
Uret Jet |

Ah wait, it was those four? I know about those ones then, you had me worried there was some crazy other new maneuver out there. "I'm going to perform a super-spin maneuver to avoid these guys." "Alright, please roll your dance skill."
Steal and Dirty Trick were Deft Maneuvers, Reposition and Drag were Powerful Maneuvers.
I'll read PDF later and consider implementing it whole-cloth, but for now you work under these adjusted parameters.
You're free to create almost any sort've build you'd like, though it seems ya'll will force me to actually create battle maps at this rate. Hahah, not that I mind too much. I enjoy making maps.

SerpentViolet |

It's sounding like our only healer will be Rando, and I'm not sure how healy he's intending to go. Would it be wise for each of us to toss 150gp into the pot now so he can have the Standard Wand Of Cure Light Wounds?
While Rando does have a lot of healing, I'd be in favor of that. Unfortunately I only have a couple of gold to contribute. I in fact wanted to buy such a wand myself as CLW appears on the Ranger spell list, but barding set me back.
Rando bought a couple potions; a wand would be an upgrade.
SerpentViolet |

Steal and Dirty Trick were Deft Maneuvers, Reposition and Drag were Powerful Maneuvers.
I thought Reposition was a Deft Maneuver. I haven't double checked the document tho.

hustonj |
That's why I listed the pre-req feats. Reposition and Drag are very similar (though not identical), and one is based on raw power and the other on finesse. Kinda like Dirty Trick and the Feat Tax guy's Hamstring.
I can go with a completely different build and destroy the character's dependence on a detailed tactical environment. Theater of the mind is fine for me, as long as I know to build for it! Heck, I'm in a game where the GM changed flanking to work like the Gang-Up feat all the time. Further reduces the need for tactical details. Enough people attacking the same critter is easily answerable without a map.
Whatever you want, Boss.

Black Mary |

Is someone taking on Rogue? I don't think Perception is a class skill for Rando. You have to find a trap before you can disarm it.
Also, I'd like to see some discussion on the wand of cure. I'm sorry I can only contribute 2 gp.

James "Joyride" Maxwell |

I'm yo' huckleberry...

SerpentViolet |

Then everyone else will need to contribute 187gp.
Not a problem for me, but I'm not sure if Rando has spent his cash.
He divulged to me that he bought a couple healing potions, so there's 100 gp right there that could go to a wand instead. I also know he had some gold left over. Of course, not to speak for him.

Uret Jet |

I'm yo' huckleberry...
Well, I suppose you guys are starting off on a riverboat. Otherwise, this reference passes me by mate.

SerpentViolet |

James "Joyride" Maxwell wrote:I'm yo' huckleberry...Well, I suppose you guys are starting off on a riverboat. Otherwise, this reference passes me by mate.
I didn't get it either.

James "Joyride" Maxwell |
1 person marked this as a favorite. |

“I'm your huckleberry” is a way of saying that one is just the right person for a given job.

Emma Jane Corvid, A.L. |

It's sounding like our only healer will be Rando, and I'm not sure how healy he's intending to go. Would it be wise for each of us to toss 150gp into the pot now so he can have the Standard Wand Of Cure Light Wounds?
A wand would definitely be appreciated. I have CLW on both my arcane and divine lists, so in a pinch I could use almost anyone's wand.
My healing capabilities at this level are actually pretty sweet. CLW up to 4 times a day, Channel Positive energy 6 times a day, Rebuke Death 4 times a day and a few potions at the ready. I plan to get wants as we go, but I'll take donations from anyone who gives them.

Emma Jane Corvid, A.L. |

Then everyone else will need to contribute 187gp.
Not a problem for me, but I'm not sure if Rando has spent his cash. And obviously, he's a little busy right now. I'll just hold off on spending more until I know what's happening.
Think I have about 90 at this point. Willing to chip in on a wand, even sell back one of my 50 gp potions. But not both.

Uret Jet |

Well, while my job is to give you guys a challenge, it's not as if I plan to kill you all right off the bat. You don't need to get too worked up, but st the same time, preparedness never hurts.

hustonj |
I'm thinking a hulking Juln barbarian who has been making a living as a bodyguard. Anyone feel like their character might have brought one with them?
Have the mechanics nearly finished, need to purchase gear before I can do the combat numbers. Really ought to start heading for bed, now, though.
An obvious Northern barbarian tribe Fighter with Knowledge skills, Sense Motive, and Linguistics. Make your assumptions based on appearances. That serves my purpose well.

James "Joyride" Maxwell |

Maybe taken a job or two together, traveling buddies.

James "Joyride" Maxwell |

I had hoped someone would take the Rogue role away from Rando, but as you wish.
That's me... I'm your huckleberry.

SerpentViolet |

SerpentViolet wrote:I had hoped someone would take the Rogue role away from Rando, but as you wish.That's me... I'm your huckleberry.
Oh, okay. Kewel then. Any spoilers?

James "Joyride" Maxwell |

James "Joyride" Maxwell wrote:Oh, okay. Kewel then. Any spoilers?SerpentViolet wrote:I had hoped someone would take the Rogue role away from Rando, but as you wish.That's me... I'm your huckleberry.
I'm thinking...
Half-Orc from the Peerless WastelandsFighter - Martial Master / Rogue - Bruiser
Concept: Unstoppable Commando

hustonj |
Okay, here are all the mechanics and non-story thoughts. Haven't written the supporting fiction, yet, but it is (mostly) in my head already.
Didn't keep the money for a ranged weapon, let alone a donation for a wand. Dropping the MW off the back-up Polearm would solve that, of course. Still got time to consider.
Speed 20' (30' w/o Pack)
BAB+2; Melee+4; Ranged+6; CMB+7 (Str +2, Dex +4, Agile Combatant, Bred for War +1)
MW Bill +5 for 1d8+3 @ x3 S (Brace, Reach, Disarm, +)
[Melee+4, MW +1, Str +2]
MW Lucerne Hammer +5 for 1d12+3 @ x2 B or P (Brace, Reach, +)
[Melee+4, MW +1, Str +2]
Overprotective: -2 Attack if ally down and more than 10' away
Pole Fighting: -4 Attack when "choked up" on reach polearm of spear
Pole Fighting: Switch between normal grip and "choked up" as an immediate action
Defensive Stance: -1 Attack for +1 Dodge
Risky Strike: -1 Attack for +2 damage (+3 two-handed)
Bull Rush (Provokes) +7 CMB (No weapon use)
Dirty Trick +9 CMB (Weapon use possible, but not included)
Disarm +9 CMB, +10 w/ Lucerne Hammer, +12 w/ Bill
Drag (Provokes) (Standard Action) +7 CMB (No weapon use unless has Trip)
Grapple (Provokes) +7 CMB (No weapon use)
Overrun (Provokes) +7 CMB (No weapon use)
Reposition +9 CMB (Standard Action) (No weapon use unless has Trip)
Steal +9 CMB (No weapon use)
Sunder (Provokes) +7 CMB, +8 w/ MW weapon
Trip +9 CMB, +10 w/ MW weapon
5 AoO's per round. Take AoOs when Flat Footed.
Tactician: +2 Attack once per day on an AoO
AC 17 (18 w/o Pack), T13 (14 w/o Pack), FF14, CMD17 (18 w/o Pack) (Armor +4, Dex +3/4, BAB +2, Str +2)
+2 CMD versus Dirty Trick, Disarm, Reposition, Steal, Trip maneuvers
HP 20 (10 + 1x6 + [2x Con +1] + [2x Favored Class +1])
Fort +4 (Base +3, Con +1)
Ref +4 (Base +0, Dex +4)
Will +1 (Base +0, Wis +1)
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)
+ 4-Acrobatics 4+0+0-AC Penalty
+ 2 Appraise 2+0+0
+ 0 Bluff 0+0+0
+ 2-Climb 2+0+0-AC Penalty
+ 2 Craft (Any) 2+0+0
+ 0 Diplomacy 0+0+0
+ 0 Disguise 0+0+0
+ 4-Escape Artist 4+0+0-AC Penalty
+ 4-Fly 4+0+0-AC Penalty
+ 6 Intimidate 0+2+3+Bred for War +1
+ 7 Knowledge (Dungeoneering) 2+2+3
+ 7 Knowledge (Engineering) [Background] 2+2+3
+ 4 Linguistics [Background] 2+2+0
+ 1 Perception 1+0+0
+ 0 Perform (Any) 0+0+0
+ 4-Ride 4+0+0-AC Penalty
+ 7 Sense Motive 1+2+3+Bastard +1
+ 4-Stealth 4+0+0-AC Penalty
+ 6 Survival 1+2+3
+ 7-Swim 2+2+3-AC Penalty
Overprotective: -2 Skill Check if ally down and more than 10' away
AC Penalty: -3 (-1 w/o Pack)
Languages Known: Juln; Asmarin, Meridian; Barric, Stur
H Deft Maneuvers
1 Combat Reflexes
F Agile Combatant
F Quickdraw
** Traits **
Combat: Tactician: You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Race: Juln Barbarian Tribes: Bred for War: You tower above most other humans and possess a physique of hard, corded muscle. You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.
Social: Bastard: You were born out of wedlock. You have always been an outsider in society, and in your own family. This perspective has sharpened your insight. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
** Drawback **
Overprotective: In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
250 MW Chain Shirt (+4/+4/-1/20%/30'/25#)
311 MW Bill (1d8/x3/11#/S/Brace, Reach, Disarm,+)
315 MW Lucerne Hammer (1d12/x2/12#/BorP/Brace, Reach, +)
xx5 Gear Maintenance Kit, 2#
x50 MW Survival Kit, 5# (a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife. A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.)
x50 MW Backpack, 4# (treat your Strength score as +1 higher than normal when calculating your carrying capacity)
xxx.1 Bedroll, 5#
xx3 Trail Rations (6 days), 6#
984.1 for 70# w/ Pack, 48# w/o Pack
15 Gp, 9 SP on hand
Light: <=58# (By Armor) [66#]
Medium: <=116# (+3/-3/20'/x4) [133#]
Heavy: <= 175# (+1/-6/20'/x3) [200#]
Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
Class Skills: The Fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 2 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, Pole Fighting -4
3rd +3 +3 +1 +1 Steadfast Pike +1
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Polearm Training +1
6th +6/+1 +5 +2 +2 Bonus feat, Pole Fighting -3
7th +7/+2 +5 +2 +2 Steadfast Pike +2
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Polearm Training +2, Flexible Flanker
10th +10/+5 +7 +3 +3 Bonus feat, Pole Fighting -2
11th +11/+6/+1 +7 +3 +3 Steadfast Pike +3
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Polearm Training +3, Sweeping Fend
14th +14/+9/+4 +9 +4 +4 Bonus feat, Pole Fighting -1
15th +15/+10/+5 +9 +5 +5 Steadfast Pike +4
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Polearm Training +4, Step Aside
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, Pole Fighting +0
19th +19/+14/+9/+4 +11 +6 +6 Polearm Parry
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, weapon mastery
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Pole Fighting (Ex): At 2nd level, as an immediate action, a polearm master can shorten the grip on his spear or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd. This ability replaces bravery.
Steadfast Pike (Ex): At 3rd level, a polearm master gains a +1 bonus on attack rolls with readied attacks and attacks of opportunity made with a spear or polearm. The bonus increases by +1 for every four levels beyond 3rd. This ability replaces armor training 1, 2, 3, and 4.
Polearm Training (Ex): At 5th level, a polearm master gains a +1 bonus on attack and damage rolls with spears and polearms. The bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1.
Polearms: bardiche, bec de corbin, bill, boarding gaff, crook, fauchard, giant-sticker, dwarven, glaive, glaive-guisarme, gnome ripsaw glaive, guisarme, halberd, hooked lance, horsechopper, lucerne hammer, mancatcher, monk's spade, naginata, nodachi, ogre hook, ranseur, tiger fork
Spears: amentum, boar spear, chain spear, double spear, elven branched spear, harpoon, javelin, lance, longspear, orc skull ram, pilum, planson, shortspear, sibat, spear, stormshaft javelin, tiger fork, trident, weighted spear
Flexible Flanker (Ex): At 9th level, a polearm master may choose any square adjacent to him and treat that square as his location for determining who he is flanking, even if that square is occupied by a creature, object, or solid barrier. This ability replaces weapon training 2.
Sweeping Fend (Ex): At 13th level, a polearm master can use any spear or pole arm to make a bull rush or trip maneuver, though he takes a –4 penalty to his CMB when making such attempts. Weapons with the trip property do not incur this penalty on trip maneuvers. This ability replaces weapon training 3.
Step Aside (Ex): At 17th level, when a creature threatened by a polearm master takes a 5-foot step into a square adjacent to him, he can take a 5-foot step as an immediate action. This 5-foot step must be subtracted from his movement on the next turn. He also gains a +2 dodge bonus to his AC against that opponent until the end of his next turn. This ability replaces weapon training 4.
Polearm Parry (Ex): At 19th level, when an opponent threatened by a polearm master makes a melee attack against an ally, he may take an immediate action to grant his ally a +2 shield bonus to AC and DR 5/— against that attack. He may use this ability to protect himself, but only if the attacking creature is not adjacent to him. This ability replaces armor mastery.
Weapon Mastery (Ex): At 20th level, a polearm master chooses one type of spear or polearm. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice (Dexterity) at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Points Race Level ABP Current
..5 14 +0 14 +0 14 +0 14 S 14 +2
10 16 +2 18 +0 18 +0 18 D 18 +4
..3 13 +0 13 +0 13 +0 13 C 13 +1
..5 14 +0 14 +0 14 +0 14 I 14 +2
..2 12 +0 12 +0 12 +0 12 W 12 +1
..0 10 +0 10 +0 10 +0 10 H 10 +0
3 - Powerful Maneuvers, Resistance +1
4 - Iron Will, Dex+1, Armor Attunement+1, Weapon Attunement+1
5 - Dodge, Deflection+1
6 - Greater Trip, Wis+2
7 - Greater Disarm, Dex+2
8 - Disruptive, Dex+1, Resistance+2, Toughening+1(, Weapon Attunement +1/+1?)
9 - Combat Patrol, Armor Attunement+2, Weapon Attunement+2
10 - Spellbreaker, Deflection+2, Resistance+3
11 - Weapon Focus (Polearms), Wis+2
12 - Penetrating Strike, Dex+1, Dex+2
13 - Greater Weapon Focus (Polearms), Int+2, Str+2, Resistance+4, Toughening+2
14 - Teleport Tactician, Armor Attunement+3, Resistance+5, Weapon Atunement+3
15 - Second Chance, Armor Attunement+4, Int+2, Weaponm Attunement+4
16 - Greater Penetrating Strike, Dex+1, Deflection+3, Dex+2, Toughening+3
17 - Improved Second Chance, Armor Attunement+5, Deflection+4, Cha+2, Con+2, Toughening+4, Weapon Attunement+5
18 - Weapon Specialization (Polearms), Deflection+5, Cha+2, Str+2, Toughening+5
19 - Greater Weapon Specialization (Polearms), +3 Legendary
20 - ??, Dex+1, +5 Legendary
Mithral Shirt; Mithral Full Plate of Speed; Skyplate Armor; Tiger's Hide (all for different reasons, of course)
Handy Haversack
Ioun Torch
Gloves of Dueling

hustonj |
There are all kinds of options for advancement beyond what I sketched out, of course. Quicken Reposition (making it doable as part of an iterative attack set). Greater Reposition, making the movement created provoke. Reposition is the only one that seems to allow "adjusting" the position of flyers . . .. Use a Reach & Trip weapon to bring them down to where everybody else can hit them!

Uret Jet |

They don't have a backstory written or even a name, yet I can't help but feel like I already like this character. Very thorough write-up, it certainly seems solid at a glance.
Three humans, a half-orc, and... A vine-Leahy. Hmm, one of these things juat isn't the same here. ;)
Looking forward to seeing your completed characters!

Dew in the Dawnlight |

In fairness, humans are really, really boring. So I've heard...
Dawn's crunch is mostly done, bar gear. Appearance and history are still in note form - we decided to clear out the storage area and basement yesterday. It was less fun than I'd hoped. I'll hopefully get them into humanspiel tomorrow sometime.

Uret Jet |

Heh, I have a lot of fun playing 'badass normals' personally, but I've had some out there characters myself. Once convinced a GM to let me play an Clockwork Elven Fighter, though that game didn't last as long as I had wished.
Dawn seems really solid, love her traits, her name, and just the theme in general. Very good stuff. When you write out your familiar, you may note my GM fiat regarding it's archetype. If you still choose to use it. I'll give the entire character sheet a better examination when both that and your story information are finished.

Black Mary |

I'm thinking...
Half-Orc from the Peerless Wastelands
Fighter - Martial Master / Rogue - Bruiser
Concept: Unstoppable Commando
Martial Master is certainly planning for the future. I didn't find "Bruiser" as an archetype.
I get off on character creation. It's a little embarrassing really.
Black Mary |

Question to hustonj: Are "gear wishlist thoughts" an attempt to encourage the GM to provide specific, coveted loot? I must say, I dearly love finding coveted items in the hands of my enemies; they're more of a challenge wielding them and you get to keep the stuff after taking them out. I could name a few things...

SerpentViolet |

Dawn, I was thinking, since you don't sleep and you've got +8 in Heal, you could spend the nights taking 10 and provide Long Term Care to the party to double what we heal at night?
P.S. Is Dawn female or neuter? Dawn seems like a girl's name.

Uret Jet |

I'd rather not know about what get's ya off please. ;P
I'm actually going to need to see the bruiser archetype too, I can't find it on Nethys. It sounded familiar though.
Whatever you find will largely be randomized and incidental, the world isn't exactly convenient about giving you what you want randomly. Doesn't mean you can't special order stuff in shops though.
Long-term Care is, quite specifically, long term. A single night wouldn't qualify. If you dedicated an entire day and night, then sure.
If Jon has no preference, I'll refer to Dawn as female for simplicity.

SerpentViolet |

Heal lists long term care at 8 hours: https://www.d20pfsrd.com/skills/heal#TOC-Caltrops
Of course whatever the GM decrees applies.

SerpentViolet |

I would assume that you can't sleep and receive long term medical care. Even the gentlest physician is going to wake people up.
I don't see it. I'd think one would doze at least, because I think Long Term Care is set up for overnight. 8 hours for sleep, 8 hours for LTC. Coincidence?

Uret Jet |
1 person marked this as a favorite. |

Either way it reads or may have been intended, as GM I will require at least a full day of rest for LTC to be applicable.

hustonj |
Hmmm . . .. Okay, the really quick-hack description/background.
Hildeborg
Standing every bit of 6'4", the rectangular wall of muscle with nearly white, close-cropped hair, piercing ice-blue eyes, and a solid, square jaw oozes a lack of concern for your well-being. Until she smiles and laughs.
---
Kjolvor was just old enough for the young men to court her when she turned up pregnant. Only two people know for sure who the father might have been, but she claimed it was Sporr, one of the young men who had recently died in a raid against a Prunish settlement. She named her daughter Petronilla, and the stigma of a fatherless girl being named "rock" was every bit as bad as you might imagine. Petronilla grew up on the bottom rung of the Juln social ladder, but she learned to throw her weight around. She was an aggressive, large, loud tomboy.
Around the age of 10, she and the boys near her age snuck along with a hunting party. The kids stumbled on a feeding polar bear the adults had missed, and they paid for it. Petronilla watched the bear shred three of the young men before the adults came to their rescue. Instead of chasing her back to more womanly pursuits, she took those deaths as a sign that she had to learn and focus on keeping other people alive. She learned what the tribe could teach her of martial combat, earning her name as she displayed competence beyond any of the normal tribal warriors, while somehow failing to deliver the killing blow far more often than anyone predicted.
She learned that like most Juln tribes, her tribe prefers those who kill quickly to those who reduce the risk to their peers. And so Hildeborg went out into the world, seeking work where her skill at reducing the risk for others would be beneficial. With surprising speed, the walking Juln wall found herself on the Southern Continent.
<insert common history points here, right?>

James "Joyride" Maxwell |

I looked. Found the Bruiser Archetype for Unchained Rogues. It is a third-party archetype listed on the PFSRD website.
http://www.d20pfsrd.com/classes/unchained-classes/rogue-unchained/archetype s/everyman-gaming-archetypes/bruiser
Oh, snap!
Had no clue it was 3rd Party. Will look around.
Uret Jet |

Ah, that would be why then. Thank you Hustonj. Joyride, if you could find a paizo archtype instead, please do.
Seems like a pretty complex character, and I like how you've done well to integrate her traits. Very solid. She's certainly very far from home, but with the rivers that travel through the Northern Continent and the great lake at it's center, it's definitely viable. A good characterization of Northlandic family structures too, many tribes wouldn't show the same respect to a Child born fatherless.

James "Joyride" Maxwell |

No archetype for the rogue part. Straight up!
I'll try to start this weekend, but there is a lot going on, wife's away, watching kids, switching jobs, aaargh!
:)

Uret Jet |

That smiley dosn't match your words at all...!

James "Joyride" Maxwell |

That smiley dosn't match your words at all...!
Some studies have shown that being happy doesn't make you smile, smiling makes you happy! Go figure!

Uret Jet |

Pf, if you say Mr. Jared.
Edit: Ah, I thought that was your character (They were half-orc and all), my bad. I have that happen to me on occasion.

Uret Jet |

Please keep your gender fluids to a minimum, there are children about.
Hoping that Tamrat's player comes back early, but if not it'll be at least another two to three weeks before we can get things going. Please take the tine to polish your characfers as much as you'd like.

Uret Jet |

Hm, what's this? It seems that SV has just told me they've decided to leave the game before it started. What a pity.

Uret Jet |
1 person marked this as a favorite. |

I was employing sarcasm in response to your statement. You really need to get a better handle of these types of social cues, mate.
Does anyone have any more questions, or finished with their characters and need me to look hem over?

Dew in the Dawnlight |

Yeah, Dawn should be done. I ended up not taking that archetype on the familiar since I didn't like the reason I was so determined to take it.