I've always been more of a hands on textile learner, Reading the guide now but the only thing it taught me how to do so far is this [ooc] <<idk if that will work lol **it didn't work. ill figure it out in a few minutes. I'd love to join up though** Once more with feeling [ooc] -_______- Someone save me......
DM Nerk wrote:
1. Opportunities to play are VERY scarce. 2. See number 13. I enjoy playing but on the rare occasions I get to play the DM is always distracted and the campaign is dropped at the end of every session..
I am VERY sorry it took so long to get back to you on this, I dont use paizo very often anymore and had forgotten that I had even started this thread.
I get on skype pretty much daily, and if you want to play when the whole group isn't online I can try to throw in some fluff but other than that core story content is reserved for when the whole party is online.
Both Drow are Chaotic Evil.
As my players were eager to level up I pretty much handed out levels every other encounter or so. Though mostly after anything with a CR of 3 or more.
As for advancement, today I found a guide that outlines about what level they should be at key points in the story. In regards to backstory, I didn't put too much stress on it because I was just eager to actually play. Delaware apparently isn't a big RPG state because I only know 5 people who play, and we're few and far between. The only gaming event in the state is Inconsistent and over an hour drive away.
Trying to put together a regular campaign on Skype.
Please post or PM me.
Local no but I'm a new GM (VERY VERY NEW) currently running a group of friends in Frederica south from you. just 20 mins outside dover.
I am a novice Pathfinder player in DE.
I am currently running the Rise of the Rune Lords adventure path for my players. One is a novice like myself, running a Drow Psionic/Cryptic natural Lycanthrope (HELP MEEEEE!)
The published adventure path leaves even more confusion in its wake.
If someone can PLEASE offer some insight I would be DEEPLY GRATEFUL!
About AAremethSaves, ac, hp, & attack bonuses:
Formulas:
4 per day, 1st level
skills:
feats:
Point Blank Shot +1 to hit and damage with ranged weapons within 30ft
Throw Anything +1 to hit with thrown splash weapons +5 damage to splash weapons(class feature) Brew Potion of any formula known up to 3rd lvl class abilities:
Bomb: 7/day +4/5* to hit d6+5/6* for direct hit splash is min reflex save for half DC16 within 30 ft
Mutagen: 10 minutes of +4 Dex -2 wis +2 natural armor. lvl 2 class abilities:
Discovery=Precise bombs: Whenever the alchemist throws a bomb,
he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. Poison Resistance (Ex): At 2nd level, an alchemist gains
Poison Use (Ex): Alchemists are trained in the use
traits:
Forlorn (Elf ): There are no major elven settlements in the southern desert, and like many of the region’s elves, you were forced to grow up among shorter-lived races like humanity. Having lived outside of traditional elven society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.
Rich Parents: You were born into a rich family,
gear:
Personal gear:6 vials of acid, 6 vials of alchemical fire, 3 smoke sticks, 11 sunrods, 1 thunder stone 1 tanglefoot bag...1 sunrod in use.
cash:44 gp and 9sp weapons: rapier, l.crossbow 20 bolts, sickle, dagger. Armor:Studded leather Standard gear:Backpack, bedroll, 2 scroll cases, 10 pieces of parchment, flint & steel, 50ft silk rope, 2 water skins, thieves tools, alchemist lab,Tent Mighty Steed: quicksilver the mule, pack saddle, bit & bridle. Background:
Soot never quite fit in anywhere, from the time his gaggle of a lumberjack family found him in the woods, parents no where to be found, to growing up a human raised elf in backwoods town. He was always lanky where other children were stout, he was always inquisitive where other children were boarish, picked on by peers and neglected by his guardians due to the fact the boy woldn't ever make much of a tree chopper, they were all too happy to send him off as an aprentice to the first mad scientist that came through town looking.and so it was that Aaremeth met master wheezebag ...wheezenboog. Another Human to teach him human ways and more importantly alchemy, he was a quick learn and Wheezebag was a patient teacher, so in this aspect the two got along great, they also had a keen sense for knowldge over risk. There wasn't a day that went by that he didn't have a vial of some colorful liquid sitting next to whatever meal passed for breakfast.
Then came the day that master wheezenboog blew himself up, and that was the day that Aaremeth picked up where master left off. He took the coin and everything he could carry to shop and sold off every bit and piece he could, right down to the old masters land and workshop... he moved back to his town and opened a meager shop next to the herbalists shop. The Herbalists Daughter at the time was quite the looker. and so he could stop in on the oafs who "raised him from time to time to hear of the new breakthroughs in how to swing an axe at a tree. and still have the luxury of staying his shop and out of that ale stench house. Rough timeline of life: found by woodsmen, when aaremeth was very young 4 or 5 he spent 30 years or so there on the outskirts of falcon's Hallow, but as his siblings became his elders he was shipped off with the nice Gnome that needed a hand with his viles and herbs and bubbling concoctions. A young fellow that finally blew himself up about fifty years later when the cataracts made him so blind he grabbed an agitator instead of the base compound he had intended.with the death of a master, the apprentice finds his worth, after clearing out His mastersshop, he returned to falcon's Hallow to start his own little shop.
appearance:
Aaremeth is one of the tallest denezins in the small town of Falcon's hallow. that said he is hardly an intimidating figure, He appears as if he might up and blow away at any moment. At least that is when he isn't wearing his long coat and bogging him self down in hundreds of vials. His long Purple Mane is a bit of an odditiy but then he is no Brickasnurd either. The his long purple locks are tangled into fat braids and typically drawn into a ponytail and the long excessesses gathered into a hood at his back. He isn't qite the most handsome of creatures but even with several scars and splash marks from the mishaps of a learning alchemist he tends to think of himself as better than average. |