Of Gods and Death

Game Master thegreenteagamer

Forgotten Realms and Planescape collide in an adventure through dimensions, time, and space, in what will eventually be a mythic adventure culminating in potential deicide...so, you know, nothing major.


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Just going to go ahead and make the discussion page ahead of time. I'll let the chosen few know when they're good to post here.


Human* Slayer/Magus 3

Huzzah!

I'm excited for this game. Were we all adventuring together at one point in the past or do we all know Flarghin separately?


That's up to you folks. I had planned for it to be separately, and you could use dinner at Flarghin's as a time to get to know each other, but if any of you feel your stories merge well with one another, feel free to already know one another.

It is no coincidence that you are very different character types, though. When I narrowed it down to the final ones I really, really liked, (8 or 9) I thought I would pull from the most drastically different backgrounds I could. I think part of the fun of a good story is seeing the evolution not only of my story but the interplay between your characters.

Liberty's Edge

WOOT! Excited to be here. Thank you for the selection. I was just musing to a few friends about how we started our current game group 30 years ago in Damara, not far from Trailsend to be honest. This is a good return to there for me.


Reporting in!

Liberty's Edge

Hola!


So one thing I forgot to ask before, what languages might be useful for this game? I have 9 to choose from.


Male Something similar to human, but one can never be sure without a DNA test Multiclass Slacker/Gamer...I'm trying to get into Eldrich Napper
Sundakan wrote:
So one thing I forgot to ask before, what languages might be useful for this game? I have 9 to choose from.

I addressed that in the recruitment thread. I think in the first page...


Ah, found it buried middle of page 3.

Question I didn't see answered: Do we get regional languages for free? EX in Golarion, people from Tian Xia know Tien, ones from Cheliax know Chelaxian, etc.


Male Something similar to human, but one can never be sure without a DNA test Multiclass Slacker/Gamer...I'm trying to get into Eldrich Napper

Humans get common and one regional language for free. Non-humans typically get common and a racial.


Excellent.


Male Something similar to human, but one can never be sure without a DNA test Multiclass Slacker/Gamer...I'm trying to get into Eldrich Napper

Just so you guys know, my posting will likely be: (EST timezone)

Weekdays:

After 5:30 p.m., but usually no later than 9 p.m.
Occasionally a lunch-time post on my phone, somewhere from 11am-2pm depending on which lunch shift I get for the day.

I work 8-5, and my job is very particular about watching us to not be on our phone, and I'm on some medicine that knocks me out at night pretty fast. (Today is an exception because we went out to an event and I didn't take my meds until we got home because I was driving, so I'm up a bit later than usual.)

Weekends:

You can expect a Saturday morning post from me, but I game with my in person group from 2pm-8:30pm, so I am usually unavailable that time. I might be able to squeeze a post in after the game, depending on how fast my meds kick in, but I wouldn't count on it.

Sundays are a crapshoot. I do church in the morning, but most afternoons I can throw a post or two in.

I tend to run a pretty fast game - Sundakan is a veteran, he can attest to my style. I won't be quite as fast as my old games, since I'm not at a boring job I can play on my phone a bunch with, like I was before, but I try to respond as much as I can, especially when my players are active.


Yeah, check out the pace of the Fallout game if you want an idea of the clip he can get up to sometimes.

And marvel at the exploits of the buff nerd that wins everything!

Liberty's Edge

I am PST timezone. I have enough free time to check and post often throughout every day.

I love a fast pace and even though I don't have much PbP experience I think I should manage to keep up without any trouble.


Human* Slayer/Magus 3

I do most of my posting from my phone, so i tend to check my games 3-4 times a day. I try not to overpost but on a typical day I can usually post at least twice (once at work and once after my kids go to bed) if the flow of the game merits it. I'm EST/EDT also.


Male Human

Hello everyone. Good to be here. :-)

Posting-wise, I am in Athens (the Greek one) so my time zone is EST+7 if I am not mistaken. Other than that I can check the thread more than once a day, depending on work of course.

A couple of questions if I may...

The first one I tend to ask it almost every time. Do you guys want me to give your characters a look over for discrepancies or miscalculations and such, for lack of better words? I offered in the recruitment thread as well, but I will only do so with the permission of the player(s).

And the second question... Do we have a trapfinder and disabler? Do we need one? I could perhaps fit Disable Device in although I did not have that in mind, the Rogue levels being a dip to round out a Dex-based guy.


Human* Slayer/Magus 3

I have nothing helpful right now when I comes to traps... I do plan to take dispel magic next level though, so if there's anyone who can find magical traps I may be able to dispel them?


Male Human

I think anyone can use Perception to look for traps, mundane or magical, but you need Disable Device to disarm mundane traps and the Trapfinding rogue class feature (or something similar, like the Trap Finder campaign trait) to disable magical traps.

Now, Isandril has traded Trapfinding away, so no magical trap disabling anyway, but I am guessing dispel magic should take care of that. As for mundane traps, I can move a few skill points around and give him a somewhat decent Disable Device modifier, as well as purchase a set of masterwork thieves' tools to improve it further.

Would this be alright with everyone? It would not be a problem really. Unless you feel there is no need.

Silver Crusade

Tiefling Paladin 1 HP: 12/12 | AC:19 (FF:18 T:11) CMD:16 | Fort+4, Ref+1,Will+1; Init+1 | Perception +1, Sense Motive -1 | Conditions: | Active Effects: none

I also noticed we had no Disable Device skills listed on any characters, and thought it might be a nice thing to have. Don't feel pressured to do it though.

We can always find out the hard way, and put points there as we level if the campaign organically lets us know we should.

If it really isn't any trouble and you want to do it, feel free.

As for looking over my character, I am pretty confident with him, but again, feel free. If I missed something, I am always happy to fix it.

I looked over everyone else's characters just for fun myself.


Male Human

Kurza:

Race-wise you seem to be missing the demon-spawn tiefling's spell-like ability (shatter 1/day), as well as the Fiendish Sorcery racial trait (not that it would do much for you, not being a sorcerer and all). Have you perhaps traded them away for an alternate racial trait? If so, I cannot find it.

Feats-wise, if Powerful Build is the 3.5 feat of the same name, then you seem to have one feat too many. At 5th level, unless I am mistaken, you should have 3 feats and I count 4 (Fey Foundling, Greater Mercy, Power Attack, Powerful Build). Also, both Fey Foundling and Powerful Build can only be taken at 1st level, at which you should only be able to pick only one feat (no human bonus feat, no fighter bonus feat).

As for attacks, I am not sure due to your having Powerful Build and using Large weapons, but shouldn't your attack with the +1 large greatsword be +10? Although, judging by that damage, I suspect those numbers are with Power Attack on, yes?

Equipment-wise, nothing appears to cost more than 2500 gp.

I think that is all. The rest seems fine to me.

Silver Crusade

Tiefling Paladin 1 HP: 12/12 | AC:19 (FF:18 T:11) CMD:16 | Fort+4, Ref+1,Will+1; Init+1 | Perception +1, Sense Motive -1 | Conditions: | Active Effects: none

The powerful build is the alternate racial trait I traded for and not a feat. No 3.5 rules used for me, lol!

Also you are spot on about those numbers, as listed to hit and damage are with power attack. Normally he only stops using PA if he has trouble connecting, going to +10 +7.


Male Human

Ah, I see. I could not find that alternate racial trait anywhere, which is why I thought it was the 3.5 feat of the same name. :-)

Silver Crusade

Tiefling Paladin 1 HP: 12/12 | AC:19 (FF:18 T:11) CMD:16 | Fort+4, Ref+1,Will+1; Init+1 | Perception +1, Sense Motive -1 | Conditions: | Active Effects: none

I use Hero Lab to track all my characters and it printed out as powerful build but it is really oversized limbs from blood of fiends.


Male Human

Now that trait I do know. Cool. Cool cool cool.


Outdoorswoman | CN female halfling ranger 5 (divine markswoman) | HP 40/40 | AC 21 (T 16 / FF 15) CMD 20 | F +5 / R +9 / W +3 | Percept* +12 (+4 cold environs); Sense Motive* +1 *(+4 vs undead, +2 vs humans) | Init +5 | Luck 2/4 | Active Effects: none
Reference Pics:

Hello all and many thanks for the selection TGTG! Wow - one night and already 10 posts behind. *cracks knuckles* Time to get to work!

I'm also EST (soon to be glorious EDT) and mainly do my PbP from work, weekdays between 7am and 5pm. My work load - I mean my inspiring efficiency - generally leaves me a good amount of time to twiddle my thumbs, take long walks, enjoy a nice hot cuppa with the newspaper, and, of course, fall into the time-eating rabbit hole that is the internet. I'm quite thankful that none of my predecessors or superiors understand or appreciate the simple power of Excel. In any event, I can be a bit dodgy on the weekends, as that's when I tend to engage in what little 'real life' socializing I do, but I can easily make the effort to post Saturday mornings and will do so - like now!

I've been doing PbP for 1 day shy of 13 months and have been playing pen and paper rpgs since... 1988 (ah, Marvel Super Heroes Roleplaying Game, how I miss your power stunt mechanic!) So far I feel I've been relatively lucky on the boards in that only half the games I've been involved with have died before their time; hopefully this one tips the balance in favor of success :)

Castor, if you'd care to peruse my crunch I'd be much obliged. I had to proofread it several times before I could find no error, and while I consider myself a good man, and thorough, there could honestly still be one lurking in there somewhere like a giant tick in a barrel, just waiting for the right moment to jump out and attach itself to my face.

Alright, enough with the rambling salutations and what-not, time to get down to it and post!


Male Human

So...

Given the fact that Knowledge skills are more or less covered by our resident White Mage and Amnesiac and taking into account that Disable Device is a nifty skill for a group of adventurers to have, I have moved around a few skill points from Diplomacy and a few Knowledges (Dungeoneering, Local and Planes) and given Sand a few ranks in that skill (not to mention getting him a set of concealable thieves' tools), as well as a couple in Bluff. Not exactly a skill monkey/face but a bit of a dabbler in those two roles.

Once he gets a chance to improve his Intelligence through either level increases or mythic increases or some other permanent way it should help with the skill stuff. Too bad headbands of vast intelligence work differently in Pathfinder than in previous versions.

Anywho, there you have it. And it does go with the concept of an elf who has had more than a century to learn a couple of tricks or three other than fighting with a sword or casting spells. ;-)


Male Human

Lavinia:

Hmm... Unless I am mistaken you still have 5 skill points to spend. As a ranger with an Intelligence score of 10 you should gain 6 skill points per level, so 30 in total at 5th level. From what I can tell you have only spent 25. Not counting the Background Skills of course.

As far as class abilities are concerned, you should not have Track, as the Divine Marksman's Bullseye Shot replaces both it and Wild Empathy.

Equipment-wise, unless I am mistaken, Clear Sky should cost 2500 gp (200 gp for being a composite (+1) longbow, 300 gp for needing to be masterwork before being magic and 2000 gp for it being a +1 magic weapon). Other than that nothing appears to cost more than the limit of 2500 gp per single item.

The rest seems fine to me.


Considering Kurza has Fiendish Sorcery and isn't a sorcerer, might I suggest he trade it for Prehensile Tail? It's basically like getting quick draw for free, only not as good since its swift action and not free - but quite helpful nonetheless. It does tend to show your race quite a bit though!

Losing track isn't a big deal. It just boosts survival - you can still track using survival, and if none of you has it, Flarghin is a Slayer. He's not meant to be a permanent team member at all or GMPC type - this is your story, not his (I do my NPCs, when they do help, like old Final Fantasy games - they come and join up temporarily, leave after a while, another comes and joins, they leave, an old one comes back, etc)


Outdoorswoman | CN female halfling ranger 5 (divine markswoman) | HP 40/40 | AC 21 (T 16 / FF 15) CMD 20 | F +5 / R +9 / W +3 | Percept* +12 (+4 cold environs); Sense Motive* +1 *(+4 vs undead, +2 vs humans) | Init +5 | Luck 2/4 | Active Effects: none
Reference Pics:

Reworking my equipment to account for the price variance on my bow; dropped some specialty ammunition, some tools, and recouped the 8 gp from my apparently free cold weather outfit.

TGTG, a question: Can we save coin by assuming we crafted our own mundane equipment if we could do so by taking 10? I know there was a lot of talk about being able to craft magic items without the requisite feats by making the skill check and paying full market price, but I don't remember (and can't find) anything about having crafted you own regular equipment to start. If so, I might be able to save enough money to keep my masterwork artisan's tools (man, those things just pay for themselves, don't they?)


You can give my character a look-see if you want, Castor. I don't think I missed anything, but never know. I completely forgot I hadn't done languages before last night.


Outdoorswoman | CN female halfling ranger 5 (divine markswoman) | HP 40/40 | AC 21 (T 16 / FF 15) CMD 20 | F +5 / R +9 / W +3 | Percept* +12 (+4 cold environs); Sense Motive* +1 *(+4 vs undead, +2 vs humans) | Init +5 | Luck 2/4 | Active Effects: none
Reference Pics:

Reworked my skills to add in the missing points. I originally had given Lavinia an Int of 9, and obviously didn't adjust after changing my stat array. Picked up Ride, and maxed out her Perception. Losing the track class feature just drops her bonus to follow tracks by 2, which means she's at +11, so I think we should be good.

Forgot to mention it in the equipment post above - thanks for the proofreading, Castor!


Male Something similar to human, but one can never be sure without a DNA test Multiclass Slacker/Gamer...I'm trying to get into Eldrich Napper
Lavinia wrote:
TGTG, a question: Can we save coin by assuming we crafted our own mundane equipment if we could do so by taking 10?

Yeah, sure, that's fine, considering you had lots of downtime before this adventure began.


Male Human

Majhul:

As far as abilities go I am a little confused.

Scenario 1:
Assuming you used the 4th level ability score increase on Intelligence, then that would mean your abilities at 1st level would be:

Str 10 (0 points)
Dex 11 (1 point)
Con 14 (5 points)
Int 16 + 2 human (10 points)
Wis 12 (2 points)
Cha 14 (5 points)

That leaves 2 points more to spend.

Scenario 2:
Unless you put the +1 from level to Charisma and at 1st level you went with:

Str 10 (0 points)
Dex 11 (1 point)
Con 14 (5 points)
Int 17 + 2 human (13 points)
Wis 12 (2 points)
Cha 13 (3 points)

In which case you have 1 more point to spend.

Scenario 3:
If instead you have yet to use the 4th level bonus point, then at 1st level:

Str 10 (0 points)
Dex 11 (1 point)
Con 14 (5 points)
Int 17 + 2 human (13 points)
Wis 12 (2 points)
Cha 14 (5 points)

But that means you have spent 1 point more than you should have and need to subtract it from somewhere.

Scenario 4:
One thing that actually works out mathematically is putting the 4th level bonus at either Strength, Dexterity or Wisdom, which would make your 1st level stat array:

Str 9 (-1 point)
Dex 11 (1 point)
Con 14 (5 points)
Int 17 + 2 human (13 points)
Wis 12 (2 points)
Cha 14 (5 points)

Or:

Str 10 (0 points)
Dex 10 (0 points)
Con 14 (5 points)
Int 17 + 2 human (13 points)
Wis 12 (2 points)
Cha 14 (5 points)

Or:

Str 10 (0 points)
Dex 11 (1 point)
Con 14 (5 points)
Int 17 + 2 human (13 points)
Wis 11 (1 point)
Cha 14 (5 points)

Not sure why you would go that route though, other than fluff/flavor/story reasons that is.

Not really sure how you spent your 25-point buy.

From what I can tell you have not picked two traits yet.

The Eldritch Heritage (Possessed) feat grants you the Aggressive Possession ability from the Sorceer Possessed Bloodline.

Regarding your favored class bonuses, from what I can tell you seem to have picked +1 skill point at three of the five levels and +1 spell known at the remainder two levels? If that is the case, you should have the following:

0 - 6 cantrips known
1st - 6 spells known (3 normal, 3 amnesia) + burst of insight (Discipline spell) [basically, since the half of 6 is 3 there is no rounding up or down as far as I can tell]
2nd - 2 spells known (1 normal, 1 amnesia) + false life (Discipline spell)

If I am correct, then your skill points are correct, your hit points are correct and your spells known need a bit of an adjustment.

Equipment-wise, nothing appears to cost more than 2500 gp. You do seem to lack a weapon though.

I think that is all. The rest seems fine to me.


Male Something similar to human, but one can never be sure without a DNA test Multiclass Slacker/Gamer...I'm trying to get into Eldrich Napper

Fun Fact: If anyone is wondering where I got the name "Flarghin" from - if you ever played Sims 2, and had your character "play" in the bathtub, he would stand up and pretend to be a pirate and mutter to himself some pirate gibberish in Simmish, something like "Flarghin de Darghin Bargin Largin."

From that day, I vowed to name a dwarf character Flarghin, 'cause it sounds so dwarven.


Abilities, not sure what I did there.

Spells, I had interpreted Amnesia to only apply to the spell slots from level up. So I have the two added by the human FCB as not applying to that. If they work for it too, then cool! That's a call for GTG though.

Didn't buy a weapon because one of my cantrips basically replicates a light crossbow in damage. Might buy a sickle though.


Male Human

You do have a point on the amnesia thing. Indeed, you may be correct as it does refer to the relevant table.

As far as your abilities go, you might want to recalculate them somewhat, as they do affect... well, almost everything. I would personally suggest going with either Scenario 1 and add 2 points to something (either both to Charisma to take it to 15 for future improvement, or 1 to Strength for added carrying capacity and 1 to Dexterity to bring it to 12 and improve ranged attack/AC/Reflex), or go with Scenario 3 and add the 4th level bonus point to Intelligence (which would give you an Intelligence of 20, meaning 5 more skill points, improvement of Int-based skills, one additional language and perhaps a bonus spell per day somewhere) while subtracting a point from Dexterity and taking it from 11 to 10 (no loss there).

And do not forget about grabbing two traits. Traits are pretty darn useful. :-)


I don't think the FCB spells would apply to the amnesia abilities - they seem to kind of exist outside of the archetype, and are applied to the regular class.

It's kind of a hard to understand archetype for me.

A simple weapon for AoO's is never a bad idea, even with the weakest of characters.


Outdoorswoman | CN female halfling ranger 5 (divine markswoman) | HP 40/40 | AC 21 (T 16 / FF 15) CMD 20 | F +5 / R +9 / W +3 | Percept* +12 (+4 cold environs); Sense Motive* +1 *(+4 vs undead, +2 vs humans) | Init +5 | Luck 2/4 | Active Effects: none
Reference Pics:

Sundakan, traits could also either help provide hints to your character's forgotten past for TGTG to work with or reflect things picked up since his awakening two years ago.


Human* Slayer/Magus 3

@Sand- I think maybe I ninja'd your last post

@Majhal- we have some shared interests, and I've been to Thay fairly recently... depending on where you 'awakened' and how long you plan to have to have been in this region, it's possible we could have journeyed (or studied) together in the past... you have any thoughts on that?

@everyone- it looks like the extent of our actual divine spell casting is a paladin and a ranger... I can cast cure spells too, but I also set aside money for consumables (potions, scrolls, maybe a wand) that I can use to cover some 'divine essentials'... anyone have suggestions for divine spells that we should really have available?

Silver Crusade

Tiefling Paladin 1 HP: 12/12 | AC:19 (FF:18 T:11) CMD:16 | Fort+4, Ref+1,Will+1; Init+1 | Perception +1, Sense Motive -1 | Conditions: | Active Effects: none

I like the idea of the tail. He is ashamed of his heritage and does his best to cover it, as he has since his childhood for survival. He would keep it hidden under a cloak most of the time unless absolutely necessary for the circumstances. Thanks for the suggestion.


Everybody kerps mentioning Traits, but I have two. Pragmatic Activator, and Forbidden Knowledge.


Male Human

Ah, you are right. I just expected them to be where your feats are and did not notice them in the last page there.

Sigh... Foiled by Myth-Weavers... :-P


Anyway (just got home), I think I see what I did with my abilities. looks like they got all borked while I was playing around with different races (Elf, Samsaran, and some variant of Tiefling IIRC). Left some stat points unallocated to deal with any potential -2's, and when I settled on Human at the last minute, didn't apply them anywhere.

At first I was just gonna up Str and Dex slightly, but what the hell. I almost never pump one stat this hard, and this is as good a character as any to go full mentalist.

Dropped ranks in Diplomacy. We already have that pretty well covered, but more never hurts and I like the Occult Skill Unlock for that. It fits that the character would learn how to hypnotize people to try and bring back his memories.

Micah Haynes wrote:
@Majhal- we have some shared interests, and I've been to Thay fairly recently... depending on where you 'awakened' and how long you plan to have to have been in this region, it's possible we could have journeyed (or studied) together in the past... you have any thoughts on that?

I wouldn't mind linking backstories but TBH I don't want to do any actual WRITING on it. =) If you think of something that sounds cool, I'm probably fine with it.

Micah Haynes wrote:
@everyone- it looks like the extent of our actual divine spell casting is a paladin and a ranger... I can cast cure spells too, but I also set aside money for consumables (potions, scrolls, maybe a wand) that I can use to cover some 'divine essentials'... anyone have suggestions for divine spells that we should really have available?

I have an ability that lets me pull a spell from any list and add it to my spells known once per day. I'd been thinking about the Cleric/Oracle or Witch lists since there's already like an 80% overlap between Psychic and Wizard/Sorcerer.

We should have stuff like Remove Disease/Poison and Restoration later on tap for when we need them, primarily.


Outdoorswoman | CN female halfling ranger 5 (divine markswoman) | HP 40/40 | AC 21 (T 16 / FF 15) CMD 20 | F +5 / R +9 / W +3 | Percept* +12 (+4 cold environs); Sense Motive* +1 *(+4 vs undead, +2 vs humans) | Init +5 | Luck 2/4 | Active Effects: none
Reference Pics:
Micah Haynes wrote:


@everyone- it looks like the extent of our actual divine spell casting is a paladin and a ranger... I can cast cure spells too, but I also set aside money for consumables (potions, scrolls, maybe a wand) that I can use to cover some 'divine essentials'... anyone have suggestions for divine spells that we should really have available?

Make that "our actual divine spell casting is a paladin..." The Divine Marksman archetype removes all spellcasting ability.


Male Human

Trailsend Particulars...

Hope you catch the reference. :-P


Male Something similar to human, but one can never be sure without a DNA test Multiclass Slacker/Gamer...I'm trying to get into Eldrich Napper

Sorry about the quick post with not much detail this morning. I had started typing up a post, when I noticed oh crap I'm late for church! Plan on seeing another in a few hours with much more detail of your arrival, but if you want to describe your journey or chat during it with posts, feel free to update in the meantime.

Silver Crusade

Tiefling Paladin 1 HP: 12/12 | AC:19 (FF:18 T:11) CMD:16 | Fort+4, Ref+1,Will+1; Init+1 | Perception +1, Sense Motive -1 | Conditions: | Active Effects: none

Not sure if this will apply here, but it is a paizo product and it deals with extreme weather.

"The Witchwar Legacy, Pg. 6 wrote:
The extreme cold further requires a Fortitude save (DC 15, +1 per previous check) each minute, or it deals another 1d4 points of nonlethal damage and exposes the individual to frostbite and hypothermia (treat as fatigued). See page 442 of the Pathfinder RPG Core Rulebook for further details. A simple endure elements spell will negate these dangers, as will any amount of cold resistance."

Now I have encountered this same or similar mechanic in more than one extreme cold situation in a published adventure, all the way back to 3.5, so I would say it is consistent. Of course it isn't in the Core Rules book so I can understand if you don't want to use it.

Just mentioning it since we will be running around the Cold Lands alot I would imagine, at least early on and Kurza has cold resist 5 so it would come up.

Ok back to the gameplay tab for me!


1 person marked this as a favorite.
Micah Haynes wrote:

Majhul- I'm pretty sure the whole point of the cold weather outfit is that a normal outfit is not enough to protect you in below freezing temperatures. And cold weather gear doesn't even count as "protected" in the context you're talking about because if it did the bonus it grants on saves against exposure wouldn't make any sense.

It doesn't make sense either way, really. Since "unprotected" is meaningless if nothing can fully protect you.

Cold weather gear also specifies that severe cold saves are reduced to a frequency of once per hour, which is how we know you would need to still make saves were it below 0. So, not pointless.

I know the environmental rules are generally pretty dumb (the hot weather rules say GTG and I should collapse and die any time we go outside during the summer in Florida...), but there is an argument to be made.


Male Something similar to human, but one can never be sure without a DNA test Multiclass Slacker/Gamer...I'm trying to get into Eldrich Napper

Hey, what's everyone's patron deities? Remember, in FR, if you die without one, you get put in the Wall of the Faithless, and then your spirit is eaten away until you no longer exist - so Resurrection and other stuff like that is literally impossible.

I can't even run a "you wake up in your patron's plane of existence as a petitioner" scenario without one.

I can only see Micah is a Mystra follower, and Kurza a Tyr follower.


Put me down tentatively as Mystra. I can do some research on deities later. A deity of knowledge might be better. Is this the setting Oghma comes from?

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