Chaleb Sazomal

Lord Zeb's page

Organized Play Member. 300 posts (307 including aliases). No reviews. No lists. 1 wishlist. 5 Organized Play characters.


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Will we have the option to decide if we want our subscription to switch to digital or hard copy?


Kairos Dawnfury wrote:
I'm going to adapt the Sample troop that was posted in the blog into Hellknights and use them to assault the weakened Fort Rannick today in my Runelords game, I'm really excited to see how it goes. Rather than trying to track 10-20 low level Armigers, I get one massive force to spill into the courtyard!

Do you mind posting the final Stat block?


I'm running a blended Red Hand of Doom / Age of Worms in the Darkmoon area of Andoran. Falcons hollow mulish a spiritual successor to diamond lake.


Thanks for the response - I would definitely be interested in something like that!


Citadel Dinyar, HQ of the Hellknight Order of the GodClaw, do we have any canon estimates on population size and dispersion of hellknights to armigers to signifiers? If not them, what about a generic Citadel population? Thanks in advance.


Question about Golarion troop size. How big would a Godclaw Hellknight force coming to the aid against the Red Hand of Doom? PCs helped them so they are willing to ride out against the Horde, but I'm stumped tor how many would be available?


I'd love some Taldor stories: something political, with knights, beards, the Ulfen Guard, the efforts to become a great power again, secrets, etc.

I think the "bad guys as leads" or at best mercenary a-holes would be really interesting - something like a Chelaxian adventuring party of 4-6 exploring Osirion and other locales for treasure? The Pact Stone Pyramid in novel form?

Other random items:

Monks
"Westerns" as mentioned above
Hellknights (as protagonists)
Aspodell Rangers
female leads
Paul Kemp


Jeremy Smith wrote:

If you pre ordered on the Dreamscarred site, this should show as a $0.00 cost.

http://dreamscarredpress.com/dragonfly/Store/product/pid=126.html

add to cart and checkout

Thanks! That worked very nicely!


Or those of us that pre-ordered from the Dreamscarred site? Do I need to check my junk mail? :)


In no particular order:

Superman
Nightwing
Flash (Wally West)
Green Lantern (Jon Stewart and Kyle Rayner)
Thor
Captain America
Silver Surfer (Ron Lim era especially)
Nova (Annihalation era +)
Doctor Strange
Iron Fist


5 point build? Harsh..

Peri blooded aasimar wizard
Str. 7 dex 10 con 10 int 19 wis 10 cha. 9


I'm a big fan of savage worlds in general and deadlands in particular. I wish the hell on earth book would finally be released. I don't know how much interest you'll find here on the Paizo boards, but curious to find out.


Sounds intriguing! I saw the io9 article. I wish Savage Worlds was one of the supported systems.... only skimmed, but the base hardcover does *not* include the PDF? Just wanted to check.


"Gnomezr [/QUOTE wrote:

Thanks for those, but really hoping to find an Egyptian bald guy with braided beard - been pretty hard so far.


Egypt.... I mean osirion dwarven monk that left it behind to become a pirate and drunken monk. High con,str and wisdom. Shaves his head, braids the beard, sometimes has henna tattooed on face and body. Fights with spiked gloves, wears a besmaran tricorne or helm of underwater action depending on the need.

Low charisma but eckuva sailor and warrior.


Hey guys, any word from PEG when you'll get this? Thanks!


I like this option, fairly straightforward:

5th level Half-Elven Rogue

Str 12 Dex 18 Con 14 Int 13 Wis 12 Cha 14

Initiative +6
BAB +3
Fort +3 Reflex +8 Will +3

Traits: Will +1, Initiative +2

Feats:
B Skill Focus (Bluff)
1 TWF
3 Combat Expertise
5 Two Weapon Feint

Rogue:
2 Finesse
4 Offensive Defense

Sneak Attack +3d6
45 ranks for skills
(sample: Acrobatics +12, Appraise +5, Bluff +13, Diplomacy +6, Disable Device +16, Escape Artist +12, Knowledge (Dungeoneering, Local) +5, Perception +11, Sense Motive +9, Sleight of Hand +12, Stealth +12, UMD +6)

Armed with a +1 Agile Shortsword and a Mwk Shortsword while TWF:
+6 / +6 (1d6+5 and 1d6), or Feint + 6 (1d6+5 + 3d6)


I'm in the midst of running our group through a combo Age of Worms, Darkmoon Vales Falcons Hollow series, and the Red Hand of Doom l. So far it's working really well.


Rovewin wrote:

I've had no problems with transferring any/all of my Paizo PDFs from my laptop to my Kindle Fire via USB cable. I'm a big fan of the "Lite" versions of the .pdfs too now. I'm able to first download the zip/pdf from the Paizo website to my laptop just fine and then transfer them to the KF. I've been investigating using wifi transfer apps or remote desktop apps like Splashtop to facilitate getting rid of the USB cable between my laptop and KF.

However, I haven't been able to successfully download any files directly from the Paizo website onto my Kindle Fire. The KF just sits there saying "downloading" and never shows any progress or total size or time it will take to download the file.

Anyone have any success with downloading directly from Paizo with the KF or is this not possible?
Is this a Kindle Fire OS thing, KF browser thing or something else?
Or am I the only one with this problem?

I'm having the same issue. Any ideas?


Ditto!


Thanks for all the great GMs & other players for a fun Saturday. See everyone next year!


Qstor wrote:

I sent a message to Chuck the guy that helps with game organizing at MarsCon.

Mike

Did you ever hear back?


Here's a bard (arcane duelist) modeled after a duelist I'm playing in Crimson Throne right now (differences there are the PC is human & fights with rapier instead of falcata -> if I were to remake him, this is what he'd look like).

Spoiler:
BARD 10 CR 9
Male Half-Elf Bard (Arcane Duelist) 10
CG Medium Humanoid (Elf, Human)
Init +4; Senses Low-Light Vision; Perception +15
--------------------DEFENSE--------------------
AC 29, touch 15, flat-footed 25 (+9 armor, +5 shield, +4 Dex, +1 deflection)
hp 80 (10d8+20)
Fort +11, Ref +14, Will +10
Immune sleep; Resist Elven Immunities
--------------------OFFENSE--------------------
Spd 30 ft.
Melee +2 Keen Falcata +15/+10 (1d8+10/17-20/x3) or
+1 Whip, Scorpion +13/+8 (1d4+9/20/x2) or
Unarmed Strike +12/+7 (1d3+8/20/x2)
Special Attacks Bardic Performance (move action) (26 rounds/day), Bardic Performance: Dirge of Doom, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 19), Bardic Performance: Inspire Competence +3, Bardic Performance: Inspire Courage +2, Bardic Performance: Inspire Greatness (1 allies)
Bard (Arcane Duelist) Spells Known (CL 10, +12 melee touch, +11 ranged touch, Concentration +20):
4 (2/day) Dimension Door, Freedom of Movement (DC 18)
3 (4/day) Haste (DC 17), Dispel Magic, Good Hope (DC 17), See Invisibility (DC 17)
2 (5/day) Alter Self (DC 16), Shatter (DC 16), Heroism (DC 16), Mirror Image (DC 16), Versatile Weapon (DC 16)
1 (6/day) Cure Light Wounds (DC 15), Charm Person (DC 15), Grease (DC 15), Feather Step (DC 15), Saving Finale (DC 15)
0 (at will) Read Magic (DC 14), Message, Prestidigitation (DC 14), Dancing Lights, Ghost Sound (DC 14), Detect Magic
--------------------STATISTICS--------------------
Str 18/20, Dex 16/18, Con 12/14, Int 10, Wis 10, Cha 16/18
Base Atk +7; CMB +12; CMD 27
Feats Arcane Strike, Bard Weapon Proficiencies, Combat Casting, Disruptive, Great Fortitude, Harmonic Spell, Lingering Performance, Spellbreaker, Taldan Duelist, Weapon Focus: Falcata
Traits Focused Mind, Resilient
Skills Acrobatics +16, Appraise +4, Bluff +8, Climb +8, Diplomacy +16, Disguise +8, Escape Artist +7, Fly +3, Intimidate +17, Knowledge (Arcana) +4, Knowledge (History) +4, Knowledge (Local) +4, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception +15, Perform (Oratory) +8, Ride +3, Sleight of Hand +7, Spellcraft +10, Stealth +7, Swim +4, Use Magic Device +8
Languages Common, Elven
SQ Arcane Armor - Medium, Arcane Bond - Weapon (1/day), Bardic Performance: Bladethirst (+2) (Sp), Bardic Performance: Rallying Cry (Su), Elf Blood, Ring of Feather Falling
Combat Gear +1 Whip, Scorpion, +2 Keen Falcata, +3 Buckler, +3 Mithral Breastplate; Other Gear Belt of Physical Perfection, +2, Cloak of Resistance, +3, Handy Haversack, Headband of Alluring Charisma, +2, Ring of Feather Falling, Ring of Protection, +1, Spell component pouch, Wand of Cure Light Wounds
--------------------TRACKED RESOURCES--------------------
Arcane Bond - Weapon (1/day) - 0/1
Bardic Performance (move action) (26 rounds/day) - 0/26
Wand of Cure Light Wounds - 0/50
--------------------SPECIAL ABILITIES--------------------
Arcane Armor - Medium At 10th level, an arcane duelist gains Medium Armor Proficiency and can cast bard spells in medium armor with no chance of arcane spell failure. At 16th level, he gains Heavy Armor Proficiency and can cast bard spells in heavy armor with no arcane sp
Arcane Bond - Weapon (1/day) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (move action) (26 rounds/day) Your performances can create magical effects.
Bardic Performance: Bladethirst (+2) (Sp) Enhance weapons.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 19) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Inspire Greatness (1 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Bardic Performance: Rallying Cry (Su) Replace your allies' saves vs. fear with your Intimidate check result.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Disruptive +4 DC to cast defensively for those you threaten.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Focused Mind +2 to Concentration checks
Harmonic Spell Casting spells extends duration of bardic performance
Lingering Performance Bardic Performances last 2r after you stop concentrating.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Taldan Duelist Gain +1 shield bonus to AC, +2 on Acrobatics checks

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Round 0 (entering dangerous area): Good Hope
Round 1: Inspire Courage and Haste
Round 2: ATTACK!

Buffed with those 2 spells & Inspire courage:

Spoiler:
AC 30 Perception +17 Move 60'
Attack: +20/+20/+15 with +2 Keen Falcata (1d8+14 / 17-20/x3)

He's giving the party a +5 to hit, +4 damage, 1 extra attack on a full attack, +1 Reflex saves, +1 AC, +30' move, and +2 to all saves and skill checks. Not bad for what most people dismiss as "just a bard". :)

The bard represents good mix of combat, healing, buffs, face abilities, and skills.


I have two to mention:

Name: Charlton "Chuck" Vader'ixmusala
Race: Half-Elf
Level: Wizard 6 / Fighter 2 / Spellguard 10 (think EK) / Archmage 2
Alignment: LE (started LN)
Campaign: Homebrew world of Frizia (2e to 3e)

Chuck was the bastard son of an evil elven king and peasant human woman. He started life as a 2e Fighter/Mage and evolved with the edition change to the 20th level version posted above. His is a tragic tale of the son becoming the father, tempered by noble allies.

His style was charming Darth Vader - making allies among a diverse set of races and peoples. He and the party eventually overthrew the evil elf king and the son became the king. He ruled wisely, implementing Napoleonic reforms to the judiciary and busting the power of the nobility, until his half-brother connived his way to power. Sequestered at a neighboring kingdom, he lost a duel with an evil archmage and was "mind-raped" (3e spell) to become LE. He was last seen in the Astral Plane surrendering to the reanimated Githyanki Lich-Queen (destroyed by the party the day prior) with the rest of the party dead or incapacitated...

Name: Falco Tambor
Race: Elf
Level: Wizard (Conjurer) 12
Alignment: NG
Campaign: Kingmaker

Falco is a human-loving, ally-seeking, monster-summoning arcane powerhouse. Dedicated to the idea of empowering allies, Falco could end a fight quickly but lets his allies shine usually. He is the power behind the throne, guiding the kingdom towards Good. He tries to mitigate the monk's and paladin's zeal and push the druid's amorality towards balance. Much like Chuck, Falco is all about making friends - he doesn't care if they are kobolds, boggards, or what, as long as they follow the rules. He takes pleasure in playing the all-powerful wizard with people, using illusions to appear even more powerful than he is... lots of thunder (ghost sound) and flash (silent or minor image).


I really liked *this one*. Could you let me know what the artist's name is or where you found it, I bet he or she has other pieces I'd like.

And the reverse Conan of course. :)


Paul (Mearchuimhne) do you have any updates on the SW games? We just realized that MarsCon shows the 2011 schedule, not the 2012. If the SW stuff was hosted on Warhorn, that'd be really neat.

Paul R & Mikes - I signed up for 3 different games on Saturday on Warhorn. I missed the Quest Part 1 and 2 since the rest of the guys coming with me will all try to get in on the same tables and those filled up too fast. We're debating about coming down on Sunday as well (can't fit Friday).

A Savage Worlds Against the Orcs on Sunday morning would be really cool if we could find a GM for it.


Dale McCoy Jr wrote:
silverhair2008 wrote:

I would appreciate being sent the updated file at:

** spoiler omitted **. If you would be so kind.

The most current file is at this link.

My group is loving the older 2003 Excel version.. we wanted to upgrade but the 2007 version is acting funny on our older software. Is there only the 2007 Excel version out there or are we missing something obvious with an updated 2003 file?

Loving BotRN btw!


Darksmokepuncher wrote:

I need to build a character that can handle solo adventures and easily plug into any group and cover any and all shortcomings the exist therein.

The goal here is to cover as many of the following bases as possible, as well a possible. Bonus points to those who can cover all bases.

Bard (Arcane Duelist)

Survivability: d8 HD, + Con + Toughness
Damage Output: Good Hope next level, Inspire Courage, Arcane Strike
Utility: variety of spells, skills, class abilities
Party Face: high ranks in Diplomacy, Bluff, & Intimidate as desired
Scout: Stealthy and ability to cast sneaky spells
Knowledge: all knowledge skills available
Ability weaopons/armor: bardic weapons and over 20 levels up to heavy armor proficiency (casting too)
Ability to cast spells: yes

Level 6 human Arcane Duelist Bard

at 1st: Str 18 Dex 18 (+2 racial) Con 16 Int 12 Wis 10 Cha 15 (stat bumps go here)

by 6th: Str 18 Dex 18 Con 16 Int 12 Wis 10 Cha 16
w/ items: Str 20

Spoiler:

Gear: 16K or 24k? assuming x1.5 means 24k:
Primary: +2 Longsword
Backup: Mwk Morningstar and Mwk Scorpion Whip
Armor: +2 chain shirt and +2 heavy steel shield
Misc: Belt of Giant Strength +2, Cloak of Resistance +1, Wand of CLW (50)
Tender: 902 GP

Spell lists: +1 1st level spell at 4th and 5th levels

Known: 6/6/4 Per day: any/5/4
0 - Dancing Lights, Detect Magic, Ghost Sound, Message, Prestidigitation, Read Magic, Spark
1 - Cure Light Wounds, Feather Step, Grease, Saving Finale, Silent Image, Vanish
2 - Allegro, Glitterdust, Heroism, Mirror Image

Skills with ranks in them (total bonuses):
Acrobatics +13, Appraise +5, Bluff +12, Climb +8, Diplomacy +12, Disguise +7, Escape Artist +8, Intimidate +12, Knowledge (all) +5, Perform (dance,sing) +7, Sense Motive +4, Spellcraft +9, Stealth +8, UMD +7
*all skills +2 when under Heroism spell

Feats:
Toughness, Improved Initiative, Power Attack (-2/+4), Lingering Performance
Bonus: Combat Casting, Arcane Strike (+2), Disruptive

Abilities: 17 rounds per day, linger 2 rounds after stop
Inspire Courage +2
Bladethirst +1
Inspire Competence +2, Fascinate, Rallying Cry, Distraction

Attacks:
normal: +11 melee 1d8+7 (19-20/x2) with the +2 longsword

(low) buffed: +13 melee 1d8+9 (19-20/x2) with the +2 longsword
includes arcane striking
includes heroism

(high) buffed: +16/+16 melee 1d8+11 (19-20/x2) with the +2 longsword,
+ includes allegro, inspire courage

(high) buffed + power attack: +14/+14 melee 1d8+15 (19-20/x2) with the +2 longsword

AC: 24
+4 dex, +6 armor, +4 shield; 25 with Allegro

HP 61 avg

Saves: Fort +6 / Ref +10 / Will +6 (normal), +8/+12/+8 (with heroism)

It's actually tempting to invest in Great Fortitude and Iron will to smooth out the saves, but with heroism up most of the battle-time, +8 is decent I suppose.


Thanks guys. We are most interested in the against the orcs one and the Pcs stuff.


Almost done with Book 4.

Nation: Verden
We wanted something that leaned towards GREEN. Size just hit 103.

Capital: Allania
The King is an half-elven paladin that really like that name.

Leadership Council: Council of Verden
PCs also include a human druid (Warden), human monk (Councilor), and an elven wizard (Magistrate, me).

Other cities:
1. Aldoran aka Oleg's, we still call it Oleg's even with the fancy name
2. Elkwood, "mecca" of Verden, center of power for Erastil
3. Tatzlford, much bigger than what book 4 assumed I guess
4. Varnhold
5. Drelev's Folly
tbd. (planned) Varnhold Pass, Candlemere Resorts.

Verden is a Nordic-country-in-Golarion: high taxes, high standard of living, well-adjust populace. Religion centers on Iomedae, Abadar, and Erastil. Despite the Law gods being present, the general tenor leads to NG instead of LG, maybe because of the chaotic nature of the river kingdoms.

The "Code of Verden" includes
Rule #1 : Don't eat sentients
Rule #2 : Pay your taxes and enjoy feastday
Rule #3 : Don't assume ill intent, or, That kobold is here on business!

We are planning our army (armies?) next, so that should be really interesting. I'm curious what kind of armies everyone else has.


Sounds like it'll be fun! Q, does Warhorn also cover the schedule for some of the other gaming (Savage Worlds, wargaming demos) that the Marscon site mentions?

Thanks!


I like the idea of a monk (choose your archetype of choice) / reincarnated druid - split it up Monk 15 / Druid 5, with the 5 druid monks early and Quivering Palm providing a capstone at character level 20. Good saves, unkillable (or killable, but you'll get better).


Sean K Reynolds wrote:
KaeYoss wrote:
No one makes fun of Artifact-in-sword-form-that-searches-for-the-true-path
Nor of Dagger-shaped-bearer-of-fire-that-burns-like-ice.

OT: I always wanted a Magical-Wand-That-Creates-Death-in-the-Form-of-a-Black-Sword. :-)


Definitely disagree, but YMMV. Ultimately up to sozin and how comfortable he is with fair use.


This is too bad - sozin didn't 'publish', he shared. If he set up a site and said hey pay me 99 cents (or even 1 cent) for my conversion, he'd have some ethical (legal?) issues to worry about. Sharing something for free seems perfectly acceptable:

• Fair-use of any copyrighted material as provided for in section 107 of the US copyright law. Check out how to be licensed under a Creative Commons BY-NC-3.0 License - permitting non-commercial sharing with attribution. http://creativecommons.org/licenses/by-nc/3.0/

• Learn about fair-use at the Center for Social Media: http://www.centerforsocialmedia.org

Attribution and a lack of desire to be paid protect fair use of materials in my understanding.


After reading Master of Devils, I'm really interested in figuring out how to blend a sorcerer & monk -> here's one attempt for the competition. He's not the greatest sorcerer, but uses his magic to help fight unarmed. He has 26K left-over for whatever he might need (maybe a staff?).

Spoiler:

MULTICLASS COMPETITION CR 17
Male Half-Elf Dragon Disciple 10 Monk (Monk of the Four Winds) 4 Sorcerer (Crossblooded, Wildblooded) 4
LE Medium Humanoid (Elf, Human)
Init +10; Senses Blindsense (60 feet), Low-Light Vision; Perception +33
--------------------
DEFENSE
--------------------
AC 46, touch 33, flat-footed 39 (+8 armor, +6 Dex, +5 natural, +5 deflection, +1 dodge)
hp 261 (10d12+4d8+4d6+144)
Fort +22, Ref +20, Will +26
Defensive Abilities Evasion; Immune sleep; Resist acid 10, cold 13, Dragon Resistances, Elven Immunities
--------------------
OFFENSE
--------------------
Spd 40 ft., Flight (60 feet, Average)
Melee Unarmed Strike FoB +26/+26/+21/+16 +27/+22/+17 (2d8+17/20/x2)
Special Attacks Acid Claws & Acid Bite (5 rounds/day), Breath Weapon (2/day) (DC 17), Dragon Bite, Flurry of Blows +26/+26/+21/+16 BAB +1, Heavenly Fire (5/day), Ki Strike, Magic
Spell-Like Abilities Dragon Form (II) (2/day)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 13, +21 melee touch, +18 ranged touch):
5 (7/day) Spell Resistance (DC 25), Teleport
4 (8/day) Fear (DC 24), Stoneskin (DC 24), Wall of Fire
3 (8/day) Fireball (DC 23), Vampiric Touch, Dispel Magic, Fly (DC 23)
2 (9/day) Resist Energy (DC 22), Knock, Glitterdust (DC 22), Mirror Image (DC 22), Invisibility (DC 22)
1 (9/day) Protection from Evil (DC 21), Magic Missile, Shield (DC 21), Mage Armor (DC 21), Bless, Grease (DC 21)
0 (at will) Acid Splash, Read Magic (DC 20), Message, Dancing Lights, Ghost Sound (DC 20), Detect Magic, Disrupt Undead, Spark (DC 20)
--------------------
STATISTICS
--------------------
Str 22/28, Dex 16/22, Con 19/25, Int 16, Wis 24/30, Cha 15
Base Atk +12; CMB +22 (+24 Grappling); CMD 54 (56 vs. Grapple)
Feats Arcane Strike, Combat Casting, Combat Reflexes (7 AoO/round), Dispelling Fist, Dodge, Elemental Fist (1d6) (9/day), Elemental Spell: Acid, Eschew Materials, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Marid Spirit (DC 29), Marid Style, Monastic Legacy (+7), Monk Weapon Proficiencies, Power Attack -4/+8, Skill Focus: Acrobatics (Adaptability), Toughness +18, Weapon Focus: Unarmed Strike
Traits Deft Dodger, Magical Knack: Sorcerer (Crossblooded, Wildblooded)
Skills Acrobatics +33, Appraise +7, Bluff +6, Climb +13, Diplomacy +15, Escape Artist +10, Fly +12, Heal +12, Knowledge (Arcana) +11, Knowledge (History) +7, Knowledge (Religion) +9, Perception +33, Perform (Wind Instruments) +6, Ride +10, Sense Motive +14, Spellcraft +24, Stealth +10, Swim +13, Use Magic Device +20
Languages Celestial, Common, Draconic, Elven
SQ AC Bonus +11, Draconic: Black Dragon (Acid), Elf Blood, Empyreal, Fast Movement (+10'), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Metamagic Rod, Quicken, Lesser, Slow Fall 20' (Ex), Still Mind (Ex), Unarmed Strike (2d8), Wings (Su)
Other Gear Amulet of Mighty Fists +5, Belt of Physical Perfection, +6, Bracers of Armor, +8, Cloak of Resistance, +5, Headband of Inspired Wisdom, +6, Metamagic Rod, Quicken, Lesser, Ring of Protection, +5, Robe, Monk's, Wand of Cure Serious Wounds
--------------------
TRACKED RESOURCES
--------------------
Acid Claws & Acid Bite (5 rounds/day) (Su) - 0/5
Breath Weapon (2/day) (DC 17) (Su) - 0/2
Dragon Form (II) (2/day) (Sp) - 0/2
Elemental Fist (1d6) (9/day) - 0/9
Heavenly Fire (5/day) (Su) - 0/5
Ki Pool (Su) - 0/12
Metamagic Rod, Quicken, Lesser - 0/3
Wand of Cure Serious Wounds - 0/50
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +11 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Acid Claws & Acid Bite (5 rounds/day) (Su) 2 Magic Claw attacks deal 1d6 damage + 1d6 Acid Bite attack deals 1d6 damage.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (2/day) (DC 17) (Su) 2/day, Breath Weapon deals 14d6 Acid damage, DC 17.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (7 AoO/round) You may make up to 7 attacks of apportunity per round, and may make them while flat-footed.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (13) You have the specified Damage Resistance against Cold attacks.
Dispelling Fist May cast dispel magic as a swift action after an attack
Draconic: Black Dragon (Acid) +1 damage per die for [Acid] spells.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Form (II) (2/day) (Sp) Use Form of the Dragon II as a spell-like ability 2/day
Dragon Resistances (Ex) You gain Acid resistance 10 and +2 natural armor.
Elemental Fist (1d6) (9/day) You can add 1d6 energy damage to an attack.
Elemental Spell: Acid You can cast a spell with half or all its damage type replaced with this feat's damage type.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Empyreal Your heavenly power derives from insight rather than force of personality. Associated Bloodline: Celestial.
Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to cast.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flight (60 feet, Average) You can fly!
Flurry of Blows +26/+26/+21/+16 (Ex) Make Flurry of Blows attack as a full action.
Heavenly Fire (5/day) (Su) Ranged touch attack deals 1d4 divine damage/healing
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack: Sorcerer (Crossblooded, Wildblooded) +2 CL for a specific class, to a max of your HD.
Maneuver Training (Ex) CMB = other BABs + Monk level
Marid Spirit (DC 29) Gain +1 use of Elemental Fist per day, and cold resistance
Marid Style Gain +1 use of Elemental Fist per day, and deal cold damage
Metamagic Rod, Quicken, Lesser The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Unarmed Strike (2d8) The Monk does lethal damage with his unarmed strikes.
Wings (Su) Fly 60' (average)

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Finishing the Marid style at level 19 lets this draconic-empyreal monk sorcerer go all Sub-Zero on his foes, when he's not melting their faces off with the acid spells & breathweapon.

Strong AC and saves too - seems like he'd be a lot of fun to play!


I'm a PF guy through and through - all the options coming out allow me to create the kind of characters I'm interested in. I wish there tweaks here and there, but that's easily houseruled, and is the same for any possible game system.

If WoTC comes out with another edition, I hope they break out of the Xe mold (don't call it 5e) and go for a branding (and gameplay) that melds the past with the future: call it Advanced Dungeons and Dragons. Roll out some Basic D&D boardgames and market the crap out of AD&D as the "be the character" rpg. That's my free advice to them.

I'll be happy sticking with Paizo & PF, but that kind of marketing would be good for the hobby overall - let the hobby grow and more eyeballs will look for more content... say hello to a more mature version of AD&D (say, ADVANCED AD&D = Pathfinder? :-P). A growing pie means everyone gets fat.


I've been playing around with a Flowing Master of Many Styles as well - starting out focused on Crane and Snake, going into Snapping Turtle and Panther at mid-levels (and maybe Tiger towards the end).

The fact that flowing monk loses the 2nd level bonus feat stinks, but the benefit received is worth it.

Tiger/Panther intro into something later, maybe something like?

1B Tiger Style
1H Panther Style
1 Combat Reflexes
3 Panther Claw
5 Tiger Claw
6B Panther Parry
7 Dodge
9 Crane Style
10B Crane Wing
11 Crane Retribution
13 Tiger Pounce
...

then find another style to add in once you can fuse 4 styles (Snapping Turtle is a good easy intro).

Mobility is an attractive feat too since you want to be provoking AoO and the +4 AC is a good fit for that.

Curious to see how he turns out for you!


The Helpful One, dwarven flowing monk master of styles:

Spoiler:
HELPFUL ONE CR 9
Male Dwarf Monk (Flowing Monk, Master of Many Styles) 10
LG Medium Humanoid (Dwarf)
Init +3; Senses Darkvision (60 feet); Perception +18
--------------------DEFENSE--------------------
AC 26, touch 24, flat-footed 21 (+1 shield, +3 Dex, +2 deflection, +2 dodge, +5 Wis, +3 monk) 29 defensively
hp 93 (10d8+30)
Fort +12, Ref +13, Will +14
Defensive Abilities Defensive Training, Evasion, Improved Evasion
--------------------OFFENSE--------------------
Spd 50 ft.
Melee Unarmed Strike +12/+7 (2d6+5/20/x2) +11/+6 defensively
Special Attacks Ki Strike, Lawful, Ki Strike, Magic, Relentless
--------------------STATISTICS--------------------
Str 16/18, Dex 14/16, Con 14/16, Int 10, Wis 16/20, Cha 6
Base Atk +7; CMB +14; CMD 36
Feats Combat Reflexes (4 AoO/round), Crane Riposte, Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, Monk Weapon Proficiencies, Snake Fang, Snake Style, Snapping Turtle Style +1
Traits Grounded, Sacred Touch
Skills Acrobatics +16, Climb +13, Knowledge (History) +4, Knowledge (Religion) +4, Perception +18, Sense Motive +20, Stealth +7, Swim +8 Modifiers Lorekeeper
Languages Common, Dwarven
SQ AC Bonus +7, Elusive Target (Ex), Fast Movement (+30'), Flowing Dodge (maximum +5) (Ex), Fuse Style (3 styles) (Ex), Hardy, Hatred, High Jump (+10) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Redirection (10/day) (DC 18) (Ex), Slow and Steady, Slow Fall 50' (Ex), Still Mind (Ex), Stonecunning +2, Unarmed Strike (2d6), Unbalancing Counter (DC 20) (Ex), Wholeness of Body (10 HP/use) (Su)
Other Gear Amulet of Mighty Fists +1, Belt of Physical Perfection, +2, Cloak of Resistance, +2, Headband of Inspired Wisdom, +4, Ring of Protection, +2, Robe, Monk's
--------------------TRACKED RESOURCES--------------------
Ki Pool (Su) - 0/10
Redirection (10/day) (DC 18) (Ex) - 0/10
--------------------SPECIAL ABILITIES--------------------
AC Bonus +7 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Reflexes (4 AoO/round) You may make up to 4 attacks of apportunity per round, and may make them while flat-footed.
Crane Riposte When you deflect an attack, you may make an attack of opportunity
Crane Style Take -2 penalty when fighting defensively
Crane Wing May deflect one attack per round while fighting defensively or using total defense
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type.
Elusive Target (Ex) At 5th level, as an immediate action, a flowing monk may spend 2 points from his ki pool to attempt a Reflex save opposed by an attacker's attack roll to halve damage from that attack. At 11th level and above, the flowing monk suffers no damag
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+30') The Monk adds 10 or more feet to his base speed.
Flowing Dodge (maximum +5) (Ex) At 3rd level, a flowing monk gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1). This ability replaces fast movement.
Fuse Style (3 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Grounded You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
High Jump (+10) (Ex) +10 to Acrobatics checks made to jump.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Lawful (Su) At 10th level, a monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Maneuver Training (Ex) CMB = other BABs + Monk level
Redirection (10/day) (DC 18) (Ex) At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round
Relentless +2 Bull Rush and Overrun if you and your opponent are standing on the ground.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Slow and Steady Your base speed is never modified by encumbrance.
Slow Fall 50' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Unarmed Strike (2d6) The Monk does lethal damage with his unarmed strikes.
Unbalancing Counter (DC 20) (Ex) At 2nd level, a flowing monk's attacks of opportunity render a struck creature flat-footed until the end of the flowing monk's next turn (Reflex DC 10 + 1/2 the monk's level + Wisdom modifier negates). This ability replaces the bonus feat gained at 2
Wholeness of Body (10 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.

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The idea is to present a tempting target (no armor, barehanded), but have a good AC (29 defensive and up to 34 depending on how many adjacent opponents) and then dominate with AoO:

Opponent attacks Helpful One (HO) and would hit: 1/round Crane Wing to deflect the attack and Attack of Opportunity (AoO) the opponent. If HO hits, opponent has DC20 Reflex or is flatfooted for a round.

Opponent attacks HO and misses: HO uses Snake Fang to make an immediate AoO (if that hits, gets another unarmed strike). Opponent has DC20 Reflex or is flatfooted for a round.

Opponent attacks ally of HO and HO is threatening the opponent: HO uses Redirection ability to move & trip the attacker as an immediate action (opponent is sickened for 1 round if successfully moved).

At 12th level, HO can use Redirection on anyone that attacks him, even if HO doesn't threaten him. As he levels and gains new styles to fuse (currently 3, soon 4 and eventually 5), he can add in Panther style for more AoO madness while moving around the battlefield.

Aside from the good combat stuff, HO knows a little bit about history and religion, is very perceptive (perception and sense motive), and has a 50' move around the battlefield to use Sacred Touch on any fallen allies.

I can see him zipping around standing over top the fallen, AC going up thanks to Flowing Dodge and ruining opponents with AoO and Redirections.


I like the idea of a LE Hungry Ghost / Master of Many Styles Monk, cruising the countryside for Ki & Styles to steal.


KaeYoss wrote:
Kevin Andrew Murphy wrote:


Why this is vaguely unsatisfying: Why should a CG character have to worship a LN god to pursue his passion?

Why this is baffling me: Why is that character forced to worship that LN god?

+1 and to add: how does the baker know that Abadar is LN? Did he look him up in the Deities & Demigods at the local bookstore? :)


davidvs wrote:

Flowing Monk with a one-level dip into Menhir Savant Druid.

That sounds like a great option! Some minor spellcasting to beef up your monkly side, greater defense when surrounded, etc. Please post him when you're all done, be curious to see what he looks like.


I used 25 PB for this example, starting 16, 13, 16, 10, 17, 8 with a bump to Wisdom at 4th.

Spoiler:

STRONGEST KUNG FU CR 3
Male Dwarf Monk (Hungry Ghost Monk, Master of Many Styles, Monk of the Sacred Mountain) 4
LE Medium Humanoid (Dwarf)
Init +1; Senses Darkvision (60 feet); Perception +11
--------------------
DEFENSE
--------------------
AC 20, touch 17, flat-footed 19 (+1 shield, +1 Dex, +2 natural, +1 deflection)
hp 42 (4d8+16)
Fort +7, Ref +6, Will +8
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Temple Sword +6 (1d8+6/19-20/x2) and
Unarmed Strike +5 (1d8+5/20/x2)
Special Attacks Ki Strike, Magic, Relentless
--------------------
STATISTICS
--------------------
Str 16, Dex 13, Con 16, Int 10, Wis 18, Cha 8
Base Atk +3; CMB +7; CMD 23 (25 vs. Bull Rush25 vs. Overrun25 vs. Trip)
Feats Improved Unarmed Strike, Ironhide, Monk Weapon Proficiencies, Power Attack -1/+2, Punishing Kick (Push 5') (4/day) (DC 16), Snapping Turtle Style +1, Tiger Style, Toughness +4
Traits Dangerously Curious, Grounded
Skills Acrobatics +8, Climb +7, Escape Artist +5, Intimidate +3, Perception +11, Sense Motive +8, Stealth +5, Use Magic Device +7
Languages Common, Dwarven
SQ AC Bonus +5, Bastion Stance (except mind-affecting or teleportation) (Ex), Fast Movement (+10'), Fuse Style (2 styles) (Ex), Greed, Hardy, Hatred, Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Slow and Steady, Still Mind (Ex), Stonecunning +2, Unarmed Strike (1d8)
Combat Gear +1 Temple Sword; Other Gear Ring of Protection, +1, Wand of Cure Light Wounds, Wand of Mage Armor
--------------------
TRACKED RESOURCES
--------------------
Ki Pool (Su) - 0/6
Punishing Kick (Push 5') (4/day) (DC 16) - 0/4
Wand of Cure Light Wounds - 0/50
Wand of Mage Armor - 0/50
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Bastion Stance (except mind-affecting or teleportation) (Ex) Cannot be moved if you start and end the round in the same space.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Grounded You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ironhide Your skin is thicker and more resilient than that of most of your people. Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Punishing Kick (Push 5') (4/day) (DC 16) You can push or knock down an opponent with an unarmed attack.
Relentless +2 Bull Rush and Overrun if you and your opponent are standing on the ground.
Slow and Steady Your base speed is never modified by encumbrance.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Tiger Style Gain +2 to CMD against bull rush, overrun, and trip, and deal slashing damage
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


What level are you starting out at? How are you generating your stats (have you done that already)? I think there are some strong options for solo play with the APG + UC.

I'd be tempted to try a Monk of the Four Winds/Ki Mystic, wandering the world to make it a better place and reach Enlightenment,

or,

a Hungry Ghost Master of Many Styles, cruising the countryside for Ki & Styles to steal/learn > an evil-curious anti-hero that is out to prove his kung fu is stronger than all the rest.


Sangalor wrote:


I once build an 8th level monk (standard) with 2 levels of sorcerer (empyreal bloodline). Everything runs off wisdom this way, so no need to invest into charisma.
By picking the right spells such as shield he was incredibly effective.

I've been toying around with this too -- I really want to make an NPC a la Burning Cloud Devil from the most recent Pathfinder Tales and this seems like a good mechanical way to represent that. BCD is more sorcerer than monk, except for access to higher level monk abilities (Quivering Palm). Maybe some sort of PrC that emulates Eldritch Knight but is more Monk based?

Monk 2 / Empyreal Sorcerer X would be a flavorful arcane PC in a party (take the Magical Knack trait to keep CL maxed).

Monk X / Empyreal Sorcerer 2-4 would be a good striker that can self-buff. Less money needed for magic items for defense, so invest in wands & such?


Barbarian: Conan
Bard: Sherlock Holmes
Cleric: Thoros of Myr the Red Priest
Druid: Bran Stark
Fighter: Achilles
Monk: Kwai Chang Caine
Paladin: Sir Galahad
Ranger: Aragorn
Rogue: Sinbad
Sorcerer: Circe
Wizard: Merlin

Alchemist: Dr Jekyll
Cavalier: Sir Gawain
Gunslinger: Roland Deschain
Inquisitor: Eisenhorn
Magus: Elric
Oracle: Pythia
Summoner: Master Pandemonium
Witch: Baba Yaga

Elf: Legolas
Dwarf: Gimli
Gnome: Rumpelstiltskin
Halfling: Sam
Half-Elf: Tanis Half-Elven


I love, love, love stats for fictional characters. The Forgotten Realms 2e book that consisted of only stats of fictional characters was one of my favorites.

But, if the main characters will return and y'all aren't interested, I can understand.

Could we get stats for some of the NPCs though? Burning Cloud Devil is too cool for school not to have a statblock.


Something to help healing and melee seems useful... how about a Cleric of Gorum? Rain destruction on your enemies, hear the lamentations of their mates, grudgingly heal your allies.

Of course, druid or ranger are also quite valid and can add to the combat/heal/wisdom element of the group.


Looks like a solid character - Pathfinder made Identify kind of pointless* though, so since you have so few spells known I'd let the Wizard worry about that and pick up either Grease (Core) or Saving Finale (APG). I'm also a fan of having Cure Light Wounds as a spell available just in case as a bard. Grease is cool for either tripping a group, disarming a single, or heling an ally escape a grapple easier. Saving Finale fits in the support the team mold.

* Spellcraft lets you identify magic items, Identify just gives you a bonus on the the check. Most level-equivalent items I have encountered playing a wizard have not needed the bonus you get from Identify. My wizard did gain Identify through loot from a fallen villain wizard, but has yet to memorize or cast it.


Inspirational Quotes for any RPG

"Pathfinder's not medieval. It's the Wild West with swords and plate mail. It pulls in stuff from all over - Caine from Kung Fu, Celtic bards and druids, Vancian wizards, knight hospitallers with Biblical powers, Conan, Cugel the Clever, Fafhrd & the Gray Mouser, demi-humans from Tolkien. These guys, all together in the same hodgepodge of a world, enter a very big hole in the ground to fight a zoo of monsters from mythology, folklore, sci-fi, Hammer horror movies, HP Lovecraft, kids' toys and Paizo’s fevered imagination.” - adapted from ENWorld poster Doug McCrae
~
“And why the heck not? Rigorous historical play can be fun, but that's usually not what we're about in these games. Letting our cleric of Bast and her kung-fu monk best friend go mano-y-mano with a high priest of Cthulhu for the broken shards of Excalibur in a back alley of Sanctuary while the city is under siege by an army of Barsoomian apes under the sorcerous command of Yyrkoon of Melnibone is just fun! “- trollsmyth

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