Legendary Planet - an Adventure beyond this World

Game Master Zesdead

The 'Legendary Planet' Adventure Path from Legendary Games.

Book 2, 'The Scavenged Codex'

...in which our heroes, seeking an ancient artefact, arrive upon Rythes...

Party Health
Zoreck the Unclean: 63/63HP (nil Temp HP), 3 Hero Points
Rikkan Anardi: 47/47 HP, 3 Hero Points
Drancis Mordaron: 50/54 HP, 6NL, 3 Hero Points
Ravboom: 22/50HP, 3 Hero Points
Palomia Kasic: 48/48HP, 3 Hero Points
Relas: 42/42HP

List of technological, phantasmagorical and arcane wonders... plus some junk.

Maps
Rythes
St. Albats - the Underneath


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Are we still going to be able to receive feedback before recruitment closes?


Johnnycat93 - working on it now!!!


So, I've had a review of the 'martial' characters submitted thus far....

  • Kaloora Plimp - love the backstory... Build looks fine on first pass...
  • Turd Fergusson - neat little character, I can totally see how he would fit into the adventure... Build looks okay, that's a wide range of weapons... And, again, seems like the kind of improvised nastiness that he might be carrying...
  • Zoreck - looks good... having to work hard not to see Sean Connery in his Zardoz red nappy though... No problems with build...
  • Ravboom - build looks okay but I think you still need to work up a backstory?
  • Shieldmaiden Illona - I can totally envision this character!!! Backstory might need a little tweaking just to give her a reason to be between Magnimar and Riddleport... Build looks fine (haven't been through the various gear purchased but sure it's fine) - however, I'm a little confused by the Masterwork Consecrated Bastard Sword - do you have a source for that? Also, might be an issue with your one-armed android!!! It can only be wielded one-handed with exptic weapon proficiency?

Anyway folks, really enjoyed going through those - PM or post any response / changes as required...

Skilled characters up next...


Hey I've still got time to throw my hat into the ring don't I? Reaaaaaaaally hope to because this looks great.


@Zed

Nope, I already did one, you just missed it. :)

Ravboom's post with background, that Zeddy Missed :)


Lilaney - You've still got plenty of time... Recruitment is open until Midnight (GMT) on Saturday....

Ravboom - Ooops!!! I did indeed miss it when looking back at the characters... Looks good, thanks...


GM Zed wrote:


  • Shieldmaiden Illona - I can totally envision this character!!! Backstory might need a little tweaking just to give her a reason to be between Magnimar and Riddleport... Build looks fine (haven't been through the various gear purchased but sure it's fine) - however, I'm a little confused by the Masterwork Consecrated Bastard Sword - do you have a source for that? Also, might be an issue with your one-armed android!!! It can only be wielded one-handed with exptic weapon proficiency?
  • If you have any suggestions on how to change the backstory, I'd love to hear. I left it open specifically because I'm not 100% sure on how we are all supposed to be coming to Holver's Ferry.

    If/when you want to go over spending, remember that the "Chosen Child" trait increases my starting wealth to 1,075 gp.

    Consecrated can be found under "religious items, toys, & games" as a channel foci. It adds 150 gp to the cost of a weapon. Here's the specifics:

    Spoiler:
    Consecrated weapons may be of any type — swords, axes, masterwork, mithral, and even magical — and function appropriately. When activated, the cleric charges the weapon with positive or negative energy (as appropriate) so it deals extra damage when it hits a target. This functions like the Channel Smite feat, except the additional damage is equal to half the cleric’s channel energy damage (the target makes a Will save as normal, based on the cleric’s channel energy DC). The weapon remains charged with this energy until it successfully strikes a creature or 24 hours pass, whichever comes first. Creatures other than the cleric are able to use the charged weapon and this ability.

    Bastard Sword does require Exotic Weapon Proficiency, which she does lack. There are two reasons. Firstly, it is her deity's favored weapon, and it is partly her duty to carry it as a Paladin, regardless of if she can actually wield it. Secondly, if I make it in I plan on purchasing a prosthetic somewhere down the line, which will allow her to use it unhindered. It is worth noting that she will be more focused on healing that harming, though I have a normal longsword as backup should it come to that.


    Behold! Lilaney Ratkin.


    Note you can wield a bastard sword in two hands without the EWP as a Paladin, because you have martial weapon proficiency.


    Trying to decide on Ravboom's new picture...

    Picture A

    or

    Picture B

    or

    Picture C

    However, it won't be this one. :)


    mdt wrote:
    Note you can wield a bastard sword in two hands without the EWP as a Paladin, because you have martial weapon proficiency.

    Correct, but I'm a bit shorthanded at the moment.

    ...

    I have one arm, is what I'm saying.


    This is the list of current applications - I am currently working my way through reviewing backstories and builds but there is still plenty of time to propose characters for this game...

    Recruitment Closes at Midnight GMT on the 19th September...

    Martial
    adsapiens: Kaloora Plimp, a Goblin Gunslinger (Musket Master archetype).
    Devastation Bob: Turd Fergusson, a Human Fighter (Cad archetype).
    Haladir: Zoreck the Unclean, a Human Barbarian (Unchained / Savage Technologist archetype).
    mdt: Ravboom, a Goblin Barbarian (Savage Technologist archetype).
    Johnnycat93: Shieldmaiden Illona, an Android Paladin of Ragathiel (Divine Defender / Hospitaler archetypes).

    Skilled
    DekotheBarbarian: Abxy Qwerty, an Android Investigator (Empiricist archetype).
    Tange Free: Basil Baekr, a Ratfolk Investigator (Empiricist archetype).
    Gerald: Rikkan Anardi, a Ratfolk Alchemist (Preservationist archetype).
    Gobo Horde: Sparky, a Goblin Rogue (Unchained Roof Runner archetype).
    The Pale King: Locke Lestrange, a Half-Elf Bard.
    Mr. Whatever: Lilaney Ratkin, an Elven Alchemist (Trapbreaker archetype).

    Arcane Casters
    Lady Ladile: Paloma Kasic, a Human Summoner (Unchained).
    Evgeni Genadiev: Ladim Relos, a Human Sorcerer.
    Warhawk7: Nariya, an Android Magus Mindblade archetype.

    Divine Casters
    Umbongo: Kieyanna Amalasti, a Half-Elf Shaman.
    The Waskally: Bolo Bramble, a Human Oracle.

    Occult Characters
    Eric Swanson: Drancis Mordaron, a Human Kineticist (Aether element).


    I'll have my Mesmerist up tonight. (I probably won't make an alias for her unless & until I'm chosen, so I'll just throw her into spoiler blocks.)


    By the way, GM Zed, but Nariya is technically an occult character. Her spells are treated as psychic rather than arcane.


    Shieldmaiden Ilona - great, thanks for answering questions... All looks fine.

    And now, I've been through the 'Skilled' Characters...

    Abxy Qwerty - Backstory is fine, not sure how much it will resonate in the prelude adventure but I am pretty confident it will be very relevant to latter parts of the adventure. Build seems okay at first look.
    Basil Baekr - Build looks okay but no Backstory / Reason for being in this part of Varisia as yet.
    Rikkan Anardi - Backstory (plus your description of appearance and mannerisms) are all great - I can totally imagine him now... Build looks absolutely fine.
    Sparky - All looks good - everything screams Goblin!!!
    Locke Lestrange - backstory looks fine although I'd rather not have anyone aware of 'strange goings-ons' up at Holver's Ferry. Build looks good...
    Lilaney Ratkin - looks good, she'll be a fish out of water in the woods and wilderness of Holver's Ferry - and that's a good thing!!! With regards to build, traits will be limited to two plus drawback (or one trait with no drawback)... There will be another trait available for selection when we start the next adventure (but it will be campaign specific).

    I'll get to the Arcane, Divine and Occult characters shortly...


    Well I only have one trait there, the ones in my note were for alternate racial stuff, and I was wondering if those were ok.


    I'm going for a mostly skill monkey/face build, though he will be able to survive battles, and even kill some things later on. If there's anything specific you think I need working on, let me know and I'll look into it.


    Warhawk7 wrote:
    By the way, GM Zed, but Nariya is technically an occult character. Her spells are treated as psychic rather than arcane.

    Apparently my grammar needs work. Heh. Fixed.


    ...and I have finished my review of the currently proposed characters...

    Arcane Casters
    Paloma Kasic - Character and backstory look fine, fairly sure you know this character's voice already... Build looks fine as far as I can see...
    Ladim Relos - Character looks fine although backstory is still Iron Gods related. From an initial review, there seems to be no issue with the build...

    Divine Casters
    Kieyanna Amalasti - Character looks good although, from a backstory perspective, I would prefer the Caravan had not agreed to take you to Holver's Ferry - it would be better if they had agreed to take you close to the Churlwood (maybe just as far as the tavern where the adventure starts) but no farther... No questions about your build, looks good.
    Bolo Bramble - Enjoyed reading up on your character - of the Golarion religions, I tend to like Desna the most!!! And it's definitely one that fits well with the theme of the adventure. Build looks good.

    Occult Characters
    Drancis Mordaron - I think Occult Adventures has really opened up some new avenues for character stories and this one is pretty cool. I must admit I'm still working my way around the new classes / mechanics but all looks fine...
    Nariya - Enjoyed your backstory, looks like she would be a really fun character to play - and build looks fine. We may need to work out how the summoned weapon interfaces with Automatic Bonus Progression (I have a Mindblade Magus in another game where I am also running the Unchained rules and we have some ideas about a way to go) ...something to work out if Nariya joins this adventure...

    Recruitment open for another 48 hours or so...

    ...and then the hard work really starts!!!


    1 person marked this as a favorite.
    GM Zed wrote:

    ...and I have finished my review of the currently proposed characters...

    Arcane Casters
    Paloma Kasic - Character and backstory look fine, fairly sure you know this character's voice already... Build looks fine as far as I can see...
    Ladim Relos - Character looks fine although backstory is still Iron Gods related. From an initial review, there seems to be no issue with the build...

    Divine Casters
    Kieyanna Amalasti - Character looks good although, from a backstory perspective, I would prefer the Caravan had not agreed to take you to Holver's Ferry - it would be better if they had agreed to take you close to the Churlwood (maybe just as far as the tavern where the adventure starts) but no farther... No questions about your build, looks good.
    Bolo Bramble - Enjoyed reading up on your character - of the Golarion religions, I tend to like Desna the most!!! And it's definitely one that fits well with the theme of the adventure. Build looks good.

    Occult Characters
    Drancis Mordaron - I think Occult Adventures has really opened up some new avenues for character stories and this one is pretty cool. I must admit I'm still working my way around the new classes / mechanics but all looks fine...
    Nariya - Enjoyed your backstory, looks like she would be a really fun character to play - and build looks fine. We may need to work out how the summoned weapon interfaces with Automatic Bonus Progression (I have a Mindblade Magus in another game where I am also running the Unchained rules and we have some ideas about a way to go) ...something to work out if Nariya joins this adventure...

    Recruitment open for another 48 hours or so...

    ...and then the hard work really starts!!!

    Sempai noticed me!!!![


    I like how you worked the weapon abilities for a mindblade with ABP in our Emerald Spire game. I think it fits in with the class without totally negating ABP.


    How did that work out? Personally, I'm still up in the air with the ABP rules, especially translating it to my homebrew world and it's characters. Background Skills are my favorite Unchained rules, though.


    Basically, instead of giving my weapon the +2 bonus from my class ability, I just give it the weapon abilities. All the +numbers will come from the ABP.


    Thanks for looking at my character Zed! I'll make sure to change his background so that he doesn't know anything strange is happening in Holver's Ferry, do you want me to strike the town from his backstory entirely?


    I wasn't really planning on reducing it to below it's intended level. I just wanted to keep Instigate Psychic Duel as a 2nd level spell. Only metamagic feats I'm really looking at are Piercing and Persistent. Stuff to actually help me get them into the duel zone. Need to wait until I've got a free feat for it anyways (which won't be till a while later, thanks to the drow noble feats)..... Oh, and the one that lets me affect mindless, I guess. Maybe Extend for added range...

    I'd like your rulings on two things though.

    1: Mimic Metamagic and the Traits:
    Mimic Metamagic (Ex) (Occult Adventures pg. 63): When the psychic gains this amplification, she chooses two metamagic feats; she need not have these feats to select them. When she casts a spell, she can spend points from her phrenic pool to apply one of the chosen feats to the linked spell without increasing the spell’s level or casting time. She must spend a number of points equal to double the number of levels by which the feat normally increases a spell’s level (minimum 2 points). If the metamagic feat alters the spell’s casting time in a different way than the standard rules for a spontaneous caster using a metamagic feat (as in the case of Quicken Spell), it changes the casting time accordingly. The psychic can still apply metamagic feats she knows to the spell while using this amplification, increasing the casting time and spell level as normal. This amplification can be applied only to a spell that the chosen metamagic feat could normally affect, and only if the spellcaster can cast spells of a high enough level that she would be able to apply the metamagic feat in question to the linked spell. For example, an 11th-level psychic could spend 8 points to quicken a 1st-level spell, but couldn’t quicken a 2nd-level spell because she’s unable to cast 6th-level spells. This ability doesn’t require her to have any free spell slots in the relevant level, however, so the psychic in the example could quicken a 1st-level spell even if she had cast all her 5th-level spells for the day. A psychic can select this amplification multiple times, adding two additional options to the list of metamagic feats she can apply using this amplification each time.

    Now, I'm going to play it safe and assume that the 2 metamagic reducing traits don't apply. I'm fine with this, I just wanted to know.

    2: Will of the Dead phrenic amplication and Instigate Psychic Duel:
    Will of the Dead (Su) (Occult Adventures pg. 62): Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.

    Giving some advanced warning on this one. The Instigate Psychic Duel spell, mind-affecting obviously. Give you some time to contemplate how undead would function in a psychic duel, if we run into any.


    DekoTheBarbarian wrote:
    Basically, instead of giving my weapon the +2 bonus from my class ability, I just give it the weapon abilities. All the +numbers will come from the ABP.

    Hrm. Interesting.


    GM Zed wrote:


    Kieyanna Amalasti - Character looks good although, from a backstory perspective, I would prefer the Caravan had not agreed to take you to Holver's Ferry - it would be better if they had agreed to take you close to the Churlwood (maybe just as far as the tavern where the adventure starts) but no farther... No questions about your build, looks good.

    That's easy enough to change!


    Locke Lestrange – I don’t think you need to remove Holver’s Ferry from his backstory in it’s entirety – I’d just prefer that you haven’t been there particularly recently.

    Artemis Moonstar – I’m going to have to agree that the metamagic reducing traits will not work in conjunction with the Mimic Metamagic amplification; as I read it, the use of the amplification means that the spell level is not being increased by the metamagic… and therefore the trait (which needs the spell level to increase by at least 1 to apply) doesn’t trigger. Thanks for the heads up on the ‘Will of the Dead’ amplification… although at this stage, I honestly have no idea how many Undead you will encounter during the AP.

    Warhawk7 – I really like the ABP rules (from a GM perspective it means I don’t have to worry about making sure treasure is ladled out to keep people on a default power curve) although it doesn’t mesh that well with certain archetypes – i.e. those archetypes whose main schtick is around creating magic weapons (either through crafting or through weird psychic stuff like the Magus). The solution I have agreed with DekotheBarbarian is very much a ‘work in progress’ – his character has yet to enter combat so I have no idea just how broken my ruling may or may not be… we will see!!!


    Kieyanna has had a background subtly altered to fit a little better.


    Ladim's backstory's been updated. Following a short and unsuccessful business opportunity in Varisia, he took a Sczarni offer to protect a cart, ending up in the vicinity of the village.


    In the process of building now, just having some trouble with spell and skill selection. Question pertaining to the campaign difficulty.

    Am I going to be ineffective if I don't have an 18 in my primary casting statistic? Drow get neither int nor wisdom, thus putting my stats at effectively 10 12 10 16 16 10 (I hate having anything less than a 10), with all ability increases going to int. Don't wanna slow the party down.


    By the time you need to cast 7th level spells, I'm sure we'll have access to stat boosting items at least worth a +2, more likely +4.

    Just an observation having been in Zeddy's games before. (BTW: He hates being called Zeddy).


    Hello,

    DM, as we discussed, the mesmerist I've been noodling around my head, Rozelkha.

    Appearance:
    Rozelkha is a half-orc girl in her late teens. Her appearance very much favors her human ancestry; all anyone might ever notice is a slight cast to her skin tone, or a glint in her eye in the dark. She favors dark colors and solid patterns to her clothing. Her straight black hair is worn below her shoulders, and she often wears it tied back.

    Backstory:
    Rozelkha grew up on the streets of Magnimar. Although she seemed to be around trouble constantly, she was rarely in trouble herself, possessed of both a strong sense of self-preservation and an uncanny ability to talk others into doing what she wanted.

    She eventually insinuated herself into the household of an old merchant named Iovanus. The two have a sort of surrogate father/daughter relationship. Iovanus is well aware of his "daughter's" charms, and has even encouraged her to develop those talents. In addition to his legitimate trade interests, Iovanus engages in a small but thriving black market with buyers in Urgir. Ever since Grask Uldeth opened the city to trade, there has been great profit to be made in alchemical ingredients and minor magical trinkets. Iovanus has taken Rose with him to see how she handled herself in a deal, and he was delighted to find that she performed admirably.

    Now, Iovanus has set a bit of a challenge for Rozelkha. She's put on the road, travelling through small towns in Varisia, tasked with finding a "score," something worth taking home and selling.

    Role:
    Naturally as a mesmerist, face/social situations will be her strong point, probably backing that up with some knowledge skills. In a fight, I expect her to do a fair bit of crowd control/debuff action.

    Statblock:

    Rozhelka
    Half-orc mesmerist 1 (Pathfinder RPG Occult Adventures 38)
    CN Medium humanoid (human, orc)
    Init +2; Senses darkvision 60 ft.; Perception +3
    --------------------
    Defense
    --------------------
    AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
    hp 9 (1d8+1)
    Fort +2, Ref +5, Will +2
    --------------------
    Offense
    --------------------
    Speed 30 ft. (20 ft. in armor)
    Melee dagger +2 (1d4+1/19-20) or
    . . dagger +2 (1d4+1/19-20)
    Ranged light crossbow +2 (1d8/19-20)
    Special Attacks hypnotic stare (-2), mesmerist tricks 5/day (mask misery), painful stare (+1)
    Mesmerist Spells Known (CL 1st; concentration +5)
    . . 1st (2/day)—murderous command[UM] (DC 15), telempathic projection[OA] (DC 15)
    . . 0 (at will)—detect magic, mage hand, message, prestidigitation
    --------------------
    Statistics
    --------------------
    Str 12, Dex 14, Con 12, Int 12, Wis 9, Cha 18
    Base Atk +0; CMB +1; CMD 13
    Feats Weapon Finesse
    Traits Almost Human
    Skills Acrobatics -1 (-5 to jump), Appraise +5, Bluff +9, Diplomacy +8, Disguise +4 (+8 on checks to pass as human), Intimidate +6, Perception +3, Sense Motive +3, Sleight of Hand +3, Spellcraft +5; Racial Modifiers +2 Intimidate
    Languages Common, Draconic, Orc
    SQ consummate liar +1, orc blood
    Other Gear studded leather, crossbow bolts (20), dagger, dagger, light crossbow, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], pot, soap, torch (5), trail rations (5), waterskin, 31 gp, 5 cp
    --------------------
    Special Abilities
    --------------------
    Consummate Liar +1 Counts as Combat Expertise for some feats.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
    Mesmerist Tricks (110 feet, 5/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
    Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
    Painful Stare (+1) (Su) 1/round, target of hyp. stare takes extra damage from attack.

    Dark Archive

    Finish line!

    Alright, after a ton of concepts that I went through, here is Chalice.

    She's a Drow Ranger with both the Divine Tracker and Skirmisher archetypes. I plan on taking one level of Fighter with the Cavern Sniper archetype to round out my desire to shoot spells on my arrows before returning to focus on her Ranger line.

    If psionics ever become available, I'd ideally like to shift her over to the Soulknife with the Soulbolt archetype. Depending on when we see intro to psionics, I may even pick up the Soul Archer prestige class.

    If psionics aren't coming into play until near end game, I may consider picking up a level of Sorcerer with the Void-Touched bloodline and then moving into the Arcane Archer prestige class.

    She's a ranged martial class who's got a focus on damage output, but also on the typical ranger duties such as Survival, Perception, and Stealth. I may look at picking up Disable Device as a class skill via a trait simply to be able to fill out a Dex based skill monkey role within the party. If I do end up going the arcane archer route, the spells will primarily be utility based for better control.

    The character herself was inspired by a picture done of the drow archer, Traxex, from the DotA games. A link to the wonderful artwork can be found under the appearance tab of her profile! Amazing artist, and I highly recommend browsing their work :)


    Artemis here with Szinorvir!

    Editing as is, should be finished by like, 3AM. Built it offline first. Now I'm going through and being fancy with the character sheet with URLs to spells and so on.

    Edit: For reference, it's 1:42AM where I am, so... Yeah.

    One of these days, I'm going to save the template I use to make character sheets on here.


    ... It dawns on me... Does the "midnight" mean, "soon as it hits midnight and is the 19th, recruiting is closed"?

    I hope not. Cause I think I would've missed it by like, an hour (my last post, that is).


    All - Recruitment is open for another ten hours or so...

    Check Engines, Check Ignition...

    Ten...


    Nine...


    mdt wrote:
    By the time you need to cast 7th level spells, I'm sure we'll have access to stat boosting items at least worth a +2, more likely +4.

    Aren't we using Automatic Bonus Progression? You'll have your first +2 at 3rd level, which is considerable given that my own casting stat is at 14.


    I changed his backstory that little bit. I have had so many character ideas since posting Locke, and the other skilled characters look incredibly interesting so I am feeling a bit down on my chances, but I think he deserves his chance in the selection process.

    Anyway good luck everyone! I'm excited to see what the final party looks like.


    LIVE COUNTDOWN


    Eight...

    Seven...

    Six...

    Firing Priming Boosters...


    Atomic batteries to power, turbines to speed...Activate interlock! Dynatherms connected! Infracells up! Megathrusters are go!

    Dark Archive

    Chalice claps excitedly in the back corner, a small chirp of glee escaping her lips.

    Zoom zoom zoom! We're going to the moon!
    Zoom zoom zoom! We're going to the moon!
    If you want to take a trip, hop aboard my rocketship!
    Zoom zoom zoom! We're going to the moon!


    Bob has been changed to reflect a non Torch adventure card.

    Will deepen his background in the last hours remaining.


    Turd Fergusson wrote:
    Atomic batteries to power, turbines to speed...Activate interlock! Dynatherms connected! Infracells up! Megathrusters are go!

    [raises tankard of dwarven stout] "Well played."


    Spacefarers!!! Explorers!!! Adventurers!!!

    ...and the typecast grumpy fellow at the back, who appears in all of these kind of movies and starts of as a bit of an ass but turns out to be alright after all - before getting eaten by a particularly nasty xenomorph...

    Getting ready for boarding are:

    Martial
    adsapiens: Kaloora Plimp, a Goblin Gunslinger (Musket Master archetype).
    Devastation Bob: Turd Fergusson, a Human Fighter (Cad archetype).
    Haladir: Zoreck the Unclean, a Human Barbarian (Unchained / Savage Technologist archetype).
    mdt: Ravboom, a Goblin Barbarian (Savage Technologist archetype).
    Johnnycat93: Shieldmaiden Illona, an Android Paladin of Ragathiel (Divine Defender / Hospitaler archetypes).
    Mimesyne: Chalice Zaurreth, a Drow Ranger (Divine Tracker / Skirmisher archetypes).
    Chainmail: Bobafett Aloysius, an Aasimar Gunslinger (Pistolero archetype).

    Skilled
    DekotheBarbarian: Abxy Qwerty, an Android Investigator (Empiricist archetype).
    Tange Free: Basil Baekr, a Ratfolk Investigator (Empiricist archetype).
    Gerald: Rikkan Anardi, a Ratfolk Alchemist (Preservationist archetype).
    Gobo Horde: Sparky, a Goblin Rogue (Unchained Roof Runner archetype).
    The Pale King: Locke Lestrange, a Half-Elf Bard.
    Mr. Whatever: Lilaney Ratkin, an Elven Alchemist (Trapbreaker archetype).

    Arcane Casters
    Lady Ladile: Paloma Kasic, a Human Summoner (Unchained).
    Evgeni Genadiev: Ladim Relos, a Human Sorcerer.

    Divine Casters
    Umbongo: Kieyanna Amalasti, a Half-Elf Shaman.
    The Waskally: Bolo Bramble, a Human Oracle.

    Occult Characters
    Eric Swanson: Drancis Mordaron, a Human Kineticist (Aether element).
    Warhawk7: Nariya, an Android Magus Mindblade archetype.
    Redblade8: Rozhekla, a Half-Orc Mesmerist.
    Artemis Moonstar: Szinorvir, a Drow Psychic (Psychic Duellist archetype).

    ....five....

    ...four...

    ...three...


    Crackling speakers, voices tense
    Resume the final count
    All systems check, T minus nine
    As the sun and the drama start to mount...


    "Hey! Where's the little goblins room on this hunk o' junk?!"


    ...strap yerself in melon head, it's gonna get bumpy!!!

    ...two...

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