Mummy's Mask

Game Master Whack-a-Rogue

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Everyone's ideas are sounding good so far. Undead and traps are definitely in this AP, and while race generally isn't a factor in my games, if that's important to you, Catfolk definitely work here without issue. Groetus is a fun choice: he's one of my favorite deities (*note* this won't affect whether or not you're selected). Overall, I'm liking what I'm seeing so far. :-)

Grand Lodge

Mummys Mask still contemplating for Strange Aeons its Definitely an Occultists


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A few rules things everyone should be aware of:

Glance over the SKILLS page as there are quite a few changes. For example, Knowledge (arcane) no longer identifies constructs, Climb/Swim/jump/run checks are now made with Athletics, and Knowledge (occult) can identify curses and Lovcraftian horrors. Due to their highly-situational nature, if a Background gives you a Lore skill, you'll gain a free rank in it each level.

Feint and Demoralize are no longer skill-based. Instead, they're "psychological maneuvers" based on BAB + CHA. They're opposed by an opponent's "psychological defense" based on 10 + BAB + WIS + CHA. As these are now based on BAB, they're easier for martial classes to perform, which was the intent. A Sorcerer shouldn't be inherently better at fencing than a Fighter. ;-)

Combat spheres that grant skill ranks have been changed as necessary to accommodate the above changes. For example, Athletics now grants a scaling bonus to Athletics checks made with a particular movement mode. If you're familiar with the system, this is akin to what happens when a character has both the Warleader and Leadership spheres.

Speaking of Spheres, while I love the system, I don't blanket allow everything. Technomancy, Veilweaving, Leadership, Tech, and Pilot are banned. If you want something in Bear, Conjuration (unless you're a Summoner), or Weather, run it by me first. This also applies to Advanced/Legendary talents. I'll generally be fine with it, but there are a few that I'm not a fan of (like the "STR to AC" one from the Wuxia Handbook).

I've incorporated the "spend hit dice" mechanic from 5e. If you're unfamiliar with it, characters gain a daily resource pool equal to their character level. It can be spend to activate a background-based ability OR (during an extended period of rest) used to self-heal.


Hey YBD, this is RH's rogue Tribim. I found this image and it inspired me so I thought I would do some crunch on my catfolk rogue:)

Since I've played with you before, I thought folks may want to look at how I tracked a character.

I also looked at who we had posted for what:
Monkeygod: Cleric some sort of worshiper of Bastet.
Shadow Dragon: some type of martial build or a rogue
LDDragon: a healer of some kind,
Codanous: a young Dwarven Rogue,
eriktd: fighter
gyrfalcon: scholarly character who builds and wields (as well as disarms) traps.
Linnea the Diviner: the Soul Warden PrC or an investigator
dinketry: dwarven malefactor
Imaginary Crayons: Force Mage Wizard

I'm still working on a potential full BAB, I mentioned creating a Martial tradition called the Medjai {incorporating a weapons group from ancient 'Osirion,' unarmored combat and then a couple optional sphere's, hopefully including fencing.) Or maybe Duel welding I was thinking about the weapons the 'ancients' use in the mummy. Would you consider this double bladed palm axe mechanically the same as an orc double axe?


I would definitely consider that to be an orc double axe. :-) If you're selected, I can help you make up a Medjai martial tradition.


Your Benevolent Dictator wrote:
I would definitely consider that to be an orc double axe. :-) If you're selected, I can help you make up a Medjai martial tradition.

Sweet, if you look at Tribim, he's a rogue using fencing with natural weapons. I keep fleshing out the backstory.

My other idea is the Shemtej (catfolk) fighter. He would be the one who is a Medjai, I'm think using a double weapon like that, and a kopesh for sword and board. I figure if I present two, then if you find a rogue or fighter you like better, I may still have a shot. If that's not ok, let me know and I'll figure out which one I want to stick with.


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I'd say pick one character concept and stick with that. My selection process can get pretty heavy behind-the-scenes, so the fewer things to track right now, the better. That's why I said I'm not looking for mechanics at this point. ;-)


"Hedging my bets", as you suggested haha

My concept for Mummy's Mask is a Sentinel, since I'm excited to try a new class as well as the new system. The concept is of a "tank" that is maybe going to go into Living Monolith prestige class, since it compliments the protective nature of the class. I saw it on your blog but it is okay if not allowed, as well.

The idea is of a born Osirianni (so, human), maybe from Sothis, based on the "Sphinx Riddler" trait, who is fascinated with Sphinxes and is himself a devout of Ptah, one of the Ancient Osirianni Gods, specifically for the artificing and architeture parts of its domain.

So he joins the tomb diving for the chance of seeing all that in person and hopefully meeting a Sphinx.

Thanks for your time.


I like the Sentinel class quite a lot. If I'm remembering correctly, it's one of the few classes I use with zero modifications. Any of the listed Prestige Classes are allowed.


Hey, I've been looking at Alchemist and have a few questions:
1) do they get a martial tradition?
2) is the tinker invention the same as a Spheres Technician's?

Thanks again!


Alchemists do not gain a martial tradition but can always spend feats to pick up combat talents. The tinker invention is the same as the Technician. I didn't want to copy over the write-up from the official Spheres wiki as it's quite lengthy, and I never figured out to do same-page hyperlinks with the web host I'm using. :-) If you go this route for your trapper concept, I'd let you take Trap talents instead of [formulae] talents in a similar fashion to the toxicology discipline.


Robert, are both your concepts followers/worshipers of Bastet? I would rather not also submit a Bastet concept, and have no problem switching my character up. In fact, since you're also putting forth a catfolk, I'm gonna opt for a different race.

I don't mind coming up with a different character, as I really just wanna play a follower/worshiper of one of the old Osirion deities. I only went with Bastet initially cuz she's a favorite IRL goddess of mine, but I can easily pick another deity.

Silver Crusade

On Clerics: It always bothered me that PF really did cool stuff primarily for Clerics of Sarenrae.
I'll look over the classes on the site but I may end up begging someone for help to 'translate' what I'm looking to play in this system.
I'm unfamiliar with PFS2, Spheres, or anything that isn't PFS1 and 3.5 D&D. :)
I'm old! I started playing waaaaaaaaaaaay back when I was 10 with "Set 1: Basic Rules" with the super cool red dragon on the cover. That's how old I am!
Are you kids on my lawn again??!?!


For anyone looking to learn Spheres, the Spheres Wiki is a great free resource, and in particular, start with either Using Spheres of Power (for the magic stuff), or Using Spheres of Might (for the martial stuff).

Big picture for Spheres of Power is that you
1) have a pool of spell points (SP), and
2) some talents, that grant you spells.

It's designed with a lot most customization than Paizo's casting (and in particular to let you build a caster who specializes in something like Time magic, or Teleportation effects, or Telekinesis or whatnot, in a way that's not really possible otherwise)...which is really cool, I think, but also can be overwhelming to read at first. My advice is to start with the using Spheres of Power page (if you're going with a cleric or other magic user) and then read one or two of the magic spheres that you're particularly intersted in.

And hey, Shadow Dragon: I started with the old basic box in '80, and think Spheres rocks so if you enjoy learning new stuff, I'll say (for me anyway) Spheres was totally worth it!

Silver Crusade

gyrfalcon wrote:

For anyone looking to learn Spheres, the Spheres Wiki is a great free resource, and in particular, start with either Using Spheres of Power (for the magic stuff), or Using Spheres of Might (for the martial stuff).

Big picture for Spheres of Power is that you
1) have a pool of spell points (SP), and
2) some talents, that grant you spells.

It's designed with a lot most customization than Paizo's casting (and in particular to let you build a caster who specializes in something like Time magic, or Teleportation effects, or Telekinesis or whatnot, in a way that's not really possible otherwise)...which is really cool, I think, but also can be overwhelming to read at first. My advice is to start with the using Spheres of Power page (if you're going with a cleric or other magic user) and then read one or two of the magic spheres that you're particularly intersted in.

And hey, Shadow Dragon: I started with the old basic box in '80, and think Spheres rocks so if you enjoy learning new stuff, I'll say (for me anyway) Spheres was totally worth it!

Okay here's a Wikipedia page for us old fogies:

Basic Set
I didn't start with the first one pictured (the 1977 Box Set) but if you scroll down there's the "1983 revision" that's the one. I also have an original copy of 'The Isle of Dread':
Isle of Dread
In addition to being a cool module it had the large map of some of the game world I used for years when I was GMing back then.

gyrfalcon: Thanks for the links and I'll start reviewing that material as well. I'll get to those pages as fast as my walker can get me there!


Your Benevolent Dictator wrote:
I'd say pick one character concept and stick with that. My selection process can get pretty heavy behind-the-scenes, so the fewer things to track right now, the better. That's why I said I'm not looking for mechanics at this point. ;-)

True, but it's hard not to look at the crunch while your building the fluff :)

Monkeygod wrote:
Robert, are both your concepts followers/worshipers of Bastet? I would rather not also submit a Bastet concept,

Though both are catfolk only the rogue is nominally a follower of Bastet.

I'm using the idea that his ancestors were guardians of her temple. Now, generations later, he lived on the streets in Wati growing up and was hired to entertain at the temple, performing in the costume of the 'old guard.' Since he worked at the temple of Bastet, he would consider himself a 'follower' but not an acolyte of any sort.

Since YBD has said to select one, I'll stick with the rogue, Tribim.


Another YBD GAME here awesome yall should have lots of fun!


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'Silence' wrote:
Another YBD GAME here awesome yall should have lots of fun!

Come on Silence come and join us! I used to read along to you all's RoW game....


YBD, what are your thoughts on wizard familiars? Roleplayed by the player or the DM? I've seen it done both ways, with.varying degrees of success.


I'm curious, you don't have Paladin or Brawler on your sheet. (There are probably others but I just noticed those two off-hand).

Is that because you don't allow them or what?

Grand Lodge

I am invisioning a Corpse Hunter Tengu Ranger with a Vulture Companion. Having come as an undead expert.


@Monkeygod: I don't mind if a deity is worshiped by multiple characters. It can lead to some good inter-party roleplay. :-)

@Silence: Long time no see!

@Imaginary Crayons: Generally, I let players roleplay their own companions.

@Javell DeLeon: Good question! Paladin is now a Sentinel archetype called 'Paragon.' It no longer is required to be Lawful Good. Brawler is now a Monk archetype. There are quite a few other classes not listed (Hunter, Arcanist, Swashbuckler, etc) because they can be mostly duplicated in various ways through the Spheres options. :-)

Grand Lodge

Don't mind me...I'm just trying to see if I can get HeroLab to import all of the variations to character building....

...nope....

.....still nope....

Oh well; time to go manual!


Ok..silly at this point maybe, but a very specific question from Wizard Cantrips...where would I find Arcane Aid (Divination)? I've googled, even, and can't find the breakdown.


It's from 1001 Spells by Rite Publishing, if I remember correctly. It's basically a Close-range Aid Another for an ally's attack roll or skill check.


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Current Applicants
Codanous - Dwarven Rogue
Critzible - Tengu Corpse Hunter Ranger
dinketry - Dwarven Malefactor
eriktd - Human Fighter
gyrfalcon - trapper
Imaginary Crayons - Force Mage
LDDragon - Human (or Aasimar) healer
Monkeygod - Cleric of Bastet or Witch
Robert Henry - Catfolk Rogue
Wyshart - Human Sentinel
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An interesting mix of ideas so far. :-)


To help distinguish my proposal from the other martials, I'll add that the character will probably feel like a monk, in that I intend him to be unarmored, and like all good Pharasmins he'll fight primarily with daggers (Weapon Master), mostly thrown (with Barrage).


After taking another look at the Mummy's Mask Player Guide, I think I'll go with a conjuration wizard instead of the undead bloodline sorcerer. It looks like we're going to be up against constructs at some point, and necromancy isn't that great against enemies that were never alive. Undead, constructs, humans, elementals, magical beasts... I want more flexibility in my choice of spells in order to deal with all that.

Still a Nexian though. I find the whole concept of a country built by, destroyed by, and run by magic to be fascinating. What kind of culture would that produce? I'll be back with more details!


Looking through Empty Graves for the write up of Bastet(don't worry, I skipped the actual adventure), I saw a few other deities I might consider worshiping instead. Should I switch, it's possible I'll change up my class as well.

That said, if I stick with the Bastet concept, I t*think* I'm gonna go with the witch class. Between patron, tradition, hexes, and talents, I feel I'll be more able to create the specific character I have in mind than if I built it as a cleric.

Silver Crusade

Thankfully the GM isn't emphasizing a full build because I have no experience with the Spheres and it's quite daunting trying to process that information.
My first impulse for a PC is a Magus because it's a class that's always appealed to me (who doesn't want to play Elric of Melniboné) and my PFS1 Magus isn't likely to see L3 let alone anything beyond.
I considered rogue but there's at least 2 (and possibly 3 with gyrfalcon's Trapper) that can deal with traps so I've ruled that out.


Shadow Dragon wrote:
Thankfully the GM isn't emphasizing a full build because I have no experience with the Spheres and it's quite daunting trying to process that information.

Hey Shadow Dragon, I've just finished a three year game with YBD and still in another. While I'm no expert, I've got a little knowledge and can help if you'd like.

The two thing YBD kept recommending was to determine what kind of magics you want to do, then use the sphere's to build that character. Also, to specialize in a couple of areas instead of trying to do everything. Both of the two characters I've played used a combination of combat and magic (they were gestalt). The first one (which I had a clearer idea for from the beginning) was much easier to build and he was specialist in just a couple of things. With the second character I entered the game at a higher lever in an existing game and tried to 'fill in gaps' attempting to do too much and it was more confusing.

Anyway, YBD is GREAT (one of the best!) at answering questions and helping players realize the character they want.

I was always intimidated by the idea of playing Elric, so leaned more towards Moonglum of Elwher.


So, what sort of wait should we be expecting to see if we get to move on to the next round of recruitment? (Just so I can stop hyper-spamming this thread to see if it's been updated with that info. LOL)

Silver Crusade

Robert Henry wrote:
Shadow Dragon wrote:
Thankfully the GM isn't emphasizing a full build because I have no experience with the Spheres and it's quite daunting trying to process that information.

Hey Shadow Dragon, I've just finished a three year game with YBD and still in another. While I'm no expert, I've got a little knowledge and can help if you'd like.

The two thing YBD kept recommending was to determine what kind of magics you want to do, then use the sphere's to build that character. Also, to specialize in a couple of areas instead of trying to do everything. Both of the two characters I've played used a combination of combat and magic (they were gestalt). The first one (which I had a clearer idea for from the beginning) was much easier to build and he was specialist in just a couple of things. With the second character I entered the game at a higher lever in an existing game and tried to 'fill in gaps' attempting to do too much and it was more confusing.

Anyway, YBD is GREAT (one of the best!) at answering questions and helping players realize the character they want.

I was always intimidated by the idea of playing Elric, so leaned more towards Moonglum of Elwher.

I sent you a PM, thanks. :)


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Current Applicants
Codanous - Dwarven Rogue
Critzible - Tengu Corpse Hunter Ranger
dinketry - Dwarven Malefactor
eriktd - Human Fighter (unarmored, throwing daggers)
gyrfalcon - trapper
Imaginary Crayons - Force Mage
LDDragon - Human (or Aasimar) healer
Linnea the Diviner - Conjuration Wizard
Monkeygod - Witch
Robert Henry - Catfolk Rogue
Shadow Dragon - Magus
Wyshart - Human Sentinel
--------------------------------------------------------------------------
We have five applicants who've expressed interest but haven't sent in a character concept, so I'm giving them a couple more days to decide. Unless I hear otherwise, I'm thinking end-of-day Tuesday. At that time, I'll make my final selections.

Grand Lodge

My character concept will be a bit of an odd take on a malefactor - perfect, given that it's my first toe dipped into this pool.

Epperson is a doomspeaker, the kind of person who would stand on a corner with a sandwich board and proclaim that the end times are nigh, except that his father did that to no avail after being felled by a curse cast upon him by someone who didn't appreciate his doomsaying.

After determining that his misfortune could be weaponised to combat curses, Epperson chose to interpret Groetus' teachings in a singularly-odd way and crusade against curses for the benefit of the coming final cataclysm. And what better place to find curses than newly-opened tombs in Wati!

Yes, I would be taking the 'Mummy-Cursed' trait from the character's guide. It makes sense with just a bit of tweaking.

Epperson is a dwarf first, so he's trained in dwarven weapons. Additionally, he prefers medium armor - I think most malefactors aren't armoured, but I could be wrong. When he's not seeking out curses and exploring tombs, he'll be doing some proselytising by thumping his pick axe up against his armoured coat (i.e. "CLANG") and encouraging his colleagues to repent.

I mean, the malefactor class states that they're potentially irritating to their allies, right?


dinketry wrote:
I mean, the malefactor class states that they're potentially irritating to their allies, right?
I assumed that was because
YBD wrote:
In order to preserve their own lives, they willingly bring misfortune and woe to those around them.

Not because they were irrationally annoying...


It's more because they inflict a penalty to saving throws if you get too close. The Malefactor can ignore the penalty, but there isn't a way for allies to do the same. Armor is probably a good idea, as the class heavily encourages Malefactors to spend combat surrounded by enemies. ;-)


Robert Henry wrote:
'Silence' wrote:
Another YBD GAME here awesome yall should have lots of fun!
Come on Silence come and join us! I used to read along to you all's RoW game....

So many good folks so far along on the application process wouldnt want to disrupt. lawful felinerai afterall >^.^<


Ayelesh Tafari, Sylph Conjuration Wizard:
Background:Ayelesh is a fifth generation wizard of Quantium, the capital of Nex. She comes from a long and proud line of spellcasters on both sides of the family, and her parents are among the wealthy elite of Quantium. There was never any question about whether Ayelesh and her brother would be spellcasters, only of what kind. Fortunately, both of them showed both an aptitude and an interest in wizardry early on, and were duly enrolled in one of Quantium's most prestigious magical academies.

Such privilege comes with a price. Namely, the fact that their loving but overbearing parents are both willing and able to scry and teleport. No matter where she goes or what she does, Ayelesh's parents can see what she's doing and teleport to her if they feel like it. There is no better recipe for making one's children flee as far away as possible the minute they've graduated magical university.

Ayelesh's older brother tried moving to Oenopion. He thought the infamous stench of the city's alchemical industry would keep their comfort-loving parents away. Nope. He currently hosts them at least once a month, and they complain of the smell the entire time. So when Ayelesh's graduation was coming up, she knew she had to leave the country to have some semblance of a life outside her parents.

Around that time, word came in that Osirion was opening their ancient tombs to treasure hunters. A perfect opportunity! Maybe Osirion's lack of modern Nexian amenities such as indoor plumbing and temperature-controlled bedrooms can keep Ayelesh's parents away where the stink of Oenopion failed. She is a devout Nethysian (as devout as Nethysians get, anyway) and would very much like to see the land where her god once walked. Ancient magical secrets, religious history, pyramids where scrying spells often don't work... a perfect place for a young wizard to stretch her wings.

Like many sylphs, Ayelesh can easily pass for human by covering most of her skin. None of her markings are on her face, so the only obvious signs of her extraplanar ancestry are the winds that tend to follow her and the fact that she's on the pale side for a Garundi. Planetouched are extremely common in Quantium thanks to the city's many portals to the elemental planes, and one encounters much stranger folk every day, so racial prejudice was never an issue for Ayelesh growing up. She is aware that people in other countries don't feel the same way and thus keeps her ancestry under wraps until she can get an idea for how a given person will react.

Build Ideas: That depends on you to an extent. Will you hate me if I go the summoning specialist route? I know some GMs dislike running combat with a bunch of summons on the field. Can I take the Acadamae Graduate trait and refluff it as Quantium Graduate? If the summoning route doesn't work for whatever reason, that's totally fine, wizards can always find a use for their feats. I definitely plan to take a couple item creation feats as well as the usual Spell Focus, Spell Penetration, and metamagic. Ayelesh's spell selection will be geared toward battlefield control with a secondary focus on debuffs and damage.

Grand Lodge

Honestly my Corpse Hunter Tengu will be a specialist in undead and might be a Carrion Feeder


So, for a few particulars, my Force Mage Wizard will be elven, with a Ruin-Delver background, and the pragmatic activator trait. Same basic background as before, minus the pathfinder society connection, but still part of an arcane brotherhood that follows the teachings of Nethys, and seeks the truth about their origins in the tombs.


@Linnea the Diviner: Summoning works surprisingly well in a PbP due to the asynchronous nature of gameplay. Reflavoring traits is always fine.


After sleeping on it, I think I'm going to go with human instead of sylph. Starting at 1st level is always rough for full arcane spellcasters and I think I'm going to need that extra feat.


I have been thinking my Resurrected Weapon Master character concept is a former entertainer (a knife-juggling acrobat), and that would make him a very effective "face" outside of combat. He could even be a good leader so long as the party's goals are not opposed to those of the Grand Mausoleum.

I'm also thinking he was part of a troupe before he died, and that they could still be in Wati exploring the ruins as a rival company. There'd be a lot of bad blood between them, since he feels like they left him to die and they feel like he betrayed them to the Pharasmins.


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Current Applicants
Codanous - Dwarven Rogue
Critzible - Tengu Corpse Hunter Ranger
dinketry - Dwarven Malefactor
eriktd - Human Fighter (unarmored, throwing daggers)
gyrfalcon - trapper
Imaginary Crayons - Elven Force Mage
LDDragon - Human (or Aasimar) healer
Linnea the Diviner - Human Conjuration Wizard
Monkeygod - Witch
Robert Henry - Catfolk Rogue
Shadow Dragon - Magus
Wyshart - Human Sentinel
--------------------------------------------------------------------------
Just a quick check-in. Not much has changed on the above list, so I'm going to officially close recruitment tomorrow evening around 7pm MST. That's approximately 27hrs from now. At that point, I'll select party members, and we'll get things started. If you've been on the fence about anything or want to make any last-minute changes to your character concept, now's the time to do so. :-)


Not a change or anything, but a refinement to my concept:

Between all the various options the Witch gets(plus the added bonus of being able to pick a background), I'm going to be a follower of Bastet who covers most of her portfolio/domains: healing, protection(especially evil spirits), animals(cats), trickery/thieves, and learning secrets/be charismatic.


Hey YBD did you ever decide how many players you are taking, you said three to five, but I didn't know if you'd nailed that number down.

Also, are we following the players guide recommendation and put together an adventure party team, name and all? Obviously that's a concern for after the players are selected, not here and now...


*DING*
Recruitment is now closed, which means it's time for final party selections. The following players can head over to the Discussion thread:

dinketry
eriktd
Imaginary Crayons
Monkeygod
Robert Henry
--------------------------------------------------------------------------
To everyone else, thanks for your interest and participation. Due to the quality of applicants, this was a very difficult decision, and I ended up choosing more people than I'd originally planned. Feel free to follow along if you'd like, as this should be a quite fun campaign. Best of luck in your gaming endeavors. :-)


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*REOPENING*
A player recently had to drop out of this campaign due to a change in life circumstances. As a result, the party's looking for an arcane caster to round out the team.

If you missed the original recruitment thread, this is a Mummy's Mask campaign that uses a HEAVILY modified PF1e ruleset. By this, I mean Elephant in the Room, variant ABP, and a host of changes to almost every class in the game. I utilize a massive amount of 3pp material including (but not limited to) products from Drop Dead Studios, Legendary Games, TPK Games, and Rogue Genius Games. Everything's listed in the website in the campaign header, and I'm happy to answer any questions. Our campaign has only just started, so everyone's learning as they go.

Current Party
Epperson, Son of Epper (Dwarf Ravenlord Malefactor)
Mahmoud the Blade (Human Weapon Master Fighter)
Tribim (Catfolk Rogue)
Unatti (Human Witch)

We're looking for an arcane full caster of some sort - ideally one with a lot of utility, some blasting, and a bunch of Knowledges. A Wizard ticks all of those boxes but is not required. We're early enough into the campaign that characters can be tweaked without much difficulty, after all.

If you're interested, glance through the Class section of my website and tell us what you're thinking concept-wise. We don't need any particular crunch at this point, so don't worry about being unfamiliar with the multitude of mechanical adjustments and whatnot that I use. The important thing is a willingness to learn; I'll spend as much time as needed to make sure you have your questions answered, and two of the players have prior experience with my houserules. We're a friendly bunch. :-)


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I'd be interested in this. I rarely play full casters, but with spheres giving them options to throw blasts around without losing all their spell points? Well, that sounds like alot of fun. I always disliked how in pathfinder once your spell slots run out, all that is left are worthless cantrips. Spheres fixes that. That, and as you know, I love your homebrew content.

I'd happily play as a Wizard if maybe an arcane sorcerer…

For a character, it would be something like this:

"Aerith is a young elf who has just recently come of age. Her family owns land in the outlying prefectures, with their wealth coming from crafting custom order magical items for nobility and wealthy merchants who seek to make their way up in society. Given the long lives of her people, they do their best to stay out of politics whenever possible, as the dizzying degree that humans plot, age and replace each other is just not worth keeping up with. Their reason for living among the humans rather than their own kind, is because of the family's predilection for pale skin and white hair indicating more than a bit of drow blood, which would be scandalous in Kyonin. She has left her family's estate to get involved in the dealings of the short-lived races as her family sees it as a 'coming of age' event that will hopefully shape her into being a proper adult and quell any youthful wanderings that she would otherwise take up."

As far as

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