Female Merchant

Morgan Shay's page

Organized Play Member. 10 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Folks -- we do have a GM, now, pretty sure.

GM DSP was persuasive, came recommended, had the resume, etc.

Ghastlee, apologies - you were close! I always hate this part. :(

Although we are still in discussion, it looks fairly certain it will go ahead.

A second group of artifact hunters-? I'd second that, personally. :) Even if GM DSP lacks the bandwidth, perhaps it could be run by another, and (loosely) coordinated between the two GMs. Just thinking out loud.

As well, I wouldn't rule out we might want to expand beyond four players, later. To start with though, I think we want to keep it to the current cast size.


Heehee, well don't argue with an undead dragon.... ~_^

Ghastlee, could you perchance join on us RPOL? It's free and easy to set up. I'll loop you in with the other over there.

If not, I have pointed them to this thread, at least....


We do have a vehicle to bring the characters together -- it's a good rationale, that give them reason to hang together, and allow for some good RP interaction.

However, we won't insist on it, if something other better fits what the GM cooks up.

I think we're still open to considering prospects, right up until we say "this is our guy."

It counts for a lot, if any of you can point to a sample of something you've previously run. Things like dialog and npc interaction are important to us -- we surely don't expect a professional novelist (we're not ourselves) but, we are seeking more of a novel sort of feel, as opposed to a dungeon crawl.

I think the initial blurb probably made that apparent...

FYI, we've been gaming on www.rpol.net. I'm not entirely sure who else (amongst us four)has an account on this board.

But I *will* get them over here, if we can't tempt our GM to RPOL. Or to other venues, if the GM has any strong preference.


I don't think those things would be a problem with this group.

I think we're pretty open on locale, Ghastlee. No outstanding preference.

For me personally...since we're artifact hunting...Osirion does come to mind. I've not yet played there, and I like the setting.

Oppara is also a favorite, and would obviously set a very different tone than Osirion.

And, no matter how over used it gets, Varisia will remain a personal favorite.


I'm representing a small group of players. We've put together a concept we love, or the foundation for one, and we'd like to find a GM to help us pull it off.

So far we have four players. All of us know eachother well. I'd argue that we have a fairly high quality of people onboard. Excellent writers, experienced with gaming in general, and just easy to get along with folks. Since we all know each other - I'd contend that we would be very committed to sticking with the game.

We've discussed character roles and here's what we have so far: a paladin, cleric, (both devoted servants of Iomedae) bard (an archeologist, and possible pacifist) , and a sorceress. (rakshasa blooded, Chelish fugitive) If possible, we'd like to keep the game to just us - to keep the posting rate up and avoid drop outs as best we can.

While any GM will have the final say on what the plot actually consists of... We do have a few themes we'd like to visit. Two of the characters (the cleric and paladin) as conceptualized are Azlanti in appearance and perhaps more. We'd like to see the heritage, ruins, and ultimate fate of the Azlanti and Aroden play a significant part in the story.

This plays well into the other two characters. Both are "scoundrels" for lack of a better term, but by need more than nature. They (tentatively) have a potential lead for the Azlantis, and may require protection from an enemy as well. Thus there is impetus for the group to remain together, and focused.

The most important point is this: we're looking for a story heavy roleplay here. Rolls are important too... But plot and character interaction come first. Someone who feels comfortable weaving a story would be ideal. We're designing the characters with the plot's concept for this reason. We want our characters to be a living, breathing, organic part of the story. Not an awkward insertion.

If there's a potential GM who feels enticed, just let me know. We can find a venue to develop the concept further and meld it with whatever story you'd like to tell yourself.

Thanks for reading! Respond here if you like, or email me: the_incantatrix@yahoo.com


My take is this sort of thing depends on the campaign flavor, too.

I lean much more strongly on the RP/story side, than on the gaming side. While I understand everyone wants to have a viable and effective character...I generally dislike feats and traits that are tacked on only for advantage, or "neato" effect, and have little story reason to be there.

Personally I'd allow it if the player had a plausible background (or in game) reason to have it. I view those tattoos as being unique to the Varisian people and culture. For that reason, non-human races would be unlikely to have them. Excepting half-breeds raised within the culture.

But an elf or other might acquire them through: service, friendship, marriage, apprenticeship, paying enough gold, or a number of other ways.

That's just me. If someone is simply playing Pathfinder D&D, and building the most advantageous character they can, there is no probably no real reason to say no.


Synthesist? Wasn't that the nerdy guy who played the Moog in 80's new wave bands?

Ban it because the name is even lamer than "summoner." (Sorry Paizo...I love ya guys, and most of your stuff is brilliant...but who is naming these classes??)


The Loooovvees...

1) Traits - when applied with sense and reason, not just tacked on for advantage
2) Archetypes - like traits, just another great way to individualize characters, and tie capability in with background.
3) CMB and CMD - I'm all for workable simplicity - D20 has enough to stay on top of, even without rules like the old grapple stuff.
4) Races - they are all pretty exciting and worthy now. One complaint with the 1/2 O - see below.
5) Energy channel for clerics - I'm a cleric player from way back, and this is one of the best enhancements ever.
6) Fighter class - even though will never be my personal favorite, I feel for those who love it, and PF big strides in the right direction with it.
7) Sorcerer class - I never liked the vanilla sorc of 3E. Now I will generally take in preference to wiz, even knowing reasons not to.
8) Oracle, Witch, and Alchemist base classes.
9) Varisia (yes - I KNOW it's been overused, now. But it is still one of my favorite settings.)
10) Detail of Golarion's neighboring worlds - I'm a big fan of the old planetary romance novels (Leigh Brackett in particular), so I love this element. (though I acknowledge it could easily get carried away with, and cheesy, and think there should be fewer inhabited worlds)

The "We hates, it precious!!" list --

1) Summoner - first, that name is dumb. Mechanically - why CHA driven? Doesn't that denote an intuitive caster, like a sorc or oracle? So why does someone end up a summoner, instead of a sorcerer? Just "happens?" And why the armor use and middle tier BAB/HD progression? Someone who devotes themselves to this esoteric art also has time/inclination to study combat? I *do* like the eidolon aspect of it -- if was more like a wizard (Int based, slow BAB/D6 etc.) I would like it better. (yes -- bards have some similar questions attached, but as a whole don't annoy me the same. Possibly just because I'm used to them...)
2) Gunslinger - I just don't care for firearms added to a fantasy setting, personally.
3) Paladin's smite - for reasons already expounded by others.
4) Skills - okay, yes, I do like the simplicity. Doing skills in 3.5 was always my least favorite part. But, as someone else brought up, it takes a lot away from the rogue (just one level, and suddenly you're the new skill monkey). Also, *too* many were combined -- perception, stealth, and linguistics, should have retained their separate elements, IMO, except for combining search/spot.
5) Half-orc - +2 to any ability? I know this is norm now for semi-humans -- but I feel a bonus to Int or Cha, and really Wis or Dex too, is badly inappropriate for this race.
6) Item creation - for reasons already elaborated on by others.
7) Ninjas - in my gaming years, never encountered one that was role played well, or for any well considered reason. I am open to being pleasantly shocked, some day. But, in the meanwhile, I expect annoying silly stuff when I hear someone is playing one. The name alone makes me wince.
8) Prestige classes - most would probably be better as archetypes, now. Assassin most outstandingly.
9) Favored classes - both unbalancing and unnecessary.
10) Creating npcs. I ad lib when I GM, sometimes, I confess! My life is just too damn busy to spend the hours it often takes to crank out numbers of npcs under the 3E paradigm.


Alas the poor incantatrix!

The very first campaign I ever played in as a kid, was a 1E game modified with all sorts of supplements and Dragon magazine articles. (2E was already out, but our DM, my brother, hated it...version wars were a part of my gaming experience from the very beginning...)

The original 1E incantatrix was a great class; I played one. Had its own spell list, plus class abilities, none grossly unbalanced.

So with the advent of 3E, it becomes a prestige class. I had an abjurer that went on to become one...the 3.0 version, mind you, right here: http://www.wizards.com/default.asp?x=dnd/ex/20010803

It wasn't the same as the old 1E class I loved, but still pretty good, and nothing game wrecking.

And then...the dreaded 3.5 version. Now, I can't even say "incantatrix" to most people I play with, without getting looks of horror or revulsion. And that's a bummer. :( Because I love role playing that particular class; it's not (and never is) a power trip for me.

I would love to play it in Pathfinder as a -base- class, modeled on the old (and fairly balanced) 1E version. One day, I'll probably write it up, for fun if nothing else. Obviously nothing from Forgotten Realms is gonna end up officially bolted onto Golarion. And with all the wizard, sorcerer, and witch options now, it's not like the game needs another arcane class, anyway. But, damn it, I miss my favorite class!


Why I can't do 4E:

Its very essence smacks of video games, and I'm not into'em.

It seems to all be aimed and geared for the almighty encounter, and the scenario and the storyline...eh? The what, you say..? Pish! We just wanna roll dice and pretend to kill stuff!

Out the gate, their twist on the tiefling and the inclusion of the dragonborn as a core race, made me guess the tastes of those at the helm of its design didn't coincide too well with my own. Nothing I've seen since has led me to feel any differently. It's a matter of aesthetics - and the aesthetics of 4E make me cringe.

I'm a Planescape fan from way back...I do not care for their restructuring of the planes (though I know quite a few who think the new is much better), let alone what they did to the tiefling, or the eladrin who are just a more glorified elf, now.

Healing "surges"...no matter how great a mechanic it may be in practice, the name just grates on me, as does the (lack of) logic of it. So too warrrior and rogue type classes having daily, per encounter and at will "powers."

The romance was just completely siphoned out of it. It doesn't seem the focus is creating a vivid and individual persona anymore...only hammering out the most effective fighting machine you can in the shortest amount of time.

Points of Light...the proposed setting everyone is supposed to conform to. Can you say homogenized and generic video game type fantasy setting #12B?

Lastly, I'm sorry, but...God (and Gary Gygax)meant us to toss our own saving throws! Changing it to another score your opponents need to "hit" is simply unforgiveable.

What Pathfinder has going for it in my view:

Golarion. I tend to not like the canned settings so much, Planescape/Sigil excepted. But, a terrific job was done with Golarion. A really terrific job! I mean it's just refreshingly good.

The skill system is just about perfect now. There is still enough latitude and detail, but the process of allocating points to them goes faster, and tends to yield a more satisfying result.

All of the core character classes shine, now. Yet without the quasi-homogenous feel of 4E.

The new base classes are mostly well considered, and have a lot of flavor.

The half-elf, a long time favorite of mine, is no longer stiffed compared to their parent races, as in 3.5. All of the races are balanced pretty nicely now, as with classes. And, my god, someone's finally put a slant on the gnome I actually like.

I've loved being the party's cleric since way back when, and the energy channel ability is just plain fun. And I love the new assortment of domains, too. And Golarion's colorful pantheon.

The combat maneuvers mechanic; I like this -so- much better than the headache inducing rules for grapple and other things that always used to bog down the combats.

Paizo in general: You get the feeling this is really a labor of love, with them. It shows in various, endearing ways. WotC was always a big turn off to me. And still is. They are the Microsoft of the gaming industry.

I could go on, but it's late, I'm rambling...enough blabbing already!