Lib "Scared-of-Mice" Coalwalker wrote:
"Ekklub already know fire magic. Set things on fire. See? Spark!" Also there's a nice MythWeavers sheet here
Mukluk Ronkunk wrote:
Ekklub is extra stealthy mysterious goblin. Ekklub stab GM when back is turned. In a more serious vein: thanks for the tip; I hadn't realised it needed a login! I'll port the sheet across.
In the mucky marsh beware
If goblins you be looking for
So longshanks to your houses flee
Ekklub is an unusual goblin in many ways, in particular in having a rather greater grasp of words than others. She is careful never to let any of them near paper, because if anyone could use words then she wouldn't be as special any more. She has her doubts about souls being stealable through paper, but what she would really - really - like to do is capture some feeble humans and make them write, to see what happens to their souls. There's bound to be some way to find out... Mechanics: Level 1 Goblin Witch, with the Evil Eye hex and a rat familiar.
I'm playing a two-weapon-fighting barbarian (human, no archetype). Currently she wields twin shortswords, with weapon finesse and 14 STR, 19 DEX. She's level 3 at the moment, and her one rage power is Reckless Abandon. Thematically, she's a character who's more likely to bluff than fight, but when she does fight she goes all out to kill as fast as possible. I'm looking for rage powers that match that: power optimisation is NOT a concern, though power not-sucking would be nice. Which ones would you recommend? The Beast Totem series look decent, but beyond that I'm at a loss.
Kydeem de'Morcaine wrote:
This also lets you have fun with the addiction/withdrawal rules, if you and your players would find that entertaining.
First off, I think you're handling this quite well. Yes, it's awkward when people can't make sessions and you have to keep rescheduling. For a number of years I was the one who couldn't make game night, and around 5 years ago I actually said "I'm going to have to step out for a bit". Just this summer I've managed to get back into it, which is great, and I'm getting my game on! In my experience (admittedly limited), parting with no hard feelings is best all round: if their schedules change in future, they can come back, and if not you can still hang out (maybe do a once-a-year gaming weekend, or something, where you gather, eat pizza, drink beer, and shoot the breeze). And now to sidetrack a little:
Quote: I've definitely noticed that 'boys night out' is a very common desire among males and it seems to be much less common for women to desire a 'girls night out'. Something I've often found odd because I read that women are far better then men at maintaining social networks. My guess is that women maintain their social networks instinctively, and therefore don't need a dedicated "girls' night out". Men, being less naturally adept, nonetheless value their buddies - so they have a boys' night out to try to keep up. (Disclaimer: for "women" read "the majority of women", etc.)
Greetings all My group is just coming to the end of City of Golden Death (we've probably got 2 more sessions' worth of material), and I'm wondering what to run next. They've been sufficiently converted to Pathfinder that I could sell them on the idea of an AP, but they're likely to want to keep their current characters. So here's my dilemma. Option 1: run more modules, trying to string together some sort of reason for the PCs to get involved.
I want to run an AP, partly because they're great and partly because I've already spent the money on them and not on modules; how much work do you reckon it would be to "fix" Kingmaker or Serpent's Skull to work for a party starting at L5? Many thanks Henry |
