Rival Explorer

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Organized Play Member. 1,023 posts (17,323 including aliases). No reviews. No lists. 1 wishlist. 3 Organized Play characters. 34 aliases.


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Grand Lodge

I will throw my hat in for this

Grand Lodge

Dotting in on this for sure.

Grand Lodge

Male Drone Parent4/Nurse3/Tired10

GM Screen:

Perception William: 1d20 + 4 ⇒ (8) + 4 = 12
Perception Dain: 1d20 + 11 ⇒ (9) + 11 = 20
Perception Lanneth: 1d20 + 10 ⇒ (2) + 10 = 12
Perception Yorikata: 1d20 + 9 ⇒ (13) + 9 = 22

After walking for a bit more the group comes upon another clearing in the bog, this area is a bit more open. Dain and Yorikata notice some noise a head...

Going to use the Mossmoon Map for this one. Also did you forget someone?

Grand Lodge

Backstory for Julta.

Julta:

Being born in the city of Lepidstadt always had interesting things going on, the Trail of the Beast and all the issues with the Whispering Tyrant and the Whispering way. Werewolves and many other oddities that surrounded the city and the Country side lead to children being born of Demonic descent.

Being abandoned at a young age for being very different lead Julta to a life of sneaking hiding and surviving by himself. THis didn't leave him scared and hateful like other children who lived in state run homes. Julta grew up on Fairy Tales, most of them being True tales at one point in time. Julta did his best at the classes he was in as a child, going so far as in his teens to have signed up with hunting parties and other exploratory groups.

After a while spending time with these groups, the University of Lepidstadt reached out to Julta, asking him if he would like to join expeditions that searched out new and less known creatures. Cryptds they had deemed them. Eventually Julta got to go out on his own, tracking down the more obscure sightings and those that a larger group just didn't want to track.

Grand Lodge

I have a Halfling Healing Oracle from a game that got to 5th level, I know a bit of the second book if that is a turn off.

Grand Lodge

ok, So so far I have drafted up a Cryptid Scholar Tiefling Investigator, all the knowledges you could ever want, someone who studies and buffs the parties AC and attacks+dmg vs creatures he IDs

The Crunch:

Julta
Male tiefling investigator (cryptid scholar) 7 ( Pathfinder Player Companion: Magic Tactics Toolbox 18,
Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Bestiary 264)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +10 (+12 to determine awareness of suprise round)
—————
Defense
—————
AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex)
hp 45 (7d8+7)
Fort +4, Ref +9, Will +7; +1 trait bonus vs. aberrations
Defensive Abilities trap sense +2; Resist cold 5, electricity 5, fire 5
—————
Offense
—————
Speed 30 ft.
Melee mwk sword cane +7 (1d6+1)

Ranged +1 hand crossbow +9 (1d4+1/19-20)

Spell-Like Abilities (CL 7th; concentration +7)
1/day—darkness

Investigator (Cryptid Scholar) Extracts Prepared (CL 7th; concentration +12)
3rd—bloodhound, gaseous form
2nd—acute senses (DC 17), barkskin, cure moderate wounds , detect thoughts (DC 17)
1st—blend, expeditious retreat , heightened awareness ACG, longshot, shadow hands (DC 16), speech reader's sight
—————
Statistics
—————
Str 12, Dex 16, Con 13, Int 20, Wis 13, Cha 11
Base Atk +5; CMB +6; CMD 20
Feats Ambush Sense, Dilettante, Extra Investigator Talent ACG, Skill Focus (Survival)

Traits foe of the strange, orphaned, underling

Skills Acrobatics +7, Appraise +10, Bluff +12, Climb +7, Craft (alchemy) +15 (+22 to create alchemical items), Disable Device +18, Escape Artist +7, Intimidate +4, Knowledge (arcana) +14, Knowledge (dungeoneering) +13, Knowledge (engineering) +11, Knowledge (geography) +14, Knowledge (history) +11, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +11, Knowledge (planes) +15, Knowledge (religion) +13, Linguistics +12, Perception +10 (+12 to determine awareness of surprise round), Sense Motive +11, Sleight of Hand +7, Spellcraft +12, Stealth +15, Survival +15, Use Magic Device +4;

Racial Modifiers +2 Bluff, +2 Stealth

Languages Abyssal, Celestial, Common, Daemonic, Draconic, Dwarven, Goblin, Infernal, Orc, Protean, Sylvan

SQ alchemy (alchemy crafting +7), inspiration (1d8, 8/day), intuitive monster lore, investigator talents (amazing inspiration ACG, expanded inspiration ACG, intelligence inspiration ACG, trap spotter), keen recollection, knowledgeable strike, opportune advice, swift alchemy, trapfinding +3, warded against nature

Combat Gear boro bead (1st level) UE, sipping jacket UE, acid (5), alchemist's fire (5), troll oil UE; Other

Gear mwk mithral chain shirt, mwk hand crossbow, blunted bolts (10), crossbow bolts (10), mwk sword cane, formula alembic UE, handy haversack , hybridization funnel, alchemy crafting kit APG, bedroll, belt pouch, flint and steel, for tracking, ink, inkpen, masterwork thieves' tools, mess kit UE, pot, soap, sunrod (5), trail rations (5), waterskin, 1,705 gp, 1 sp, 2 cp
—————
Special Abilities
—————
Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

Ambush Sense Gain bonus on Perception vs. surprise and dodge bonus to AC in surprise round (+2 vs Ambush)

Darkvision (60 feet) You can see in the dark (black and white only).

Dilettante You can make untrained Knowledge checks up to DC 15.

Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.

Energy Resistance, Electricity (5) You have the specified Energy
Resistance against Electricity attacks.

Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.

Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).

Inspiration (+1d8, 8/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.

Intelligence Inspiration (Ex) Free Inspiration with Knowledge, Linguistics, Spellcraft even when untrained.

Intuitive Monster Lore +1 (Ex) Add Wis mod to knowledge checks to ID foes.

Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Knowledgeable Strike +1d6 (Ex) As a move action end advice and deal extra dam vs. foe type for 1 rd.

Opportune Advice +1 (5 rounds) (Ex) As a move action when ID monster, allies in 30 ft gain +1 AC and saves vs. them.

Swift Alchemy (Ex) Construct alchemical items in half the normal time.

Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.

Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.

Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.

Warded Against Nature Animals will not willingly approach within 30 ft.

Grand Lodge

Does the Party know much about the Dark Tapestry? Or has little of that come up yet?

Grand Lodge

I could have something up by the end of the weekend.

What are the other party Members?

Grand Lodge

I would be interested in Playing Hell's Vengeance.

Grand Lodge

Interested.

What about background skills?

Grand Lodge

Hey sorry I never added a Name to my Bard, I like the idea of her being a chronicle and healer.

Nadine Quickquill is what I will name her. Hope that helps, good Luck GM

Grand Lodge

philipjcormier wrote:

There is a website called PFSSessiontracker that helps you keep track of which module/scenarios your characters have played both standard and core, as well as SFS ones.

Except for Evergreens, you can get credit for playing 1 time and Gm'ing 1 time in both standard format and Core format.

Thank you, that was most helpful

Grand Lodge

Ok might seem a silly question

How do people keep track of all the Modules/Scenarios they have played in? So If I have 3 PFS characters I can only ever earn credit once for any scenario based on the character that played in it?

Grand Lodge

I am thinking a Straight up Bard, with the Frontier Healer Trait. She is in Phaendar for the festival, to gather stories and hear tall tales from the Veterans and others who live there. being a young lady she is impressionable with tall tales, writing them down in her journal which she plans to create her Epic Novel from.

Crunch without a name:

Unnamed Hero
Female human bard 1
NG Medium humanoid (human)
Init +2; Senses Perception +5
—————
Defense
—————
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +3
—————
Offense
—————
Speed 30 ft.
Melee scorpion whip (aa) +0 (1d4) or
spear +0 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with scorpion whip (aa))
Special Attacks bardic performance 13 rounds/day (countersong, distraction, fascinate [DC 13], inspire
courage +1)
Bard Spells Known (CL 1st; concentration +4)
1st (2/day)— cure light wounds , hypnotism (DC 14)
0 (at will)— daze (DC 13), detect magic , light, mage hand
—————
Statistics
—————
Str 10, Dex 14, Con 12, Int 13, Wis 13, Cha 17
Base Atk +0; CMB +0; CMD 12
Feats Combat Advice, Extra Performance
Traits frontier healer, unintentional linguist
Skills Diplomacy +7, Heal +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +2, Knowledge (local)
+6, Knowledge (nature) +7, Knowledge (planes) +2, Knowledge (religion) +2, Perception +5, Perform
(oratory) +7, Profession (scribe) +5, Sense Motive +5, Spellcraft +5, Stealth +5
Languages Common, Dwarven, Terran
SQ bardic knowledge +1
Other Gear studded leather, scorpion whip (aa), spear, backpack, bedroll, belt pouch, flint and steel,
hemp rope (50 ft.), ink, inkpen, journal UE, mess kit UE, pot, soap, torch (5), trail rations (5), waterskin, 42
gp, 5 cp
—————
Special Abilities
—————
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 13 rounds/day) Your performances can create magical effects.
Combat Advice As mv act, designate enemy, ally gains +2 comp bonus on next atk vs. target.

Grand Lodge

Dot

Grand Lodge

I am thinking Hunter Beastmaster, basically "The Woodsman" but has a few animal companions of much weaker strength than a single once.

Grand Lodge

Background skills?

Also are we allowed to take Adventure Path traits and how many?

Grand Lodge

Is the Gunslinger class out of the question?

roll: 1d10 + 7 ⇒ (9) + 7 = 16
roll: 1d10 + 7 ⇒ (3) + 7 = 10
roll: 1d10 + 7 ⇒ (4) + 7 = 11
roll: 1d10 + 7 ⇒ (3) + 7 = 10

That puts me at 21 pt buy, so I have 9 pts to spend, I am going to make a changeling gun slinger

Grand Lodge

Will this be core? Or Standard?

I have lots of PbP experience, I GM 2 games on these boards as well.

Grand Lodge

I was thinking of making an Unchained summoner

Grand Lodge

Reading through this again, you are limiting a lot of things to core, is the game really core only?

Grand Lodge

I will get a name and back story up somtime soon

Grand Lodge

Male Drone Parent4/Nurse3/Tired10

Will get a profile and everything up soon

Age: 1d6 + 8 ⇒ (3) + 8 = 11

Grand Lodge

Ya I thought it would be fun to play, take a Blunderbuss since it is like a shot gun and just go to town. Only issue is the reload time is brutal

Grand Lodge

I choose a Blunderbuss, should be interesting. A gun Tank

Is what I have so far:

Unnamed Hero
Human gunslinger (gun tank) 1 ( Pathfinder RPG Ultimate Combat 9, 50)
LN Medium humanoid (human)
Init +4; Senses Perception +6
—————
Defense
—————
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +6, Will +2
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee longsword +2 (1d8+1/19-20)
Ranged blunderbuss +5 (1d8)
Special Attacks deeds (deadeye, gun tank's resolve, quick clear), grit (2)
—————
Statistics
—————
Str 12, Dex 18, Con 14, Int 13, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats GunsmithingUC, Point-Blank Shot, Rapid Reload
Traits bruising intellect, never stop shooting
Skills Acrobatics +0 (-4 to jump), Climb +1, Craft (alchemy) +5, Intimidate +5, Knowledge (engineering)
+5, Knowledge (local) +5, Perception +6, Profession (soldier) +6, Survival +6
Languages Common, Dwarven
SQ gunsmith
Other Gear scale mail, black powder UC (25), blunderbuss UC, bullet UC (25), longsword, pellets UC (10),
bedroll, belt pouch, flint and steel, gunsmith's kit UC, hemp rope (50 ft.), masterwork backpack APG, mess
kitUE, pot, powder horn UC, torch (10), trail rations (5), waterskin, 28 gp, 8 sp, 8 cp
—————
Special Abilities
—————
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Blunderbuss) You can reload fast with one type of Crossbow or Firearm.

Grand Lodge

If you choose the Gunslinger Class you start with a battered gun that only works for you right?

Hero Lab doesn't really do that to well.

Grand Lodge

Since I plan to be a Cavalier can I get a mount for "free" then once I build him as that I can select the mount there?

Henyan :

Henyan Bridleback
Young dwarf warrior 1 ( Pathfinder RPG Bestiary 295)
NG Small humanoid (dwarf)
Hero Points 1
Init +3; Senses darkvision 60 ft.; Perception +2 (+4 to notice unusual stonework)
—————
Defense
—————
AC 21, touch 14, flat-footed 18 (+5 armor, +3 Dex, +2 shield, +1 size)
hp 11 (1d10+1)
Fort +2, Ref +3, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
—————
Offense
—————
Speed 20 ft.
Melee dwarven maulaxe +1 (1d4+1/×3) or
lance +3 (1d6+1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks hatred
—————
Statistics
—————
Str 12, Dex 17, Con 11, Int 12, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Mounted Combat
Skills Acrobatics -3 (-7 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Knowledge (local) +2, Perception +2 (+4 to notice unusual stonework), Ride +1; Racial Modifiers +2

Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework

Languages Common, Dwarven, Terran

SQ hero points

Other Gear scale mail, heavy wooden shield, dwarven maulaxe, lance, pony (combat trained), 58 gp
—————
Special Abilities
—————
Darkvision (60 feet) You can see in the dark (black and white only).

Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.

Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.

Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.

Hero Points Hero Points can be spent at any time to grant a variety of bonuses.

Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.

Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Apprentice to the local Beast handler in town, his parents are miners and not always around. Henyan befriended a Ram who he has been able to saddle and ride around.

Grand Lodge

I will try to get something up tonight

Grand Lodge

We sign up on the Wait list page?

Grand Lodge

Is there room for a Cavalier to work here?

Grand Lodge

sounds like it would be fun

Grand Lodge

Male Drone Parent4/Nurse3/Tired10

Figgy retreats with Raktar as fast as his little legs can carry him.

"What is that thing Raktar?" Figgy asks between panting

Grand Lodge

dotting in

Grand Lodge

I will try to get something up.

Maybe a Shaman

Grand Lodge

Bohdi crunch:

Bohdi
Human (Tian-Sing) samurai (sword saint) 3 ( Pathfinder Player Companion: Dragon Empires Primer ,
Pathfinder RPG Ultimate Combat 18)
LN Medium humanoid (human)
Init +6; Senses Perception +4
—————
Defense
—————
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 31 (3d10+9)
Fort +6, Ref +3, Will +3
Defensive Abilities resolve 2/day
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)

Melee mwk katana +8 (1d8+4/18-20)

Special Attacks brutal slash, challenge 1/day (+3 damage, gain DR 1/- vs. target), iajutsu strike, weapon expertise (katana)
—————
Statistics
—————
Str 17, Dex 13, Con 14, Int 13, Wis 12, Cha 16

Base Atk +3; CMB +6; CMD 17

Feats Dazzling Display, Improved Initiative, Weapon Focus (katana)

Traits brigand, servitor of spirits (tian xia)

Skills Acrobatics -4 (-8 to jump), Climb +4, Diplomacy +9, Intimidate +9, Knowledge (history) +7, Knowledge (local) +4, Knowledge (nobility) +7 (+8 to checks relating to the nobles or politics of your land), Perception +4, Sense Motive +7; Racial Modifiers brigand, honor in all things

Languages Common, Elven, Minatan, Tien

SQ order of the warrior UC

Combat Gear potion of cure light wounds (2), potion of enlarge person ; Other Gear mwk full plate, arrows (20), mwk katana UC, cracked dusty rose prism ioun stone , bedroll, belt pouch, flint and steel, masterwork backpack APG, mess kit UE, pot, silk rope (50 ft.), soap, torch (4), trail rations (5), waterskin, 283 gp, 3 cp
—————
Special Abilities
—————
Brutal Slash +1 (Ex) Gain a bonus to confirm Iajutsu Strike criticals.

Dazzling Display (Katana) Intimidate check to demoralize can affect those within 30' who see you.

Honor in All Things (1/day) (Ex) Gain +4 morale bonus to Save or Skill check.

Iajutsu Strike +2d6/-4 AC (Full-round) (Ex) Draw sword as strike challenged foe for extra dam, but take
AC penalty for 1 rd. You can use this once per foe, each day.

Resolve (2/day) (Ex) Your resolve can remove effects or reroll saves.

Warrior's Challenge +3 (1/day) (Ex) +3 to damage target, -2 AC vs. others when used, DR 1/- against
attacks from challenge target.

Weapon Expertise (Katana) (Ex) You can quick draw the chosen weapon, and gain +2 to confirm critical hits.

Grand Lodge

Which is fair, he would keep the Katana but wear the full plate of the Western countries

Grand Lodge

So why the Samurai.

Bohdi came from Tain Xia, once a raw recruit in the nations army. He trained as hard as everyone else, not seeking to be extraordinary but to be as excellent as those around him. Training came easy as he had practiced with a sword for so long with his father and uncle's. Eventually making it into the army Bohdi went on many patrols, once day he came across some bandits with his patrol, Bohdi was sent back for reinforcements, Bodhi was way laid by a spirit in the woods. Another patrol happened upon him as he was heading back to his own patrol, the others thought he helped to ambush his patrol.

Bohdi fled the area with all he had, making his way to the western shore, working as a mercenary for a while before gaining passage west. Hearing of these "Stolen Lands" and how Brevory wished to reclaim them, Bodhi made his way there, coming to late for the initial party selecting Bodhi was told to just venture out and find a group to join if possible.

I think the Samurai will fit in because they are honorable and can be a good addition to any party. My character won't be mounted and would find a "tank" roll well.

Grand Lodge

How do you feel about the Samurai?

Grand Lodge

I missed that you want someone new.

I am an oldish hat, hopefully you find someone.

Grand Lodge

What was the roll of your cleric? Were they mainly a healer/buffer? or A reach?

Did they use an Archtype?

Grand Lodge

Nemris Silverclaw wrote:

Here's a brief rundown of Nemris' stats. Hes a Tiefling Monk 2/Druid 4 focused on being a wildshaped melee bruiser while also offering utility spell-casting. Obviously the combat stats shown aren't while wildshaped so he'll have additional AC and damage in Bear/Cat form.

** spoiler omitted **

So like a bear druid from WoW?

Grand Lodge

Will draft something up.

Grand Lodge

Zahur Bai:

Zahur Bai
Human (Mwangi) samurai (sword saint) 6 ( Pathfinder Player Companion: Dragon Empires Primer ,
Pathfinder RPG Ultimate Combat 18)
LN Medium humanoid (human)
Init +6; Senses Perception +8
—————
Defense
—————
AC 22, touch 12, flat-footed 21 (+10 armor, +1 deflection, +1 Dex)
hp 58 (6d10+18)
Fort +8, Ref +4, Will +4
Defensive Abilities resolve 3/day
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)

Melee +1 katana +11/+6 (1d8+7/18-20) or

mwk wakizashi +10/+5 (1d6+3/18-20)

Ranged mwk composite longbow +8/+3 (1d8+3/×3)

Special Attacks brutal slash, challenge 2/day (+6 damage, gain DR 2/- vs. target), iajutsu strike, terrifying iajutsu, weapon expertise (katana)

—————
Statistics
—————
Str 16, Dex 12, Con 14, Int 12, Wis 12, Cha 16

Base Atk +6; CMB +9; CMD 21

Feats Dazzling Display, Improved Initiative, Shatter Defenses, Weapon Focus (katana), Weapon Specialization (katana)

Skills Acrobatics -3 (-7 to jump), Climb +7, Diplomacy +12, Intimidate +12, Knowledge (history) +10, Knowledge (local) +5, Knowledge (nobility) +10 (+13 to checks relating to the nobles or politics of your land), Perception +8, Sense Motive +11, Swim +2; Racial Modifiers honor in all things

Languages Common, Dwarven, Polyglot

SQ order of the warrior UC

Combat Gear potion of cure light wounds (2), potion of enlarge person ;

Other Gear mwk full plate, mwk katana, arrows (20), mwk composite longbow (+3 Str), mwk wakizashi UC, cracked dark blue rhomboid ioun stone, cracked dusty rose prism ioun stone , feather step slippers UE, shawl of life-keeping ARG, bedroll, belt pouch, flint and steel, masterwork backpack APG, mess kit UE, pot, silk rope (50 ft.), soap, torch (4), trail rations (5), waterskin, 848 gp, 3 cp

—————
Special Abilities
—————
Brutal Slash +3 (Ex) Gain a bonus to confirm Iajutsu Strike criticals.

Dazzling Display (Katana) Intimidate check to demoralize can affect those within 30' who see you.

Honor in All Things (2/day) (Ex) Gain +4 morale bonus to Save or Skill check.

Iajutsu Strike +3d6/-4 AC (Full-round) (Ex) Draw sword as strike challenged foe for extra dam, but take AC penalty for 1 rd. You can use this once per foe, each day.

Resolve (3/day) (Ex) Your resolve can remove effects or reroll saves.

Terrifying Iajutsu (DC 16) (Ex) When hit foe with Iajutsu Strike, all foes in 30 ft shaken 1d4+1 rds (Will neg).

Warrior's Challenge +6 (2/day) (Ex) +6 to damage target, -2 AC vs. others when used, DR 2/- against attacks from challenge target.

Weapon Expertise (Katana) (Ex) You can quick draw the chosen weapon, and gain +2 to confirm critical hits.

Grand Lodge

I have made a Samurai, back story I have so far is he is a Mwangi slave who is returned from the Far East to his home land.

Grand Lodge

I will get my submission up tonight

Grand Lodge

Do we have to take a campaign trait?

You have +2 Skill points, is that on top of Back Ground skills?

Grand Lodge

Qstor wrote:

I have ONE spot for PFS 9-18 Scourge of the Farheavens, low tier (1-2) on Myth Weavers if anyone is interested. First person with 1-2nd level PC gets spot.

link

I won't be done in time for RetroCon.

Chorlo

Is this spot taken?

Grand Lodge

Male Drone Parent4/Nurse3/Tired10

Right

Grand Lodge

Male Drone Parent4/Nurse3/Tired10

I have him built, I will put him up tonight when I get some time.

Grand Lodge

Male Drone Parent4/Nurse3/Tired10

well then be third haha

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