Elan

Paul Griffith's page

**** Pathfinder Society GM. 132 posts (199 including aliases). 2 reviews. 1 list. 1 wishlist. 33 Organized Play characters.


RSS

1 to 50 of 132 << first < prev | 1 | 2 | 3 | next > last >>
Grand Lodge 4/5

Wayne Stubbs wrote:

Suggested guide layout.

1) The Pathfinder Society (in game) - "You get to be Indiana Jones"
2) Organized Play - "Play anywhere in the world with people you don't know"
3) Advanced Player Rules - "You don't need to read this until after your first few games."
4) GM stuff
5) Organizer stuff

In short - make it 100% New Player Friendly. Grognards and cheeseweasels will look after themselves.

I like this idea alot. Right off the bat it explains what is going on, great way to start out and even remind veteran players about what is going on. Then you get the meat and potatoes of what is going on. What needs to be done for your character in Society. Plain simple and straight forward and not interspersed between 4 or 5 other sections. Then you get into the advanced stuff and this is helpful now because you have a firm grasps of the basics from the previous section. The only hic-up I see is where to put your section on Factions. It needs to be in with the basic stuff, but it is a large bit of information. Probably include it at the end of that section and use it as a lead into the more advanced stuff might work out. Then of course you get into stuff for GMs then organizers and at the end a nice long glossery of terms, indexs with page numbers, and all the other needed information along with new character sheets. Simple straight forward and easy to reference. I would be happy with a book like that.

Grand Lodge

Thanks guy. The party is actually a little gold poor right now since the majority of places they have been exploring were not loot heavy. So I think that I will go with 1000 gp for the tusk alone. But I wonder if I should make it worth more if they sell it all as is with the scrolls intact since it is a really unique item. So how much over the 2225 gp do y'all think would be plausible for selling it as is?

Grand Lodge

I am running a particular adventure path and my characters have looted a really interesting item. It is a 20 lbs mammoth tusk and carved into it are what are essentially 3 scrolls. They include Bull Strength, Ice Storm, and Phantom Steed. Now determining the price for the scrolls in and of itself is rather simple;
Bull Strength = 150 gp
Ice Storm = 700 gp
Phantom Steed = 375 gp
So they have a total in scroll value of 1225 gp. But then they still have 20 lbs of mammoth ivory all in one huge piece. I can not find an official source for how much this giant chunk of mammoth tusk should be worth, sans the scrolls. Can anyone provide me with a good suggestion at what the price should be or point me to an official source to tell me the price?

Grand Lodge

Awesome ideas. Thank you all for the suggestions.

Grand Lodge

This is all interesting and has given me a lot to think about. But if anyone has any ideas for the ratfolk I would like to hear them.

Grand Lodge

Thanks guys for the suggestions. Not that into druids, but any other spellcaster that would work with the tongue?

Grand Lodge

Bigdaddyjug wrote:
Musket Master is still legal.

Thank you. :)

Any other ideas or suggestions anyone?

Grand Lodge

Yeah everyone. I actually have a ratfolk I built for an adventure path with a 25 point buy that I could modify to PFS guidelines. But I wanted to try something else if possible. Ratfolk just make perfect alchemists. As for the grippli I think that I will likely go with the Musket Master for him as my other gunslinger is a pistol specialist and already level 7, and close to the point I would normally stop playing him except in special games. Just need to make sure that Musket Master is still legal, as I think I heard it was banned, but I am unsure. Any advice or input on building these characters would be greatly appreciated.

Grand Lodge

I have been looking at a few of the special archetypes. There are ratfolk specific gunslinger and alchemist archetypes as well as a grippli gunslinger type as well. They are cool, but I would like to know what others think of them and how well they would work in competitive play.

Grand Lodge

1 person marked this as a favorite.
Inlaa wrote:

Hm. Just did some research. Specifically to PFS, you can't take Warrior Spirit as a Molthuni Arsenal Chaplain (though you can in standard Pathfinder rules). AWT stuff not available to you.

BUT you still get the +4 from Weapon Training and the +4 from Fate's Favored and Divine Power, and the Molthuni Arsenal Chaplain is still legal. You just VERY SPECIFICALLY cannot take Advanced Weapon Training stuff.

Still worth it.

(Though now I remember one of the reasons I shook my fist at PFS.)

Yeah some of the restrictions of PFS are silly but I still love the game and the community.

Grand Lodge

Inlaa wrote:
Arutema wrote:
Keep in mind trench fighter isn't PFS legal.

Is nothing PFS Legal? PFS! PFS!

Well, 5 levels of Musket Master in lieu of 3 Trench, ORRRR go straight Warpriest since that's probably a better option anyway.

(From Hell's heart I stab at thee, PFS...)

EDIT: And you need 4th level spellcasting for Divine Power, so yeah, just go Warpriest. Warpriest Warpriest Warpriest.

A 10th level Warpriest with 18 Wisdom (14 or 16 base with a +4 or +2 item) can cast two 4th level spells a day - or two Divine Power spells. If you have Fate's Favored, that's +4 to attack, damage, Strength checks, and Strength-based skill checks, and +10 temporary HP. Oh, and you can swift-cast it thanks to Fervor, and it lasts 10 rounds (a whole fight). And remember: twice a day. You can cast that twice a day. Oh, and Divine Power acts like Haste in terms of the extra attack. Yes, you get an extra attack.

(And you can use Divine Favor for less important fights, obviously.)

LOL. Yeah,PFS legal. It does make things unpleasant when you find out that a class is not PFS legal.

You also get Weapon Training +2 at this time (so +2 more attack/damage). Put on Gloves of Dueling to make it +4.

Use your 9th level Weapon Training ability to get Warrior Spirit (you get Weapon Training as a Fighter, so you can replace extra weapon groups with Advanced Weapon Training; you don't need the extra groups anyway since your Weapon Focus should be in a gun, not in any other group). Combined with Sacred Weapon, this means you can get +4 enhancement bonuses from your weapon and +2 enhancement bonuses from Sacred Weapon, and these all can be spent on weapon special abilities.

That makes for a kickass gun. Just get a +1 Reliable pistol and then use Warrior Spirit and Weapon Training to make it a godly pistol of mass destruction.

With Divine Power and Rapid Shot, you have 4 attacks a round with a +6 to attack and +8 to damage before we even factor in Sacred Weapon, Warrior Spirit, size bonuses, feats, or even enchantments on your gun. Or stats. Or BAB. Or anything, really. Oh, this is at level 10, which is very...

Grand Lodge

Inlaa wrote:

Something that strikes me about Grippli is they have +DEX and +WIS but -STR. This makes them well suited to being ranged warpriests, IMO. The question is: what weapon should you use?

But you already eyeballed guns so I think you know the answer.

Take 1 level of Musket Master, then 1 level of Molthune Arsenal Chaplain Warpriest (for Divine Favor), then 4 levels of Musket Master before going Warpriest again for the rest of your levels. By level 10 this means you only have 2nd level spellcasting (ouch), BUT you get really important buffs, such as Divine Favor.

Alternatively, go 3 levels of Trench Fighter, THEN go Warpriest. Don't use a two-handed weapon - get a buckler and a one-handed firearm (like a pistol) and use alchemical cartridges and rapid reload with rapid shot to fire as much as you like. This is a much shorter dip that still gets you DEX-to-damage. Combine this with Weapon Specialization, Weapon Training (with Duelist's gloves), and Divine Favor with the Fate's Favored trait and you can get... a LOT of damage while having some decent spellcasting.

Yeah, I think 3 levels of Trench Fighter followed by full Warpriest is good.

Another idea? Don't worry about DEX-to-damage. Instead, focus on playing a Molthuni Arsenal Chaplain with a gun. You'll get tons of damage from Weapon Training and from Divine Favor, you'll target touch AC, get full 6th level spellcasting - it's not a bad setup. And if you REALLY want DEX-to-damage later, just dip 3 levels of Trench Fighter after you hit level 7 (so, levels 8-10). That gets you 3rd level spellcasting (Divine Power) before you dip. Not bad.

But your best bet if you do Warpriest is Molthuni Arsenal Chaplain, either pure or with a 3 level dip.

EDIT: Either way, DEFINITELY take Fate's Favored (the trait) if you play a Warpriest. It's that good.

That is a lot of really interesting ideas. I will look into all of that.

Grand Lodge

Bigdaddyjug wrote:
Paul Griffith wrote:
Bigdaddyjug wrote:
Mouser swashbuckler is pretty cool for a ratfolk. I have a grippli boon as well and I'm making a druid that delivers touch spells with his tongue.
Interesting, I will have to look into that, though I already have an Aasamar swashbucker that is a beast. As for druids, well that class was never one I was really interested in. Sounds cool though.
Yeah I wasn't interested in druids either until I got the grippli boon.

Cool, I will have to look into that.

Grand Lodge

Bigdaddyjug wrote:
Mouser swashbuckler is pretty cool for a ratfolk. I have a grippli boon as well and I'm making a druid that delivers touch spells with his tongue.

Interesting, I will have to look into that, though I already have an Aasamar swashbucker that is a beast. As for druids, well that class was never one I was really interested in. Sounds cool though.

Grand Lodge

Chess Pwn wrote:

The premise is that a grippli clan has sealed away a powerful evil, and that one grippli (the medium) is the house for this seal and can use the power from the evil but needs to be wary of the evil taking him over.

My biggest thing with race boons would be to look for stuff that only they can do/take. So Archetypes, or feats that only work for them. Cause any race can be a musket master (plus I hear they are way boring), and any race can be a basic alchemist. So while those a fine classes to synergize with the stats given, I'd be looking for more of the options only available to that race.

Yeah that sounds interesting. I will look into special race classes.

Grand Lodge

Chess Pwn wrote:
are all classes open? Cause in Blood of the beasts grippli got a pretty cool medium archetype.

I am actually not that familiar with the Occult classes. I never really got into them to be honest. I will look into it, but if you want to please tell me all about how awesome it is.

Grand Lodge

Hey everyone, I have a couple of really cool race boons that I am gettingready to use. But I want to do something really cool with them. I have a Grippli and a Ratfolk boon. I am planning on making a musket master with the Grippli and an alchemist with the Ratfolk. But I want to make sure that these are both awesome. So, if anyone has any ideas for the classes I mentioned or something completely different for these special race boons please just let me know. Thanks for any advice, and I hope you have a great day.

Grand Lodge

avr wrote:
favored enemy wrote:
He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures

Eberron changelings will have trouble with werewolf anti-shapechanger rangers from the above. The standard PF changelings won't.

BTW, self-hating werewolves?

\

Lol no the different werewolf tribes are having like a civil war. So they are hunting each other.

Grand Lodge

avr wrote:

In D&D 3.5 changelings were shapechangers descended from dopplegangers, introduced in the Eberron Campaign Setting. The Pathfinder version is entirely different and is not a shapechanger at all, they're descended from hags instead.

If your changelings are based off the Eberron ones then the question becomes whether scent might detect a humanoids' subtype. I'd call that either a perception check to notice, or a knowledge (local) to identify the humanoid.

Did I mention I love lore like that? Seriously that is really cool. Thanks for that.

And yeah you provide a very valid point. The perception check to notice the odd scent though, would it get the bonus though? After all that is one of the bonuses to favored enemy. Same goes for knowledge local as well. Would he get that bonus to his knowledge check as well? In essence that boils down to the main primary question as to would the wolf get his favored enemy bonuses to identify or notice the changeling.

Grand Lodge

Alright, so I have a home-brew sort of game going, and in an upcoming part we run into a bunch or werewolves. Some of them are rangers with the favored enemy (humanoid [shapechanger]).
I had to fill a spot left by a player recently who had to drop from the game, but found another player that was willing to take his place. They presented me with a character and asked to play a changeling that was pretending to be another race because well changelings are not really well liked by most. I said alright, but then I remembered the rangers in the upcoming part.
In the D20PFSRDsite it states on the page for creating changeling characters as follows:
Type: Changelings are humanoids with the changeling sub-type.
But I can not find a full listing of all the sub-types oh humanoids, and I just am not sure if changelings count as shapechangers?
Also, since these werewolves all have the scent ability, and if changelings are indeed of the shapechanger sub-type, then would they recognize the changeling as a changeling instead of what the character is pretending to be? The player has an endgame in mind and I am unsure if that might get derailed since there wolves might out her if the scent ability would give her away. So yeah, just looking to see if I could get some opinions on that. Thanks and hope y'all have a great day.

Grand Lodge

Ravingdork wrote:

Cavall has it wrong, I'm afraid. The accepted and intended method for doing the math, according to the game developers themselves, is to sum up the normal rolls for the spell, divide it by 2, then add that result to the maximized portion of the spell to get your final sum.

This has been clarified several times over the years.

There you have it guys. Done.

Grand Lodge

This might break some forum rules but I am just sick of this. The original post was not about maximizing and empowering the same spell. It was about the 2 effects being used separately. But for some reason y'all want to argue about something this was not about. No one cares here who is right and who is wrong. Get over yourselves. I am tired of all this and I want to delete this entire thing. Now stop all the idiotic arguing!

Grand Lodge

And yet this thread was never about maximized empowered spells, just about maximized spells and empowered spells separately.

Grand Lodge

Guys we can stop. The primary question already answered. Thanks.

Grand Lodge

Thanks guys but this was about how the 2 metamagic feats would work separately just with the same base spell. empowered magic missile and maximized magic missile. and i already got plenty of answers for it so thanks :)

Grand Lodge

niteowl24 wrote:

Yes, the base damage would do max damage (5 per missile), with the empowered part requiring a dice roll. Also, keep in mind that the level bumps from both feats would apply as well, making a maximized-empowered-magic missile a 6th level spell.

In short:

Damage would be 5 (max damage) + (1d4+1)/2 per missile.

Thank you for the information. :)

Grand Lodge

Darksol the Painbringer wrote:

Maximized and Empowered function differently.

Maximized gives all of your dice the maximum result. Empower increases the damage dice (and the bonus to those dice) by 50%. Both function independently of each other, but are added to the result.

Simply put, you roll the dice as if it weren't Maximized. You then take 50% of the total result, and add it to the otherwise Maximized result.

Thank you :)

Grand Lodge

Cevah wrote:

Each acts on the base spell. So you get the +50% Empowered from the #d4+1, and the maximized #d4+1.

7th level wizard gets 4 missiles at 1d4+1 each.
Empowered adds 1/2(4*[1d4+1]) damage =~ 7.
Maximized adds 4*(5) damage = 20.

To avoid TPK, you can assign each missile to a different PC.
each missile averages =~ 7, so you can apply to whichever PC is still up.

/cevah

Thanks, the module actually says to split them up between the players. Again thanks for the information.

Grand Lodge

Level 15 of the Emerald Spire is called Order and Chaos. It has a good bit of encounters with not only Inevitables but also Proteans as well. It is an interesting game, but very high level. I believe it is 10-12.

Grand Lodge

Hello everyone. Having a little problem understanding how Maximized and Empowered spells work exactly. I am about to run a game where an NPC wizard has both Maximized and Empowered Magic Missiles prepared. Now I have looked up both metamagic feats and will copy paste them here:

Maximize Spell
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables.
Level Increase: +3 (a maximized spell uses up a spell slot three levels higher than the spell's actual level.)

Empower Spell
Benefit: All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.
Saving throws and opposed rolls are not affected, nor are spells without random variables.
Level Increase: +2 (an empowered spell uses up a spell slot two levels higher than the spell's actual level.)

I think it is just the wording, but I am a little confused by what all would actually happen. With Maximized I would think that my 7th level wizard would shoot 4 missiles each doing max damage (1d4+1), so 5 points each. No dice need be rolled. Empowered, I think I would still roll the 1d4 for each missile, and then take that result (1d4+1) and add 50% for that missile. I want to make sure I have this right because this game I am running can lead to a TPK if I am doing things wrong, and I want to make sure I play it fair. So if I have this right, awesome, if not, well then if someone can clear it up for me I would really appreciate it.

Grand Lodge

Mjolbeard89 wrote:
Yup. It's all online. A lot of it is play by post here on the Paizo forums, but I think some people host on other sites as well.

Oh. well then I am not so sure how well the specials would work seing as they have timed portions.

Grand Lodge

Mjolbeard89 wrote:
Gameday V is basically a PBP event that's been taking place the past few years to offer PBP players who couldn't make it to a con a chance to experience some of the specials that have been released at the cons. There's two slots, the first of which started back in the end of August. During that special, the special 7-00 The Sky Key Solution, was available. During the second slot, which runs from Oct 12-Nov 25, a couple of the newer specials (7-98 Serpent's Ire and 7-99 Through Maelstrom's Rift) will be offered. I've already seen some recruitment threads open on the boards, so there's lots to choose from. I'm probably gonna try to play Through Maelstrom's Rift as a pregen for my Undine Ranger to kind of get him started with an elemental themed scenario. Aside from that, I may try to run one of my other newer characters in a second scenario to help them along.

So it is online play then?

Sounds interesting. Have Sky Key at least twice I think. And loved playing Ire. Love to play online when I get the chance though.

Grand Lodge

Mjolbeard89 wrote:
Paul Griffith wrote:
Can not wait to actually get this pair out and into the field. Might take a bit I have like 5 other 1st level characters I am playing as well that I need to try out as well.
SAAAMMMEEE!!! If you don't mind PBP, the second half of Gameday V is coming up in October and some GMs are already starting recruitment for it. I'm in 3 different games right now, running three brand new characters. I've still got one other totally new PC that I want to get started that I'll probably use in the second part of the event. He's an Undine Ranger (Guide). If you're interested in the event, maybe we could play a table together!

Maybe. I have my vishkanya slayer, suli bloodrager, sylph wizard, ifrit skald, and oread ranger that need to see some play. I have a level 11 undine inquisitor that i used a boon for that might be level 12 after this weekend. But yeah 6 total new characters that need to be broken in. What and when is Gameday V?

Grand Lodge

Mjolbeard89 wrote:
Paul Griffith wrote:
Mjolbeard89 wrote:
Looks good, Paul! Only thing you missed was the HP. Phantoms get a base d10, which you have there, but you forgot to add your CON bonus and the bonus HP from Toughness. So your phantom should have 14 HP at 1st level.

Thanks, I had a feeling I would miss something. I thought they only got the half hit dice at first level +1. But they get the full dice like a PC, well that is awesome.

Oh and you saw how I added Disable Device as a class skill? I can do that right? I want to be able to send this ectoplasmic creature with some thieves tools in to handle traps just in case there is no rogue in our party. I just want to make sure That was cool build wise.

Oops! Looks like I don't entirely know what I'm talking about! Haha. I was wrong about the hp, so you should be good with the 10 hp you have on there. My bad.

You are able to give the phantom one additional class skill of your choice at 1st level, and I think Disable Device would be a great choice. I'm sure the party will love having an extra set of trap disabling hands when there's no rogue.

Cool. Thanks for the advice. Can not wait to actually get this pair out and into the field. Might take a bit I have like 5 other 1st level characters I am playing as well that I need to try out as well.

Grand Lodge

Chess Pwn wrote:
phantom's should only get half HP per die. Only PC classes get full HP at lv1.

So I was right in the first place and it should have been 10?

Grand Lodge

Mjolbeard89 wrote:
Looks good, Paul! Only thing you missed was the HP. Phantoms get a base d10, which you have there, but you forgot to add your CON bonus and the bonus HP from Toughness. So your phantom should have 14 HP at 1st level.

Thanks, I had a feeling I would miss something. I thought they only got the half hit dice at first level +1. But they get the full dice like a PC, well that is awesome.

Oh and you saw how I added Disable Device as a class skill? I can do that right? I want to be able to send this ectoplasmic creature with some thieves tools in to handle traps just in case there is no rogue in our party. I just want to make sure That was cool build wise.

Grand Lodge

Can I get some input on this? I just want to know if I built the phantoms right or if I messed something up. Can I get one person that knows a bit more about this to confirm it for me?

Grand Lodge

Anything on my phantom builds would be greatly appreciated.

Grand Lodge

Alright here are the roughs for the Phantoms forms. Hope I did the skills and HP right.

Ectoplasmic Form

Incorporeal Form

Grand Lodge

Selvaxri wrote:
Paul Griffith wrote:
So guys have any advice for my spiritualist?

Primarily- Don't listen to people who say "You should play <X> instead."

Play the character a bit, figure out what works and what doesn't and come back to the boards.

Spiritualists are an interesting class- between Druid and Summoner.
The Phantom may not be as martially dominant as Eidolons or Animal companions; but they get the familiar's ability to cast touch spells.

Thanks. I am actually rather happy with how the Spiritualist looks right now. Just seeing if anyone has any little tweaks or gear suggestions. I will likely do the Phantom tonight, but It will basically just an anger focused one with the Toughness feat. Just got to figure out how all the skill point allocations work because that always get me confused with companions.

Grand Lodge

So guys have any advice for my spiritualist?

Grand Lodge

nennafir wrote:

I think you are going to be underwhelmed by the phantom. I know you want to play the buffer and have the phantom do all of the offense. I think you would be better off playing a summoner (unchained summoner if PFS) if this is your strategy. The eidolon is more of a wrecking machine than your phantom.

I think the phantom can be a fear-bot (or some other one-use sort of build) but expecting it to be a wrecking machine when buffed is unrealistic. Just look at the actual abilities it gets...

Nevertheless, enjoy your build!

Thanks I will.

Grand Lodge

avr wrote:

I'd have chosen one offensive buff or attack spell and one defensive spell, rather than two defensive. Magic Fang or Cause Fear or Touch of Gracelessness.

Also, can you carry all that without being encumbered? 8 Str isn't a lot, even for a small character.

Magic Fang was a high contender for me. I might just have to take that one.

It was a standard Spiritualist's Kit, so for a small sized character using small sized gear I think it should be fine. But I will check it out later in the Occult book. I believe kits are either 1/4th or 3/4th the weight of medium sized ones.

Grand Lodge

MageHunter wrote:
Paul Griffith wrote:

Okay I have done a bit of a fast and dirty build of the Spiritualist himself, Bullgup Chirk. Here are some links to his preliminary sheet with and without the Phantom in him:

Without Phantom

With Phantom

Also, I d plan on making my Phantom the ghost of my Nagaji Brawler, Skori Rasamor. So she will be medium size, and I am going with the Anger emotional focus. Any advice is welcome.

Linkified some stuff. I don't personally know Spiritualists too well, but it makes it easier for others to review.

Thanks dude. I am not the best with all these special functions here. You did me a huge favor by doing that. So here they are again:

Without Phantom

With Phantom

Thanks again and guys any help or advice or even comments at all would be great.

Grand Lodge

Anything at all about my build so far?

Grand Lodge

So what do y'all think of him so far?

Grand Lodge

Okay I have done a bit of a fast and dirty build of the Spiritualist himself, Bullgup Chirk. Here are some links to his preliminary sheet with and without the Phantom in him:

Without Phantom
http://www.myth-weavers.com/sheet.html#id=931385

With Phantom
http://www.myth-weavers.com/sheet.html#id=931420

Also, I d plan on making my Phantom the ghost of my Nagaji Brawler, Skori Rasamor. So she will be medium size, and I am going with the Anger emotional focus. Any advice is welcome.

Grand Lodge

1 person marked this as a favorite.
MageHunter wrote:
Paul Griffith wrote:
Mjolbeard89 wrote:
Paul Griffith wrote:
Mjolbeard89 wrote:
Daereon Phoenixstar wrote:
Make a wereboar ghost! :) She can call you Kermy.
So many good possibilities for the relationship between Spiritualist and Phantom. Mine have a kind of George and Lenny 'Of Mice and Men' kind of relationship. Smaller, more intelligent trouble maker looking out for his big, dumb friend. Spiritualist is a halfling and I flavored the phantom as a half-orc. It's been fun so far.
I was thinking about how to make the relationship, and had considered my dead nagaji brawler. Like she is all pissed because she died at level 2 and found froggy here and was like hey yu are a reptile i am a reptile lets hang out and be friends. :P
"Reptile bros 4 life...er...uhh...something like that."
LOL yeah XD

Don't be a spoilsport...don't be a spoilsport...don't be a spoilsport.... Technically frogs are amphibians.

Damn it MageHunter!

You are right magehunter... i knew i messed up earlier and was just trying to play it off. but it is true.

COLD BLOODED BROS 4 EVER!!!!

Grand Lodge

Mjolbeard89 wrote:
Paul Griffith wrote:
Mjolbeard89 wrote:
Daereon Phoenixstar wrote:
Make a wereboar ghost! :) She can call you Kermy.
So many good possibilities for the relationship between Spiritualist and Phantom. Mine have a kind of George and Lenny 'Of Mice and Men' kind of relationship. Smaller, more intelligent trouble maker looking out for his big, dumb friend. Spiritualist is a halfling and I flavored the phantom as a half-orc. It's been fun so far.
I was thinking about how to make the relationship, and had considered my dead nagaji brawler. Like she is all pissed because she died at level 2 and found froggy here and was like hey yu are a reptile i am a reptile lets hang out and be friends. :P
"Reptile bros 4 life...er...uhh...something like that."

LOL yeah XD

Grand Lodge

HeHateMe wrote:
Paul Griffith wrote:
Mjolbeard89 wrote:
Daereon Phoenixstar wrote:
Make a wereboar ghost! :) She can call you Kermy.
So many good possibilities for the relationship between Spiritualist and Phantom. Mine have a kind of George and Lenny 'Of Mice and Men' kind of relationship. Smaller, more intelligent trouble maker looking out for his big, dumb friend. Spiritualist is a halfling and I flavored the phantom as a half-orc. It's been fun so far.
I was thinking about how to make the relationship, and had considered my dead nagaji brawler. Like she is all pissed because she died at level 2 and found froggy here and was like hey yu are a reptile i am a reptile lets hang out and be friends. :P
That backstory actually sounds kinda awesome!

thanks :)

1 to 50 of 132 << first < prev | 1 | 2 | 3 | next > last >>