
Grenwold Houtvester |

Okay, here's a background for you, let me know what you think.
Step 1: Background
1) Aruani is a quiet, mousey looking half-elven woman, with unkempt and knotted brown hair, green eyes, and pale skin.
2) She is a semi-vagrant who plies a trade on the streets of Longshadow by crafting minor items for coin. She frequently cannot fetch a high price for them, because they tend to be utilitarian and plain, and while functional, she is not a salesperson.
3) Her scorpion, Alphonse, helps her craft the items, but she tends to avoid sharing this information to avoid making people uncomfortable.
4) Aruani does not have friends in town, with the exception of the owners of a few stores that buy her wares to resell (though she barely makes a profit as she often does not negotiate well).
5) She wears well-worn gear that is clean, but a little shabby, and carries her crafting tools with her in case she needs to leave the town again.
Step 2: Goals
1) Aruani would like to try and find her former fiancé, a member of the Chernasardo, Edward. He is a human ranger who was stationed for a time at Fort Trevalay. She lived in the Fangwood with him for some time, before their falling out. She is concerned that something has happened to him and wants to know if he is safe, even if they are not in a relationship any more.
2) Aruani would like to find a group of people who accept her and value her, as she tends to be rejected by folks for being a little odd.
Step 3: Secrets
1) She grew up in the elven city Iadara within Kyonin, but was doubly damned by the elves there, once for being a half-elf, and again for dabbling in magic that they deemed to be “unnatural”.
2) Aruani’s fiancé was killed when Fort Trevalay was attacked, and she was there when it happened, but she does not remember because she has repressed the memory. She travelled here in shock, and has blocked the knowledge of it.
Step 4: Relationships
1) Gregory the owner of the general goods store who buys simple magical items such as very basic amulets from Aurani. He likes Aurani, but doesn't press her to sell her wares for more to him, appreciating that he can make a decent profit from her work, as she never haggles or complains.
Step 5: Memories, mannerisms and quirks
1) Aurani frequently speaks in a low voice to Montgomery, clicking and whistling in a secret language.
2) Aurani tends to speak quietly, and plainly. She is honest and gentle, and especially kind to vermin and animals, but she does not care much for social graces. She also dislikes hobgoblins and trolls a great deal, without knowing why (see above).
3) Aurani tends to appreciate people who are in-tune with nature and have a strong connection to it, and enjoys talking about the wilds. Having grown up in Kyonin, she especially dislikes those who blight or despoil nature.
4) She is afraid of the Fangwood for some reason, having fled a few weeks ago (see above).
Do you have any other comments on the general stats I presented? I would remove the traits, but that's it, right?

Grenwold Houtvester |

Per before, if we replace all of the cases where I attempted to buy upgrade dust with magical supplies, I got three successes before I failed. So I was able to get 3x2600 = 7800 crafting supplies. To get more we have to reset the town.
Does that mean Aurani can craft 7800 gp worth of stuff (base value) or 15600 (base value) worth of stuff?

GM Mort |

Grenwold – your
Your familiar losses mindless status due to having an intelligence score.
Also you are one feat too many – you get 1 feat every 3 levels, I know Skill Focus(Spellcraft) comes from half elf racial. Even so it’s 5 feats on a level 7 character who isn’t human.
Vermin friend doesn’t work because Mehir Savant takes away wild empathy.
At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind.
This ability replaces nature sense and wild empathy.
Agile dragonhide breastplate is 1100 gp so you blew the 6k budget me thinks.
Ring of sustenance – 2500 gparmillary amulet – 1250 gp (self crafted)
Portable artificers lab – 400 gp
Dragonhide agile breastplate – 1100 gp
Masterwork scimitar – 315 gp
Darkwood heavy shield – 257 gp
Combat trained bison – 75 gp
Leather barding for combat trained bison – 40 gp (bison are large and non human, armor is x4 cost)
Exotic military saddle – 60 gp
Masterwork backpack – 50gp
6047 gp – I do not need to calculate further. This does not include costs of familiar satchel, training harness, saddle bags and masterwork tool, whatever it is. Also you have not bought your spell component pouch, druids still do require spell components.
Your Ref save is 1 point too high due to being inclusive of the trait.
Skills
28 ranks
Acro 7 ranks, climb 6 ranks, fly 3 ranks, Handle animal 4 ranks, Knowledge geography 5 ranks, Knowledge planes 5 ranks, linguistics 4 ranks , Perception 3 ranks, spellcraft 6 ranks, survival 1 rank, stealth 3 ranks = 47 ranks
Cohorts don’t get background skills, so as from above calculation please rejig.
I was counting your skills with ACP from dragonhide breastplate so I may have overstated them some.
Able crafting lets you share craft skills, but does not give skill focus(spellcraft) and familiars don’t get additional feats. So spellcraft ranks on your greensting scorpion would only have +5 for spellcraft. Assuming 3 ranks in stealth we’re looking at 3 ranks + 3 dex + 4 size +4 racial = +14 stealth
Familiars also share their masters skills, so if the master has no ranks in escape artist, the familiar will not either and will be at a +3 for escape artist.

GM Mort |

Nigel – I am not sure you can stack Fated Champion and Herald of the Horn since they both change the spell kenning feature. Please go rejig. But I haven’t been able to really look through your character sheet yet for other errors. It takes me quite a bit of time to comb sheets.

GM Mort |

Per before, if we replace all of the cases where I attempted to buy upgrade dust with magical supplies, I got three successes before I failed. So I was able to get 3x2600 = 7800 crafting supplies. To get more we have to reset the town.
Does that mean Aurani can craft 7800 gp worth of stuff (base value) or 15600 (base value) worth of stuff?
15600 gp worth of stuff. A belt of incredible dexterity would count as 4k gp, just for a comparison.

GM Mort |

Archtype altering and stacking
In general, if a class feature grants multiple subfeatures, it’s OK to take two archetypes that only change two separate subfeatures. This includes two bard archetypes that alter or replace different bardic performances (even though bardic performance is technically a single class feature) or two fighter archetypes that replace the weapon training gained at different levels (sometimes referred to as “weapon training I, II, III, or IV”) even though those all fall under the class feature weapon training. However, if something alters the way the parent class feature works, such as a mime archetype that makes all bardic performances completely silent, with only visual components instead of auditory, you can’t take that archetype with an archetype that alters or replaces any of the sub-features. This even applies for something as small as adding 1 extra round of bardic performance each day, adding an additional bonus feat to the list of bonus feats you can select, or adding an additional class skill to the class. As always, individual GMs should feel free to houserule to allow small overlaps on a case by case basis, but the underlying rule exists due to the unpredictability of combining these changes.

GM Mort |

Nigel - you may also want to check out Rage power sharing
Skald: The skald class says “If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage,” what exactly does it mean by “another source”?
Another source means any source other than the rage powers gained at 3rd level and every 3 levels thereafter. A few examples of other sources are rage powers gained from multiclassing in barbarian, rage powers gained from Extra Rage Power, and rage powers gained from a magic item.
Rage Powers (Ex): At 3rd level and every 3 levels thereafter, a skald learns a rage power (see pages 32–34 of the Core Rulebook) that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).
Unless otherwise noted, a skald cannot select an individual rage power more than once.
When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald’s level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power’s effects depend on the skald’s ability modif ier (such as lesser spirit totemAPG), affected allies use the skald’s ability modif ier instead of their own for the purposes of this effect.
If a rage power requires another rage power (such as disruptiveAPG, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power’s prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously).
If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage).
If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times.
So rage powers you get via extra rage powers cannot be shared with allies, and if you use them as pre reqs they also cannot be shared.

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I was not aware of that.
Thank-you for bringing it to my attention.
I will, obviously, now not bother with her (given that giving her rage powers would be utterly useless); I may look into another build at some point, however, but for the moment, I would probably be better off just taking another feat.
Alright, now that I have calmed down, I will keep her - she is now as much a debuff as a buff to the party, but you work with what you have...

Grenwold Houtvester |

Whoops, between us, Mort, and Herolab, we made mistakes!
Let me go through them:
Familiar loses mindless
Yep, shouldn't be on the sheet, dunno why herolab says it is, mistake due to copy/pasting quickly.
Also you are one feat too many
Normally, however, instead of keen senses, Aurani took "illustrious urbanite" which gives spell focus (conjuration) as a bonus feat. Feats are:
Bonus: Skill Focus (Spellcraft)Bonus: Spell Focus (Conjuration)
1st level: Augment Summoning
3rd level: Craft Wondrous Item
5th level: Natural Spell
7th level: Planar Wild Shape
Vermin friend doesn’t work because Mehir Savant takes away wild empathy
Yep, shouldn't be on the sheet (probably because domain is added after archetype). I knew it wasn't actually available, but it showed up on the sheet incorrectly. I am aware of what Menhir savant does.
Agile dragonhide breastplate is 1100 gp is 1100 gp so you blew the 6k budget me thinks. - we can go line by line
The problem isn't with the breastplate, I did it correctly.
Ring of sustenance – 2500 gp
Paid correct amount.
armillary amulet – 1250 gp (self crafted)
Paid correct amount.
Portable artificers lab – 400 gp
Portable lab costs 300, not 400, paid correct amount.
Dragonhide agile breastplate – 1100 gp
Paid correct amount.
Masterwork scimitar – 315 gp
Paid correct amount.
Darkwood heavy shield – 257 gp
Paid correct amount.
Combat trained bison – 75 gp
Paid correct amount.
Leather barding for combat trained bison – 40 gp (bison are large and non human, armor is x4 cost)
Paid correct amount.
Exotic military saddle – 60 gp
Paid correct amount.
Masterwork backpack – 50gp
Accidentally had "craft" button on in HeroLab, removed
Familar satchel
Accidentally had "craft" button on in HeroLab, fixed price
Masterwork tool
Accidentally had "craft" button on in HeroLab, fixed price
6047 gp – I do not need to calculate further. This does not include costs of familiar satchel, training harness, saddle bags and masterwork tool, whatever it is. Also you have not bought your spell component pouch, druids still do require spell components
All fixed - we both made mistakes, I had accidentally flagged three items as "crafted" and you incorrectly identified the cost of the portable artificer's lab, the net result is to remove the masterwork backpack and add the spell component pouch, thanks for the reminder about that. Aurani has 9 gp, I'll post the total sheet for verification.
Your Ref save is 1 point too high due to being inclusive of the trait
Yep, of course. I posted it prior to you explaining that you didn't want us to get traits.
28 ranks
Yep, except I didn't know about background skills.
Acro 7 ranks, climb 6 ranks, fly 3 ranks, Handle animal 4 ranks, Knowledge geography 5 ranks, Knowledge planes 5 ranks, linguistics 4 ranks , Perception 3 ranks, spellcraft 6 ranks, survival 1 rank, stealth 3 ranks = 47 ranks
As I stated above, I didn't know about the background skills.
I'll breakdown the new skill points and totals, after removal of the background skills (your numbers above were a little off). Included below are only the skills that have ranks.
Acrobatics: 1 rank + 3 (class skill) + 1 (Dex) - 3 (ACP) = +2
Climb: 1 rank + 3 (class skill) + 1 (Str) = +5
Fly: 1 rank +3 (class skill) + 1 (Dex) - 3 (ACP) = +2
Handle Animal: 3 ranks + 3 (class skill) -1 (Cha) = +5
Knowledge (Geography): 1 rank + 3 (class skill) = +4
Knowledge (Nature): 1 rank + 3 (class skill) = +4
Knowledge (Planes): 5 ranks = +5
Linguistics: 1 rank = +1
Perception: 1 rank + 3 (class skill) + 4 (Wis) = +8
Ride: 3 rank + 3 (class skill) +1 (Dex) - 3 (ACP) = +4
Spellcraft: 7 ranks + 3 (class skill) + 3 (skill focus) + 5 (competence bonus, Armillary Amulet) + 2 (circumstance bonus, tool) = +20
Stealth: 1 rank + 3 (class skill) +1 (Dex) - 3 (ACP) = +2
Survival: 1 rank + 3 (class skill) +4 (Wis) = +8
Swim: 1 rank + 3 (class skill) +1 (Str) - 3 (ACP) = +2
Able crafting lets you share craft skills, but does not give skill focus(spellcraft) and familiars don’t get additional feats. So spellcraft ranks on your greensting scorpion would only have +6 for spellcraft.
Weapon finesse was just a bonus feat for greensting scorpions.
As you noted above, the familiar, upon not being mindless any more, is entitled to one feat for having one hit dice. If you would like to houserule that familiars may not a) swap out feats and that b) creatures, upon losing the mindless quality, do not gain feats, just let me know. Normally, the following rule applies,
"It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type." But now, because it is no longer mindless, it has an additional feat to get. If it started as an animal, it would get a feat from a racial hit dice, which could be swapped out per normal with a familiar feat.
Notably, my understanding is that familiars are permitted to choose one feat (in general, swapping out with their level 1 feat). His one feat was spell focus (spellcraft), but upon researching further, I think he has to take a familiar feat, as this is not permitted. If you do not houserule away his ability to get a feat, I will choose a familiar one.
Assuming 3 ranks in stealth we’re looking at 3 ranks + 3 dex + 4 size +4 racial = +14 stealth
I believe that you have miscalculated. The familiar has one rank of stealth, with the following calculation:
Stealth: 1 rank + 3 (class skill) + 3 (Dex) + 8 (Tiny) + 4 (racial) = +19Tiny creatures get a +8 bonus on stealth, not a +4, and he gets 1 rank (shared from master)
Familiars also share their masters skills, so if the master has no ranks in escape artist, the familiar will not either and will be at a +3 for escape artist.
My understanding is that when a creature that is mindless gains a mind, they are entitled to also gain skills (in the case 2 + int mod (-1) so one skill point). If you would like to houserule, as above, that mindless creatures that gain a mind are not entitled to skill points from having a mind, I can delete this skill point. If it were a familiar that started as an animal, however, it would be subject to the following:
"It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type."New sheet in the next post, sorry for the length!

Grenwold Houtvester |

For reference Nigel, I think Josie is neat.
Female half-elf druid (menhir savant) 7 (Pathfinder RPG Ultimate Magic 38, Ultimate Wilderness 213)
NG Medium humanoid (elf, human)
Init +5; Senses low-light vision, tremorsense 30 ft.; Perception +8
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
hp 52 (7d8+14)
Fort +7, Ref +3, Will +9; +4 vs. fey and plant-targeted effects, +2 racial bonus vs. necromancy and curse spells and spell like abilities and to remove negative levels
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk scimitar +7 (1d6+1/18-20)
Special Attacks wild shape 2/day
Druid (Menhir Savant) Spells Prepared (CL 7th; concentration +11)
. . 4th—freedom of movement, insect plague[D], slowing mud[ACG] (DC 19)
. . 3rd—burning entanglement (DC 17), darkvision[D], earth tremor[UW] (DC 17), greater magic fang
. . 2nd—barkskin, burst of radiance (DC 16), reduce animal, vomit swarm[D,APG], warp wood (DC 16)
. . 1st—feather step[APG] (DC 15), heightened awareness[ACG], jump[D], nature's paths, obscuring mist, produce flame
. . 0 (at will)—detect magic, grasp, guidance, virtue
. . D Domain spell; Domain Vermin domain
--------------------
Statistics
--------------------
Str 13, Dex 12, Con 14, Int 10, Wis 18, Cha 8
Base Atk +5; CMB +6; CMD 17
Feats Augment Summoning, Craft Wondrous Item, Natural Spell, Planar Wild Shape[UC], Skill Focus (Spellcraft), Spell Focus (conjuration)
Skills Acrobatics +2 (-2 to jump), Climb +5, Fly +2, Handle Animal +5 (+7 vs. Bison (combat-trained) while worn), Knowledge (geography) +4, Knowledge (nature) +4, Knowledge (planes) +5, Linguistics +1, Perception +8, Ride +4, Spellcraft +20, Stealth +2, Survival +8, Swim +2
Languages Common, Druidic, Elven, Terran
SQ able assistant, blightborn, elf blood, elf druid, familiar, illustrious urbanite, nature bond (Vermin domain), place magic, spirit sense, tremorsense
Other Gear dragonhide agile breastplate[APG], darkwood heavy wooden shield, mwk scimitar, armillary amulet, ring of sustenance, artificer's lab, portable[ARG], familiar satchel[UE], masterwork tool, spell component pouch, bison (combat-trained), exotic military saddle, leather barding, saddlebags, training harness, 9 gp, 1 cp
--------------------
Special Abilities
--------------------
+2 natural armor in Wild Shape Add +1/3 to the druid’s natural armor bonus when using wild shape.
Able Assistant (Ex) Treat valet as it possesed Cooperative Crafting and all Craft skills and item creation feats you have.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Blightborn +2 to save vs. necromancy, curses, and temp negative levels.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Druid (Menhir Savant) Domain (Vermin) Granted Powers: You share a deep connection with mindless invertebrates.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Gain a greensting scorpion familiar.
Illustrious Urbanite You may leave buildings & structures undamaged when casting spells of the chosen school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Natural Spell You can cast spells while in Wild Shape.
Place Magic (7/day) (Su) Free, +1 to caster level for 1 round.
Planar Wild Shape May add the celestial or fiendish template to your animal form
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spirit Sense (Sp) As det. undead, also fey, outsider, astral/ethereal/incorporeal simultaneously.
Tremorsense (30 feet) Sense creatures and objects in contact with ground or water.
Tremorsense (Ex) At 6th level, you gain tremorsense 30 feet. At 12th level, you gain tremorsense 60 feet.
Wild Shape (7 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day.
Gotta go to bed soon, have a good night!

GM Mort |

The issue is that familiars don't get any feats other then their base creature says they do. It does not make any difference whether there is an increase of int or not.
Skill points, noted on that - It was something I didn't know either

Grenwold Houtvester |

As I mentioned previously, you can houserule it so that they are not entitled to a feat for losing the mindless trait, if you want.
My logic (and the logic of the coders at herolab, as well as others) was/is as follows:
A mindless creature that gains a mind gains feats and skills based on it’s hit dice. Note that this is easily shown for vermin animal companions that boost int. Without the boost, they have none, but often when the master boosts it when the creature reaches 4 HD, they then get the normal feats for an AC and the normal skills (1 per hit die).
All int boosts provide retroactive benefits, per James Jacobs.
The familiar gets all the feats, skills, and other abilities of the base creature, but the base creature is no longer mindless, and the base creature has a feat because at it’s starting level of existence it lost mindless and gained the feat (when it got 6 int, upon starting to exist at level 1).
The only way that it would not get a feat is if you applied the “familiar rule” in a very narrow way, that familiars are exactly like the base creature and do not have any other rules that apply to them from the general pathfinder rules. Essentially that they are overridden by the familiar rules. The familiar rules would override the retroactive int rule and the rule about mindless creatures that get a mind. But also, you’d be saying the familiar rules always are paramount in perpetuity, which would mean that mindless quality would be retained as well (even when the familiar has a mind).
For reference, if you ruled however that the familiar rules for feats apply first, and THEN apply the rules for losing mindless (because it got an int score), that would also entitle the familiar to a feat, due to how retroactive int increases are dealt with.
You are entitled to any houserules you want, it’s your game. You’d be saying that in this one case, the familiar rules overwrite all other pathfinder rules, except for the fact that the familiar loses mindless too, because you want the familiar rules to behave in a particular way (removing some abilities by not others).
You have made a lot of other houserules, so why would this be different? I’ll assume this is another one, and will close the discussion, because I know you find it annoying when people argue with you.

GM Mort |

Skill point - you're right on that. But if you say familiars gets feats - then why does the iconic witch Feiya have her fox familiar only have 1 feat, as per the base animal as skill focus perception?
And what about this and this as well? Specific familiar rules should override general creature rules.
James Jacobs also said that he wasn't really a rules guy after sometime on the paizo boards.
Even under the greensting scorpion entry it is stated as such: A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master’s level.

GM Mort |

Also for character backstory - I consider it part of player freedoms so Im generally fine with whatever you come up with as long as its not too far off whack.

GM Mort |

Also for character backstory - I consider it part of player freedoms so Im generally fine with whatever you come up with as long as its not too far off whack. In this case I don't consider it being far off whack.
But on a more serious note - do you guys really want to continue on this? I am getting tired of dealing with all this minutiae on cohort rules generation and people complaining about the hand they have to work with. We could just call it a day and end it here.

Grenwold Houtvester |

Because it has a mind, and is entitled to one feat. The greensting gets weapon finesse as a bonus feat. When it becomes a familiar, it gets a mind and has a feat (in addition to the bonus) due to it’s hit dice. In this thread as you linked to above, a number of people point out the greensting gets one when it gets a mind. So it would have one for being a 1 HD creature with a mind and weapon finesse as a bonus feat (that does nothing really, due to the familiar rules). This thread talks about the other mindless creatures that get feats upon losing the mindless quality (crab and centipede). They only get one, in addition to whatever racial bonus feats they have.
Under normal animal circumstances, you can swap out the level 1 feat obtained due to racial hit dice, so Felya could have changed her fox’s Skill focus for a familiar feat. This is confirmed in this thread that you linked to above, and is specified in the book Animal Archive.

Grenwold Houtvester |

You might be right, I think our personalities might be too different to work in the context of the game elements. It’s something I have thought about recently, too.
Which is too bad, because I really like doing the RP with you, it’s a lot of fun. I can tell you always put a lot of effort into it, and it is appreciated!

GM Mort |

Unfortunately I do not feel any incentive to continue. I spend most of my time here listening to how you’re behind WBL, not enough people(Reign of Winter finished with 3 players, no leadership for the record), and I haven’t seen Robert show down here for a week(though it might be his day off today, I’m not tracking).
I give what the mod tells me to give in terms of loot. If it isn’t there, it isn’t there and I don’t feel any incentive to add extras or change loot(it ain’t my job). I let you guys take leadership(in name of not enough players), and I get people complaining still and arguing more rules. And as I said earlier, I am not running on 2 players, and since I have run an AP solo before, I have no intention to do that again (since the first time is for science, now I have no reason to want to). Here’s as good as a spot as any to conclude it and I will do just that. Though I will admit that there is some fault on my part since I've been fighting GM burnout for a while.
And I’ll say it ended on a better note then my last AP – which devolved down into personal attacks about me.
All the best for your future endeavours and as for me I am going to take a break from RPGs for a while.
Will make this thread inactive in about 24 hours or so, assuming I'm not too busy with RL at that point of time.

Grenwold Houtvester |

Sorry if it left a bad taste in your mouth, I’ve really tried to be respectful and supportive, and I don’t believe I ever attacked you.
I think that if I’m the future you’d like to ever get back into playing or GMing that you make sure to try to trust the people you play with more, and give them the benefit of the doubt. It hurt my feelings few times when you seemed to think I was taking advantage of you or attempting to. If it’s hard to do this, the best thing is to communicate and empathize, and the bonds of trust will grow.
Many elements were enjoyable, so while I don’t think you put much stock in my opinion at this point, I wish you all the best for the future. The same is true for Nigel and Robert, take care! Sorry it didn’t work out.