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Jimmy of the Sad Panda's page
Organized Play Member. 80 posts (148 including aliases). No reviews. No lists. No wishlists. 1 alias.
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Driver_325yards wrote: Philo Pharynx wrote:
You can't buy holy without getting it +1 first. Even if you could, they wouldn't stack, you are using one or the other. If you didn't, then the costs wouldn't work.
Yes you can buy holy without getting a +1.
What do you mean by the cost would not work? with all due respect, that is not a rule response, that is a "its not fair response." I am looking for a rule based answer.
Now, Amulet of Mighty fist also says it can be used give manufactured weapons a bonus. So if a had a +1 sword (essentially a slotless item) and a Holy Amulet of Mighty Fists, then my sword would be +1 Holy.
It makes for better pricing than a +1 Holy sword. I guess that is unfair too, but it is legal is it not? You can normally only give a weapon an enchantment if it has a minimum of a +1 bonus, AoMF breaks this rule however by stating it can get the enchantment even when it doesn't have a bonus. When it says that it can give weapon bonuses, it means that it can give abilities normally only available to weapons, it won't affect the +1 sword you have at all, it would just make your fists holy.
Is there a point to the kinetic form utility talent. It doesn't mention any effects other than a size change, which gives you a penalty to hit. It also doesn't mention any cosmetic effects like looking like an elemental. I don't see any point in this ability.
When using a composite blast can you gather energy to reduce the cost of it's burn, or is the only way to reduce the cost of brun waiting until you get composite specialization?
Cap. Darling wrote: How do you ignore prerequsits? I can't ignore the prereq's I just wanted to show the core feats I had in mind with the build.
Rynjin wrote: Crossblooded Rager, Abyssal/Aberrant.
Take both Demonic Bulk and Abnormal Reach.
Use a Whip.
Lunge.
Get some Longarm Bracers.
Cast Long Arm.
Now congratulations, you're sitting at a static 40 foot reach you can boost to 45 3 times per day.
That looks good, but this runs into the problem of being overly feat dependant, because of the use of the whip. Should I take a few levels of fighter to get the whip feats?
I have a wonderful build idea based upon getting as big a reach as possible. It seems, so far, that only a bloodrager can obtain this incredible reach, but I'm looking for suggestions. Th build must be viable at level 10, and so far I have planned out thus far:
Bloodrager 10
Bloodline: Black Blood or Aberrant, or crossblooded
Feats (in no particular order, and ignoring prereq's): Lunge, Combat reflexes, power attack, Whirlwind attack
Race: Undecided
Weapon: Sarissa, 1d8, triples reach instead of doubles, can only attack in cone, out of Giant Hunters Handbook
Spells: Enlarge Person, Longarm
It seems that I wouldn't be able to attack anything 30 feet in front of me, but anything beyond I could, as long as it was in that cone. I'm looking for suggestions all around, and to see if there are any better ways to get even more reach. I plan on using whirlwind attack to hit all enemies in that cone, so I would preferable would like to be able to maximize damage as well.
20 point buy.
Bump, as to get the ball rolling while I'm not here.
So I've had a recent obsession with the mammoth rider prestige class, and I bought the monster codex also recently, so when I looked at the Goblin section and saw the greatness that was the Winged Marauder, I just had to see if I could fit the two together. So assuming that the GM allows a flying creature for the Mammoth Rider steed list, how would you focus on a bomb throwing alchemist throwing bombs from a giant bird.
Let's say this start around level 10 how would you do it, while still starting mammoth rider at level 10?
So a theorycraft would be a wild child brawler who goes into mammoth rider using pummeling style. I realize i couldn't use a lance, but the double damage on a charge with an unarmed strike (using pummeling charge) from the back of a mammoth just seems really cool. Any tips to get this working, feats? mounts? anything really?
Share thoughts.
Just found something else very interesting. Having a 15ft threatened area is a huge benefit (all those AoO's), but what if you were to attack everything within that area. Whirlwind Attack, and heres the exact test.
Whirlwind Attack wrote: You can strike out at every foe within reach.
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Seems like a solid plan, except for even more feats to stack on. Thoughts?
Edit: Just Saw how bad spring attack would be for this since using a bow in close combat wouldn't technically be melee.
Thanks for all the feedback. I enjoy all the suggestions, and see that Zen Archer and Fighter are the big contenders. I'm assuming Human is also the only race that could pull this off early enough?
I doubt that I can count reflexive shot as snap shot for the purpose of improved snap shot, which is the real beauty here.
What is the earliest level I could be in melee and provoking(not necessarily within 15ft, but at least 5ft around)?

Hey everybody. I was looking around through the books and found a few feats of interest: Point Blank Master, Snap Shot, Improved Snap Shot, and combat reflexes. My idea was to put them all into one character and make an archer who runs into the melee and focus on attacks of opportunity and of course normal archer attacks (rapid shot, point blank, many, ect.). Either my google-fu sucks or there are not any good builds or anything for this particular idea. I have the opportunity to use a Tiefling, or an uncommon race, as I got the % for both of those (any uncommon race with NO SR). I feel like a human fighter would be the best route with this, but i really want something a bit more unique.
The AP this is for is Mummy's Mask (no spoilers please) which I know is Undead Heavy so I thought maybe an Undead focused Ranger, or an Inquisitor. But again I really want to emphasize that I want to focus on being more of an upfront archer character.
Kitsune caught my interest as a fun Inquisitor infiltrator kind of thing, but if I did that it would have to be getting a ton of tails, exotic weapon prof: tail blade, and multi-weapon fighting as a ninja or rogue, and I may have done this too if we didn't already have a rogue.
Back on topic, any feats that could further make this build great is appreciated. I mean the ability to threaten within 15 ft is just to good to pass up. Yes I know only one attack per enemies' movement, but the ability to hit casters who move then attempt to cast, or hitting all those guys charging me in the beginning, or just for the sheer epicness of running into the fray using only a bow.
Thoughts? Suggestions? Builds? Any help is appreciated.
I looked at it, yet for me it takes a bit to many levels in sorcerer.
All these are very interesting ideas, but honestly, following this logic I could be better playing a sorc going DD or a full monk, so is there anyway to really mix the two without spreading to thin.
Like the idea of it and it seems rather effective.
ya, the first stat array is in the order of stats listed
Str
Dex
Con
Int
Wis
Cha
The second one however is just the way i rolled them up.
bump, i need this answered quick.
Hey everyone, I am looking for help on a build for a level 14 monk of the four winds, dwarf, dragon disciple. I plan on going into melee and meeting things head on, but I need help thinking of ways to build this. I plan on taking one of the elemental feat chains, and only going in 1 level of the wildblooded/crossblooded sorceror draconic/empyrael. I know about the feat that allows you to allow unarmed stuff to count for natural weapons, but I have no idea how DD's claws get so high up in damage. I'm lost and need a bit of help. Thanks.
Current stats are as follows in order:
16
16
16
13
16
10
This is accounting for the 3 stat changes i get and dwarven bonuses and negatives, the original stats are, in no particular order:
13
13
15
12
14
16
Torchbearer wrote: I'm still interested, but tomorrow will be tough. I apologize for not being on this week, my sister's been in the hospital and I've been on babysitting detail on top of work, so haven't had much free time. It's perfectly understandable, as I haven't been on this week almost at all. Even so I work today so I'll be tired during game. I do hope you sister gets better.
Bump...... yet again, would hope to get some opinions before noon

Hello, I've been here at the forums looking for a game, but I have been able to get in one, so I shall try my hand at GMing one here, either by PbP or by roll20. I prefer the latter because then it will be a friday night game and I prefer having a set night and running it on that night. This is not going to be a PFS game, and I will be making modifications to certain races in order to make them more like their theme. Like an ifrit will instead have produce flame 3/times a day. I have decided to do this in order to get to know the online community better. I'm willing to do an adventure path, but I would still need to buy it, otherwise it would be of my home brewed world. I'm looking for 4-6 players, and I may have an NPC traveling with the group to fill any roles we don't have filled, i.e a cleric if we don't have a healer. These characters will be 1 level below everyone so they are not to far behind, but won't steal the spotlight. I'm allowing archetypes and alternate classes and races as long as you ok it with me. I would like a back story and will link a map to my world once it has been decided that is what we play. Talk to me about what you want your characters back story to be, and how you want that to be affected by the world. We will be starting at level 5, so that you are a decent adventurer or skilled character. Here are the rules I will allow.
1. No 3.5 or third party publishing
2. Anything that paizo has published is allowed as long as it has been okay'd by me.
3. All official books are allowed, i.e UC, UM, ARG, ect.
4. If you want to play an exotic race, go for it, just talk to me.
5. Certain races will be changed, like ifrits as mentioned above.
6. Everyone gets 2 traits
7. Decent backstory, if you say the name of a town, I'll be happy to incorperate it to my world.
8. Have fun, it's what pathfinder is all about.
Thank you for read, any questions just ask. :)

Howling Wolf, of The Wolf Clan wrote: So let me get this straight. The only reason you are now playing a Paladin is because you don't want the other players to kill your guy off again? So you aren't getting to play the character you actually wanted to play?
Gadzooks, I once played a gnome rogue who played a nasty prank on a homicidal psychopathic ninja-barbarian, and even I didn't get killed! He'd been turned to stone, and we all had to wait a full day so that the party's cleric could learn stone to flesh the next day. I pickpocketted some lipstick and used some handkerchiefs and even a hat made of folded-up paper to make the angry macho killer look like a poofy pirate. Good thing he was dumb as a stick and rolled low, cuz he believed my explanation of "Gremlins. They came in the night. Sorry I fell asleep on the guard." We all had quite the good laugh.
Dude, I think they may have had other reasons for killing you off. Are you pissing folks off in the campaign you GM? That would explain the other guy "borrowing" your campaign. Wait and see if they stop showing up for when you are the GM. They like your world (well, with some changes to it, yes?), but not you running it?
Or maybe it's just the girl, and she thought it would be fun to kill you off, and the GM felt he had to go along with it, what with the "got him a job" and all.
In any event, you shouldn't have to limit your roleplay choices just to appease a bunch of twits. Sorry, but that's what they are. Get another group. Better yet, try PFS, as this kinda crap would not be tolerated.
I do like the idea of playing a paladin as I have yet to actually do it and think it would be fun, but the whole killing of my character had to do with my character praying to loth after having seen an aspect of her minutes earlier. A drider came down and attempted to trick me into killing the cleric, and I failed a will, and after exiting the church (of a good god) I was throne back in by the barbarian. When she did a channel energy I was brought back to positive and awoken without the urge to kill her (which by the way my character never stated he was going to do, nor made any actions that made him seem suspicious) and noticed that a drider was a male and a betrayer of loth and I preceded to kill it after the others attacked. I killed it with a magic arrow from earlier. After this happened I was hit by the clerics mace (which is when I and the GM noticed the high BAB, but he told me not to worry about it) and beheaded by the orc barbarian. As for the group I run a game with both of them and several others in it (I recently made a thread about it called big groups = big problems) and they seem to like the game. The Gm is playing the inquisitor (now an alchemist) and she is playing the Wayveran Sorc/cleric. I don't usually have a problem with either of them.

Basically my Wednesday night GM is overpowering one of our players. In a saturday night game the player is a level 9 cleric, and he wanted her to bring her into his game. Basically she did and brought all the levels down, but she is still very powerful. Basically he has allowed her to keep her channel energy at 6d6 (note undead-heavy game) and her base attack at +6. Now note we are all level one. I decided to play a paladin, stone lord archetype to be specific in order to be good but not overpowered. Now, their are many powerful people, i.e a orc barbarian, drow rouge, human standard paladin, but when I brought this up he basically dismissed me saying its for game reasons. I run a monday night game and have allowed him to use my world for his setting (and is trying to change some things) so I think I would liek to know what is going on. My biggest fear is that he is going to up everything to her power level and thus get everyone else all killed, or she is going to do one channel energy and destroy all undead in the room. I'm also fearful of what will happen when we do reach level 10, if we do, will she be the equivilent of a level 19 or 20. He is also trying to change my map and lore of the world for his own benefit and I don't appreciate it. I spent about a month just drawing it up and getting the base information and races.
Okay so here is the character: http://paizo.com/people/ArtaxeFireforge#newPost
A'letta wrote: If you go to .. my account -> create new alias .. you can copy/paste all the necessary info into the profile page and pick an avatar :P How do I add all the information once the alias is created, editing it doesn't add any other options from what I see?
Edit: nevermind, thanks I've done it :)

leinathan wrote: @Jimmy - I think I would prefer the latter, honestly. No prob, I'll keep the character sheet for my purposes to keep control of level and all that.
Artaxe Fireforge
Dwarf
Str 15
Dex 10
Con 14 (12 +2 from dwarf)
Int 12
Wis 14 (14 +2 from dwarf)
Cha 14 (16 - 2 from dwarf)
Paladin 1
Ac 15 flat 15 Touch 10
15 HP
5 Fort 0 Ref 4 Will
Dwarf Longhammer reach-2d6
Dwarven Waraxe-2d10
Armor Scalemail
Toughness
(Paladin class abilities)
(dwarven racial -greed replaced with master craftsmen)
(Paladin skills, rank in heal, craft, and perception)
4 gold remaining, Backpack, cloak with symbol of torag, Stone holy symbol, 3 artisans outfits, 2 travelers outfits, 50ft rope, bedroll, 7 torches, 2 weeks trail rations, 2 waterskins, 2 ale flasks
Languages: Common, Dwarven, Goblin (know your enemies)
Notes: Young dwarf friend to the sheriff. He has a good sense of honor, tradition and loyalty. He will defend sandpoint to his last breath and then some. He dislikes Goblins and has been trained to fight them and their orcish leaders. He also dislikes thieves and assassins, as they are dishonorable and, well not good. He is a perfectionist at his craft of being a smith and he prides himself on it. He can fix nearly any weapon and armor if given time and resources. He will give it his all to help a teammate who has earned his respect, be it in a tavern brawl or a good story during ale. He stands at 4'10' and uses a weapon as long as himself. He has a long brown beard that reaches about 1 foot down. He always keeps his holy symbol on him, on his weapon and the symbol itself around his neck.
leinathan wrote: @Jimmy - I'm having issues accessing that site. Is there another way for me to get to there? You could try going through the site and make an account if that doesn't work I can post his info here.
http://www.dndsheets.net/view.php?id=54315
Here he is, if you want something changed just ask me and I'll change it, also please read the other notes section as that provides some more information about his personality. Thank you for considering me :)
leinathan wrote: No thank you to rich parents. As for traits that provide Craft or Heal bonuses... *checks book* the Artisan social trait provides a +2 bonus on a single Craft skill. The Mentored trait gives a +1 bonus on one Craft, Perform, or Profession skill, and increases your aid another bonuses. The Precise Treatment trait gives a +1 to Heal checks and allows you to substitute your Int modifier for your Wis modifier on Heal checks. thanks, I couldn't find any, going to go with artisan, I didnt care for rich parents that much, just was a though, I got 180 to work with anyway, thanks. I will have the character posted in a matter of minutes, finishing touches going on character sheet.
Quick question, are you allowing the rich parents trait, and if not do you know any traits that provide bonuses on craft or heal?
Edit: if not then I got a total of 180 gp

leinathan wrote: So he's a LG dwarf paladin of Torag? Just makin' sure, it wasn't 100% spelled out for me in big letters.
I thought he and his family lived in Sandpoint? If his parents lost their home in Janderhoff, wouldn't they just move back to Sandpoint, and Arteaxe wouldn't have to be the blacksmith?
How would he deal with somebody committing evil acts against evil people, especially of the town of Sandpoint? (your mention of "stealing from the good folk of the town. Is stealing ever justified?)
Also, I hope you understand that in-game, class is an abstract concept, and discriminating against people with rogue levels doesn't work so well when you don't know for sure who has rogue levels, because they don't exist in-game.
Ya, sorry on my part I could have made that more clear, he is a LG paladin of Torag. If it is an evil act against an evil person he will turn them both in unless the evil act is prevent an evil person from doing some thing evil..... a lot of evil in that sentance lol. As for stealing, yes if it is required for a mission or similar, though he's not happy about it and will insist that it's not honorable. When I say return to Janderhoff I mean his parents lived their before his birth and are returning. Lastly by rouges I probably should have said well-known thieves/assassins, again my fault for not clarifying, I will have tha char up in a second and the comeliness roll was 14+ 2 charisma mod so 16. Hope this help :)

I read a little bit about the handbook and here's my character. By the way, thanks Krass for not going evil :)
Arteaxe Fireforge has always been brave, cunning, and has shown some degree of chivalry. Born in the city of Sandpoint, he was raised by his father, who was a master crafter and experienced warrior, and his mother, who was a priestess of Torag. He trained with the axe, and liked it, but his favored weapon was a hammer, the same weapon to tend the forge with. He used a dwarven longhammer when training, and quickly grew to master it. The town sheriff, Belor became like his own brother as they grew up together, him growing older with a shorter lifespan and him becoming of age. He is no slouch in the crafting department as he often practices. Because of both of his parents lessons he decided to blend them into the becoming a paladin of Torag. He is never seen without his holy symbol, one carved (by himself) in his hammer, and the other around his neck made out of stone. On his first mission he was sent with church militia on a search and destroy mission of a goblin horde. Losing 6 of the 12 to the hordes of goblins they defeated all of them. He returned home with the news of his parents returning to their home in Ianderhoff. Because he grew up in the town he sent a messenger to tell them that he will be staying to defend the town and fill in as the replacement for his father as blacksmith. He adventurers to stop evil from gaining an upper-hand in the land and has grown up with humans his whole life so has no qualms with them. He likes good ale and good stories. When not working or trying to help solve problems in the community he can be found in the tavern drinking. Although he is lawful good he will brawl if an insult is cast at him. (side note instead of greed as a racial trait I'm taking master craftsmen). He tolerates most classes, including rouges as long as they don't steal from the good folk of the town. He will defend the town and it's members to the death and will not stand for any insult against it, and will challenge those who insult it. He also spends time with the sheriff in the tavern for a drink whenever possible, seeing him as a brother.
Character sheet up in a second, rolled a 14 + 2 = 16 comeliness.
I'm interested because I've never done an AP and this is a very good one from what I here. I plan on playing a dwarf, either paladin or cleric based on party composition. If we need a fighter, I'm not adverse to play one. Is this going to be a play-by-post, because I have never played in one of those either, and wouldn't mind trying it. I have been playing pathfinder for about 2 or 3 years now, and D&D 3.x for 3 years before that. I will have the backstory up later.
I have also found that the Barbarian (the one who played the archer) is very powerful, he rolled out in the open I saw it all, but he seems to be hitting a ton, he is an orc with a natural 24 strength and 28 while raging from the plus two from 4 and 8. Any advice with stopping a powergamer as well, because he is really over shining my others, i.e the magus and the second paladin (the old barbarian).

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redcelt32 wrote: That is one hella strong party. One problem you are going to run into is that you just bumped almost everyone up a lot of levels, plus you have a whole new mix of characters. You may have to start the process of determining how hard a challenge they can face all over. At least now though they are all equal power (10th lvl) and using the same game system (I hope?).
I would make sure to include a fair amount of RP encounters, traps, puzzles, etc so everyone gets a chance to shine. Only for variety should you ever give this group challenges where all they have to do is kill everything. That will be easy. Capturing people alive and transporting them back through hostile territory, escorting nobles (good idea btw), acquiring rare animals or plants for high level mages, or even better protecting a town from an invading horde are all the type of challenges you need for a group this big. Otherwise, half the people are going to get left out. It sucks when you are the character that has a weak initiative and everything dies by the 5th players turn. :)
I see what you're saying. For the challenge I threw 2 fire giants at them and about 12 hellhounds. 2 players decided to put out fires of the town (the whole being attacked by a horde is going on btw :D) to stop hellhounds from reappearing. It took a solid 6 or 7 rounds of combat and everything was about dead. I like the idea of capturing an enemy and having him be taken through hostile territory though. What kind of puzzles do you think would fit into my game, examples preferably, they're not my area of expertise sadly.
Everyone is level 10 now and the new characters are as follows.
Level 10 Aasimar Paladin
Level 10 Aasimar Paladin (not a typo, the ogre decided to play this also)
Level 10 Gnome Alchemist (inquisitor from earlier)
Level 10 Wyveran Sorc/Cleric
Level 10 Goblin rouge
Level 10 Orc Magus (summoner from earlier)
Level 10 Orc barbarian (the ranger decided to play this)
Level 10 Human Druid
Level 10 catfolk Cavalier
Level 10 Oracle 2/ Fighter 2/ Sacred Arrow 6
Now the player who was the guild master initially wanted to promote his current character who he just bought from the thieves guild. I called him on this saying it was metagaming as did the Sorc, because she was his 3rd in command, but the Goblin (being out of town and his second in command) was promoted instead so no one would have to this week. What do you all think about the party composition?
Tonight's session went great. The combat was a rather big challenge, I guess my initial thoughts on these monsters was that they would kill people rather easily, but two fire giants and 12 Hellhounds worked perfectly. There were two near deaths, one going to -10, and another going down to 24. Others took various large amounts of damage, but they got back to full via the many healers.

redcelt32 wrote: Sometimes you also have to do what works for your group, even if it runs counter-intuitive to some common advice for big groups too. For instance, in our Kingmaker game of 9 PCs, I have them often traveling with minions, squires, raven-masters (who send messages), etc either in a army type unit or as a royal caravan. However, the PCs have to be careful what type of spells they throw around and spend a fair amount of energy and resources looking out for their underlings who are weaker. It is also easier to threaten an underling than the PC, but they still have to respond. Also, in Kingmaker, it is easier to handle encounters at times when we have a simulated mass combat. They are a group of 9 in a sea of chaotic fighting, and while their efforts do affect the final outcome, as long as they hold their own or succeed fairly well, they are going to be okay. They also have kingdon concerns to factor in, which keeps the challenge level up because they can't always slaughter every opponent, react to every threat, etc. I really like this idea and will have them travling soon, so I will create a high profile (prince, baron, ect.) NPC for the group to guard on a diplomatic mission to the Kingdom. They will of course be attacked on their way using what I ahve been told here by (most likely) a level 15 bandit king and his 7 man group of 2 ranged righters, one cleric, 1 wizard, and 3 fighters, most likely all around level 6-8. Does this sound about right for a level 10 group, because they will all be level 10 when they must do this.

Link to Character for GM approval http://www.dndsheets.net/view.php?id=54205
(I don't know a lot about Crimson Throne so bear with me here)
When he was born his mother died shortly after. His pit fiend father finally having an heir. He would be taken by a master wizard to her home in a small farming community instead of his father claiming him for his own plots. He commenced in training with his aunt. His uncle had been a great warrior in his day and thinking that steel was more efficient trained him behind his wife's back. He admitted to his aunt that his uncle was also training him so they agreed to train him as a magus, a master of spell and steel. He never was allowed into town or to attend any events regarding such. He spent his childhood life training and when he came of age set off on his own to make it as an adventurer in hopes to one day stop his father in his evil plots. He found the world not to be so generous to his kind and returned home. His aunt created a special item for him called a hat of disguise that allowed him to mask his appearance as an average human. Soon after he found himself in possession of an unusual scimitar. He could here it's voice and at first thought he was delusional, but knew it not to be the case. After a while he found himself with an adventuring party. He is always in his natural Tiefling form while on the road or in a dungeon, but is usually in a human or elf form while in town.
I'm thinking instead probably a Tiefling Magus (yay 3 tieflings walk into a jail.....) and I'll form the back story here in a couple of minutes.
Vamptastic wrote: I want to hear more about the Guild, actually. What kind of Guild is it? What's the theme? What are the rules for entry? What are the rules of conduct? What's it's relationship to the city? What's going on? The guild is an adventuring guild. He formed it after their first big mission and does not have that many NPC's. Recently he's been making deals with a lot of the town, giving them gold upwards of 50, in exchange for information and deals on prices. An example would be when he decided to side with the thieves guild for a couple of their members by paying them 250 gold (he got the 3 youngest members) and placing a bet that the Goblin would make it through a trap infested corridor. He paid a brothel for a constant stream of information. And a blacksmith for 10% off all future purchases by members by also giving him a free apprentice.
I have decided on magus, most likely dervish dancer build.
Preferably the game would be roll20 as PbP seems like it takes a very long time.
I'm thinking about join an online game, but I have no idea where to find an online character sheet that I can edit to put in my stats, race, ect. If you have one please link it.
I can fill the role of the arcane ranged character, still deciding what class though, probably either wizard, witch, or sorcerer.
Do you mind if we prestige or multiclass at any of the given levels?
If we play on Friday afternoon/nights I'm fine with it. I can be any character we need as well.
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