towards DD with a focus on maw and claw damage, that smacks of Brawn to me.

Durvin, as he mentioned is a smiley, helpy guy. I'd call that more brains/ skill than Arcane.

Yes, people are drawing on the Arcane power source (to risk using a term from 4e) but they aren't exactly filling the traditional role of a wizard. I'd throw the term "Controller" around, but I think I'd get lynched. It's been a while since I've played 4e, but I think that's one of their terms.

Come to think of it, Brillup might fit better in the "controller" category, Bad Touch cleric and all.

ETA: Also, keep in mind this whole thing is on my perception. I'm not the GM nor am I associated with the GM any more than the rest of you. I've got the tally running for my own tracking purposes. I'm sure Lexibean has some method of keeping track as well.

Grand Lodge

Yeah, magi get some utility spells but they're mostly for fightan'


Thanks for the organization! It's a big help. Apologies for taking a long time with this, I still love the apps and am excited! I just want to give everybody a chance to write up things.

RL has also gone a bit sideways this week, so I apologize for a little extra slowness. Thanks for all the interest and patience though...I'll try to make it worthwhile.

Grand Lodge

no problemo. Bantering in recruitment threads is pretty fun

Sczarni

Astein reincarnated as a witch shown below. I think this fits much better with the background and personality I had developed for him than the rogue version did:

Statistics:

Astein Longblade
Male Human (Varisian) Witch 1
CN Medium Humanoid (human)
Hero Points 1
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 7 (1d6+1)
Fort +1, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +3 (1d4+3/19-20/x2) and
. . Spear +3 (1d8+4/x3)
Spell-Like Abilities Feather Fall (self only) (At will)
Witch Spells Prepared (CL 1):
1 (3/day) Ill Omen, Mage Armor, Ear-Piercing Scream (DC 16)
0 (at will) Spark (DC 15), Mending, Dancing Lights
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 12, Int 20, Wis 12, Cha 8
Base Atk +0; CMB +3; CMD 14
Feats Brew Potion, Extra Hex, Extra Hex
Traits Besmara's Blessing (1/week), Harrow Born (Varisian)
Skills Acrobatics +2, Craft (alchemy) +13, Heal +5, Perception +3, Profession (cook) +5, Profession (fortune-teller) +5, Profession (sailor) +6, Spellcraft +9, Swim +8 Modifiers hexes (cauldron, flight, fortune)
Languages Aquan, Common, Elven, Ghol-Gan, Hwan, Polyglot, Varisian
SQ +3 to appraise checks, empathic link with familiar, hero points, patron spells (portents), share spells with familiar
Combat Gear Potion of Infernal Healing, Potion of mage armor; Other Gear Dagger, Spear, Belt pouch (3 @ 9 lbs), Cauldron, Cooking kit, Grappling hook, Harrow deck, Pirate clothes, Silk rope, Spell component pouch, 4 GP, 9 SP
--------------------
TRACKED RESOURCES
--------------------
Besmara's Blessing (1/week) - 0/1
Dagger - 0/1
Feather Fall (self only) (At will) (Sp) - 0/0
Potion of Infernal Healing - 0/1
Potion of mage armor - 0/1
Spear - 0/1
--------------------
Special Abilities
--------------------
+3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Fortune (1 round(s)) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
[\spoiler]

[spoiler=Familiar]
Harrow
Female Parrot
N Tiny Magical Beast ((animal))
Init +2; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 3 (1d8-1)
Fort +1, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 10 ft., flight (40 feet, average)
Melee Bite (Parrot) +4 (1d3-4/x2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Tricks Bombard [Trick], Detect [Trick], Fetch [Trick], Get Help [Trick], Sneak [Trick], Watch [Trick]
Skills Acrobatics +6 (-2 jump), Climb +6, Fly +6, Heal +3, Perception +9, Spellcraft -1, Stealth +10, Swim +6
Languages Common
SQ bombard [trick], detect [trick], fetch [trick], get help [trick], hero points, improved evasion, sneak [trick], watch [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Bombard [Trick] Drops item on designated point or opponent.
Detect [Trick] Indicates unusual smells, noises, etc.
Fetch [Trick] The animal will get a specific object.
Flight (40 feet, Average) You can fly!
Get Help [Trick] Attempts to bring back people it considers "help"
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak [Trick] Creature stays hidden.
Watch [Trick] Stands watch over designated area.
--------------------
Familiar Spells
--------------------
[bold]Level 0:[/bold] Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
[bold]Level 1:[/bold] Burning Hands, Ear-Piercing Scream, Ill Omen, Infernal Healing, Mage Armor, Obscuring Mist, Sleep, Summon Monster I, Unseen Servant

Description:

This young man’s skin is red-bronzed by years in the sun and his longish dark hair is well tangled by the winds and falls to his muscular shoulders. A closely trimmed beard and his well-kept gear show a fastidiousness and carefulness that belie the colorful Vasirian scarves that he wears about his leathers in the fashion of the Sczarni. Dark, intelligent eyes keenly take in his surroundings, as one hand drifts towards a well-worn oiled leather pouch that seems to hold a squarish object about the size of a deck of cards. Astein is rarely seen without his colorful pet parrot on his shoulder or nearby, green with blue yellow and red plumage the beautiful animal seems oddly intelligent and calm for such a bird.

Background:

Born near the docks of Magnimar to a long line of Sczarni fortunetellers, Astein grew up in the city dreaming of becoming a great warrior and leading a life of adventure. Though exceptionally intelligent, becoming a warrior and blademaster were his childhood dreams, based in part on the fact that his father – killed as a tuff in a clan turf war – was famous for his skill with the greatsword. Not wanting that for her son, his mother also trained him in the Harrowing and Astein humored her by sitting long hours with his grandmother learning the ways of the fortuneteller. Unfortunately for Astein, however, the old deck attuned to him and, on his sixteenth nameday, told his fate with great alacrity.

For a full month every time a Harrowing was performed by or upon Astein the same cards fell in the same way – and no interpretation could be reached that Astein was under a fateful curse. The Harrowing, repeated in such specificity, indicated that whatever city Astein made his home, great misfortune would befall all around him and eventually Astein would die in misery. One week after the Harrowing first showed the curse, Astein’s youngest sister was trampled by a runaway carriage and left crippled. The following week a slate shingle fell and crushed his mother’s shoulder. One week later, his grandmother died of a stroke. The Harrowing still told misfortunes ahead and Astein fled the city on the first boat he could find.

For two years Astein wandered, and as long as he did not spend much time in the same place, his own Harrowings bore normal tidings, and he could predict the futures of others. As soon as he grew comfortable, however, the cursed Harrowings would return, and if he stayed to long ill-fortune would follow. To solve the issue, Astein took work as a sailor, learning the craft easily with his keen mind, and learning the ways of the world. Whenever he arrived in a port, Astein sought out hedge wizards and preachers to see if they had heard of a curse such as his, but no luck. Astein would spend several months on a ship sailing and learning, but eventually the ship would return to its home port – and as soon as it did the cursed Harrowing would begin again. Astein would have to find a new ship and a new start, uprooting himself again.

These travels continued for two years, until a wandering priest of Besmara observed Astein’s perform the Harrowing when it showed the curse. The priest realized that Astein was unfortunate enough to be a Chosen of Besmara, called to the life of piracy – and no other life could he have. The next Harrowing Astein drew showed him that this was true – he was cursed to have no home but a ship that had no home, called by Besmara to a life of piracy. Knowing at least there was a live he could lead, Astein took crew with a disreputable ship and began to turn his growing sailor skills to the life of piracy.

Soon after making his choice and coming to peace with his destiny, an oddly intelligent parrot came to Astein, and he immediately felt a magical bond to the creature. Soon the innate talent that had manifested in his supernaturally accurate Harrowings bloomed, and so his parrot shared the name Harrowing. As his magic blossomed, Astein began to realize that his fate had not been so unkind, though he still missed the idea of a normal life. Besemra's blessing had brought him this life, and with Harrowing and the power the bird brought to him it began to be a good life. With his nascent magic skills, his skills as a cook and sailor, and his general knowledge and smarts Astein has become a boon to any crew that would have him. Since accepting his fate, Astein's Harrowings have been clean and deadly accurate and Astein only knows peace when he is aboard a ship and without a home - as long as Harrowing is with him.

Personality:

Considering himself cursed, there is a dull acceptance and depression that permeates Astein's existence. Knowing that he can never truly have a home or return to his family and clan has made Astein a dark, brooding presence with a tendency towards bitter sarcasm and pessimism. This attitude is a sharp contrast to his significant abilities both physically and intellectually, and his attitude rarely prevents him from stepping up to do what must be done. He has the makings of a highly capable seaman and if he had the personality to take the lead on a boat, would someday surely make captain. Without that drive and personality, however he still provides an able hand on deck.

Not able to have a true family or home, Astein feels very possessive and protective of his crewmates and companions. While he is not overly personable he is someone who can be relied upon to do his part and help his substitute family however he can. By promoting the goals of his crew and companions and helping them gain wealth and notoriety, he feels that being the best pirate he can be is the only way to defy what he feels is his cursed fate.

When not otherwise occupied, Astein has a habit of constantly shuffling and cutting his Harrow deck, often mindlessly performing tricks. This deck is also often the source of Astein’s rare glimpses of excitement – fortunetelling. As he does this, his parrot, apparently named for the deck, always grows calm and looks closely at its master. When performing a Harrowing and having the cards fall as they are destined to and not showing his curse, Astein feels reconnected to the life he could have had, had not his own destiny taken him away, and he trusts with certainty that his new magical skills and attunement with his Harrow deck give true fortunes.


Hey, that's an interesting point, Astein. Are we using the Hero Points system for this campaign?


Hero points? blah, who says we're heroes? We're PIRATES, blast ye! Heroism is a coincidental opportunity we capitalize on to win hearts and favor so we get more chances for plunder!

wh-TSH!!! "MOVE, leadfoot!"

Whip it. Whip it good.


@sarenth No hero points here. ;) Like Isabella says...pirates! Also, keeping it simple.


How do you feel about the Sin Magic Specialist schools for Wizards? I'm debating shifting Sarenth's school to the Greed school. The backstory would shift accordingly, with him picking up the idea of the Sin schools as true ideas while he was talking with Cypher Mages.

Sczarni

Tweaked Astein a bit to focus him more on his role as focused on fate and luck, with a little change to his hexes (dropped flight for misfortune) and updated his background and personality in to go along with his new focus. Also dropped the hero points, a gritty pirate like the Luckblade doesn't need such anyhow. ;-)


Only have 3 skill points to work with... lol But I went ahead and put one each in profession (sailor) and Craft (Ships).


We got anybody who's gonna be focused on pimping out (read: customizing) our sweet sweet ride once we get some cash?


Aw Apps are closed? Poo! q.q

Guess you wouldn't want me to give you another hard decision if I make a character like Marcellano Kain anyways :D Marcellano is from the Shackles, though he's currently in a Reign of Winter campaign.

If, however, you are alright with another applicant, I can get one made quickly enough ;)

Edit: I'm also fine with taking on a more NPC-ish Role, and can make an Expert or Wizard who's good at pimping out said ship, if you are full up. :D


You talking about building ye olde siege weapons, or doing magical enchanting and such?


Isabella Valencia wrote:
We got anybody who's gonna be focused on pimping out (read: customizing) our sweet sweet ride once we get some cash?

I think my proposed character has all of the relevant skills accounted for. I even added carpentry just so he could carve the new figurehead.


Here goes nothing Sua'ke, Drow adventurer (I swear that he aint and will not become a Drizzt clone) Class: fighter (Cavern Sniper archtype)

Cavern sniper:
Cavern Sniper (Fighter)

Perfectly at home in the darkness, the cavern sniper capitalizes on stealth and ranged attacks imbued with his spell-like abilities to harass his opponents. The cavern sniper focuses on surprise, his innate magical abilities, and poison to take down unwary foes. The cavern sniper has the following class features.

Class Skills: The cavern sniper adds Stealth to his list of class skills and removes Intimidate from his list of class skills.

Imbued Shot (Su): At 1st level, the cavern sniper gains the ability to imbue his arrows or bolts with the effect of one of his drow faerie fire, darkness, or deeper darkness spell-like abilities (provided he has access to the ability) as a swift action. When such an arrow or bolt is fired, the spell's area is centered where the arrow or bolt lands. If the target of the attack has a space larger than 5 feet, the cavern sniper can choose which square of the creature's space is the center of the spell-like ability's effect, as long as that square is within line of sight of the cavern sniper. The cavern sniper can instead choose to target a single square within line of sight with an imbued arrow or bolt, and uses that square as the center of the spell-like ability's area of effect on a hit (AC 5). The arrow must be fired during the round it was imbued, or the spell-like ability is wasted. If the arrow or bolt misses, the use of the spell-like ability is wasted. This ability replaces the 1st-level fighter bonus feat.

Silent Shooter (Ex): At 2nd level, a cavern sniper gains a +2 bonus on Stealth checks made when loading a bow or crossbow, poisoning ammunition, and making sniping attempts. This bonus increases by +2 for every four levels beyond 2nd. This ability replaces bravery.

Quick and Deadly (Ex): At 4th level, the cavern sniper can move at full speed while using Stealth at no penalty and can apply poison to a single arrow or crossbow bolt as a swift action. This ability replaces the 4th-level fighter bonus feat.

Sniper Training (Ex): At 5th level, the cavern sniper chooses the bow or crossbow weapon group and gains a +2 bonus on attack rolls and damage rolls. This bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1, 3, and 4.

Greater Imbued Shot (Su): At 9th level, the cavern sniper gains two extra uses of both his faerie fire and darkness spell-like abilities, but can only use these extra uses to imbue arrows and bolts with the imbued shot class feature. This ability replaces weapon training 2.

Weapon Mastery (Ex): At 20th level, when the cavern sniper gains weapon mastery, he must choose a weapon in either the bow or crossbow weapon group

Feats: Drow Nobility

Your blood courses with power, granting you greater spell-like abilities.

Prerequisites: Able to use drow spell-like abilities, drow.

Benefit: You may use detect magic as a spell-like ability at will, and add feather fall and levitate to the spell-like abilities that you may use once each per day. Your caster level is equal to your character level.

Exotic Weapon profiency: Repeating crossbow, heavy.

+2 Dexterity, +2 Charisma, –2 Constitution: Drow are nimble and manipulative.

Elf: Drow are humanoids with the elf subtype.

Medium: Drow are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Drow have a base speed of 30 feet.

Darkvision: Drow can see in the dark up to 120 feet.

Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.

Keen Senses: Drow gain a +2 racial bonus on Perception checks.

Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves.

Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels.

Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire, once each per day, using her total character level as her caster level.

Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.

Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin.

Stats
4d6 ⇒ (5, 2, 6, 2) = 15 dex 17(2+ from race)
4d6 ⇒ (1, 6, 2, 1) = 10 strength 10
4d6 ⇒ (2, 5, 6, 2) = 15 con 13(2- from race)
4d6 ⇒ (2, 2, 1, 6) = 11 cha 13(11+2 from race)
4d6 ⇒ (5, 3, 1, 4) = 13 wis 13
4d6 ⇒ (3, 1, 3, 5) = 12 intel 12

Skillpoints 3 per level (2 from class one from intel mod), class skills stealth, craft (alchemy) and Linguistics (thanks to Cosmopolitan trait) . Chosen lauguages common and Drow Sign Language.

Traits: Cosmopolitan,Eye for Plunder

Equipment
1 crossbow, hand (100 gp), 3 sets of bolts (10 per set, 3 gp total), studded leather armor (25 gp) and a rapier(20 gp) Total wealth after equipment deductions, 27 gp(from 175 gp, not counting 50 gp worth of trade goods from Eye for Plunder trait).

story:
Sua'ke began his life as a drow commoner,but was snatched up by his family's noble sponsors the Dua-Cixi as soon as his abilities manifested. Trained within 25 years by various house drow weapon instructors, he became the house's soon to be premier assassin. However the daughter of the house matron mother, Kel'ixil decided that Sua'ke should visit in the bedchamber...with great regularity.

Sua'ke then saw a chance for great power, as the daughter, Fer'ixil wanted her mother's seat as matron. Fer'ixil loved him...in the drow way which meant she was controling, obsessive and domineering. The challenge was simple in words but difficult in action, maintain her love for him, venture to the serface world to gain the incrediable amount of riches nessecary to fiance a campaign against the matron mother and Far'ixil's other sisters all the while fending off would be suitors to her affections...and make himself indispensible to the running of the house thus ensuring his seat as Patriarch.

To do this he ventures to the surface world and learns of the lucrative business of piracy, his handcrossbow is ready and Sua'ke is always keeping an eye out for gold..and other treasures.


Alright, friends and adventurers. I'm going to be putting together the party today; I apologize for the delay.

RL is lamesauce.

Thanks to everyone who submitted, you make my job hard! (In a good way.)

Also special thanks to people who made lists and helped others with concepts!


Reck waits patiently to see if he got shanghai'd or just mugged.

Sense motive: 1d20 + 1 ⇒ (2) + 1 = 3


Oh i forget to add Sua'ke's alignment he's CN.

Sczarni

Good to hear lexibean! Looking forward to hearing, one way or the other. Enjoyed coming up with the concept either way!


Yar. Pray for a fair bosun; Lady Isabella'll brook no stragglers!


Alright, here are my selections. I ended up picking six because I loved far too many of the concepts. It may not be the most balanced party that ever happened (I tried to get some of everything), but it should be fun.

Wizard
Sarenth(Emberkin, teleportation)

Barbarian
Noro Kasuri (Drunken Brute)

Magus
Rek'Avok (Hexcrafter half-orc)

Cleric
Brillup (Grippli Cleric)

Bard
Durvin Tamish (Seasinger)

Fighter
Isabella Valencia

Thanks again to everyone who applied - the games I usually play on are open world sandboxes, and if I thought it would work with Pathfinder I'd take you all and just make a Golarion open world. Sadly, its an AP and a party of 20 would probably break it. So the best of luck to everyone I'm not taking, and I hope we get to play together elsewhere soon!

~<3, Lexibean


Discuss!


And the search for a game continues! Good luck everyone, and have fun! :)


Have fun, everybody!


YYYEESSSSSS!!!

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