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Rennaivx's page

Pathfinder Adventure Path Subscriber. Organized Play Member. 900 posts (6,359 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 41 aliases.


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blahpers wrote:

On the one hand, Obi-Wan Kenobi.

On the other hand, Imperio!

...on the other other hand, Harry himself used the Imperius curse, when it was the only evident path between them and the good they were trying to do. There's a lot of grey area when it comes to enchantment, but like others have pointed out, the same could be said of fire. A lot of that grey area is ash, though. :P

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Agree with TriShadow - I've seen plenty of AoO based builds in PbP games that just roll any and all potential AoOs in a spoiler each round to be used as appropriate depending on enemy actions. Especially since all you have to worry about with Diabolic Style is the attack rolls (since it always deals the same damage), it shouldn't be too much to handle.

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1) Mindwipe/kill the alchemist who created the rifts, eliminate his research, and find a way to close them. If another hero can't come through, Puck's plan doesn't work.
2) Ally with the Faerie Queen, revealing Puck's plan to her, and let her take care of her traitorous advisor. Puck's her subject, so she holds the power over him, or he would have acted directly against her.
3) Install another powerful fae as the ruler of Faerie if the Faerie Queen seems unwilling to get Puck under control.
4) Possibly install a party member as the ruler of Faerie if neither 2) nor 3) succeeds and there was a way to do it that the fae wouldn't revolt against.
5) Fortify the Faerie Queen's seat of power against hero attack. It's better to unload a gun than shoot at a bulletproof vest, but sometimes that's the option you've got.
6) Reveal Puck's plan through diplomacy to the world and sic any adventurers fool enough to enter the rifts against Puck instead. But this would probably mean a huge change in the balance of power in Faerie, which historically is a Very Bad Thing.

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My last bard was a scholarly type, whose "instrument" from her equipment kit was a quick reference book on monster types and whose "performance" was reciting facts about the creatures and strategies to counter them using Perform (oratory). It helps that I sound really pedantic and scholarly naturally. Rousing pre-battle speeches show up in every fantasy movie for a reason, and war drummers are a real-life example that's shown up in numerous cultures throughout history. (Technically drums are an instrument, I suppose, but far from the delicate and silly perception some people get of bards.) There's lots of options.

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I nearly always pick up either a class-specific kit or the Pathfinder's kit from Ultimate Equipment, just to simplify having the basics on hand, and I nearly always buy an ioun torch if I can afford it. Other than that, it depends on the character and the campaign. Masterwork backpacks are another common one, as I tend toward being a bit of a pack rat.

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A series of wish spells can get you a +5 inherent bonus to Charisma permanently, if you have a way to get five individual wish spells cast on you one after another (and if you can afford the 125,000 gp in spell component costs before taking into account scroll/spellcasting service costs that may apply). It's not +6 and not an enhancement bonus, but it may help some.

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Concentration and spell resistance checks. Literally every time. The sorcerer in my game finally broke down and scribbled the equations on the side of her sheet because she was tired of waiting for me to dig it out every session. And I mean every session, because we're in a high-level game right now where every. single. thing has spell resistance.

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The Homebrew board would probably be your best bet.

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I'll definitely be keeping an eye out! A monster kingdom sounds fun. :)

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They count as human for qualifying for *anything*, including the human favored class bonus. Enjoy.

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I think I'm done enough for consideration! Cyanea's profile should be pretty well complete, although I might expand the background further and/or rewrite it in a more prosaic format.

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Copy that. I think I like the idea of the elemental companion, so I'll work in an appropriate bit of story. You should have a more complete character from me later tonight.

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Annaka's not quite coming together like I'd hoped, so I'm going to withdraw from this recruitment and give other folks the right of way. Good luck, everyone!

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Working away on Cyanea, and I have a question. I'm taking an animal companion through the Animal Ally feat because ranged combatants like a way to hold things at bay ;), but the options that Animal Ally provide are somewhat limited and don't quite fit the theme of a ship captain. Which would you prefer:
a) choose something like a crocodile that would be more fitting, even though it isn't covered by the feat, or
b) give the companion the Elemental Companion archetype (with appropriate story reasons worked in), or
c) deal with the limitations and have a really cool well-trained pet that just isn't really at home on the water?
Whichever works best for your campaign is absolutely fine.

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I'm beginning work on an undine kineticist, Cyanea Michailidis (possible epithet the Wind and the Waves, once she's important enough for such things). For the past several years, she has worked as a captain on a trading ship, the Golden Mermaid, sailing between Iblydos and Absalom. Her innate kinship with water has helped to make her ship one of the most successful on the route, but it is still not without its dangers. Many times, she has had to defend her ship from marauding pirates, overzealous wildlife, or sadistic grindylows. Most recently, she was even forced to drive away a sea hag that had taken too intense an interest in her vessel (an experience she wouldn't care to repeat). In the encounter, a significant portion of her cargo was lost, and she is currently stranded in Aelysos while she tries to organize repairs to her ship and a new arrangement for cargo using what resources she has left. Prospects aren't looking good, with everyone fearful of Ousmariku's return...

Cyanea will be building a rounded set of defenses and abilities using the water and air elements, using talents such as kinetic healer to improve her survivability. She'll most likely Dual Path down both Guardian and Champion, although Champion will likely be the focus. When it comes to a deific portfolio, her focus will fall on the Air, Water, and Travel domains. I will link a profile as soon as I have one together, with a statblock and a more extended backstory.

As for Greek myths, who could choose? My leisure reading on my last vacation was Bulfinch's Mythology. :)

EDIT: Here is the profile, if you'd like to watch it grow.

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Sounds intriguing! Let me throw some stats out...

Stat the first: 4d6 ⇒ (5, 4, 6, 3) = 18 15
Stat the second: 4d6 ⇒ (2, 3, 1, 2) = 8 7
Stat the third: 4d6 ⇒ (3, 5, 4, 4) = 16 13
Stat the fourth: 4d6 ⇒ (2, 2, 3, 1) = 8 7
Stat the fifth: 4d6 ⇒ (1, 3, 2, 4) = 10 9
Stat the sixth: 4d6 ⇒ (2, 1, 4, 2) = 9 8

25-point buy it is! XD I should have a submission within the next couple of days.

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It looks like there's a lot of great candidates here, so I'll go ahead and officially withdraw my interest. Good luck everyone!

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I've got the beginnings of the crunch for Annaka Tayran here for your perusal. Are we using the Wealth by Level table for total item value, since we're coming in above first level?

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I'd be interested! Sounds neat!

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Thanks for the response. I'll keep the flavor and ditch the mechanics of the corruption then. Also, I think I've decided on the tortured crusader archetype instead of divine hunter, although she'll still be an archer. It just fits a bit better with the conflict inherent in her character.

EDIT: Your guidelines say average starting wealth for the class, but since we would be starting at higher level, do we follow the Wealth by Level table?

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I'd like to put forth for consideration Annaka Tayran, a Chelish woman whose back-swept horns and faintly glowing gold eyes mark her apparent fiendish heritage. Despite what some would judge as an impassable barrier to holiness, she has thrown herself fully into the church of Erastil, becoming an expert with the longbow and a staunch protector of those trying to live simple lives free from suffering. Early in her days of training in Erastil's paladinhood, she encountered Professor Lorrimor when she and her mentor stopped a band of thieves from robbing his caravan just outside of Caliphas. The professor's thanks was effusive, as he was transporting a priceless relic, the Eye of Isis, from the university to his home for further study, and such a wonder was irreplaceable. She hadn't known the depth of his gratitude, though, until she received the summons dictated in his will.

Most are quick to assume that, given Annaka's displays of holiness, her fiendish heritage is long-distant, a freak manifestation of a transgression generations in her history. The truth is much more disturbing - the stain upon her is from an infernal contract negotiated by her mother when she was yet unborn. Annaka was the product of an affair between her mother Allaia, a noblewoman in one of the lesser branches of the house of Thrune, and an ifrit dancer enslaved to the family. She'd thought the dalliance unlikely to be of consequence. But when she found herself pregnant, she knew that any sign that would mark her child as parented by anyone but her prominent noble husband would be disastrous.

So the deal was struck - in exchange for Allaia's soul, the daughter would be perfect, in her mother's own image. But the devil took this more literally than she could have realized...for Allaia was grasping and devious, ready to give herself over to damnation for her own vanity. And so the child was as well, ever tempted to turn to evil for power, glory, or security. It took only one lie, one necklace secreted away from the boudoir of a friend's mother, for the first signs of fiendish influence to show. Annaka instantly repented, but the contract was too strong. Even years in dedicated service to Erastil hasn't yet conquered that pull toward darkness...

Mechanically, I'd be looking at a divine hunter paladin with the Chance Savior campaign trait. The party looks a bit weighted toward melee at this point, so I'm hoping to provide ranged support for the group, as well as some backup healing, status removal as needed, and party buffing.

Mechanics question for GM:
Would it be possible for Annaka to be built with the Hellbound corruption? I completely understand if you don't want to deal with it, or if it seems too unlikely that she'd have gotten through her entire life without eventually succumbing to it, but it seems quite fitting for the character, and she'd be fighting tooth and nail to keep from getting much benefit from it. ;)

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I think I'm gonna back out of this one - I had a couple of invitations come my way from former GMs that I wasn't expecting, and making an arcane caster for this game would mean playing three arcane casters simultaneously, which I'm not sure I could keep straight. :) It looks like there's a four person group ready to go, though, so I hope it goes well!

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Arachnofiend wrote:
I, for one, would love to see Old Testament-style good outsiders; thousand eyes, a hundred grinding wheels. Be not afraid.




*screaming intensifies*

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Rennaivx wrote:

Well, not yet seeing a whole lot of smashy types, I think that's what I'll go with. I'm getting back into PbP and into being a player instead of a GM for the first time in a while, so something nice and simple sounds great. :)

** spoiler omitted **...

I've got another offer I wasn't expecting, so I'll withdraw and give some other fine folks the chance to hop in. Thanks for the chance to flex my creative muscle, and good luck to everyone!

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Looks pretty reasonable to me! I'll work on getting something pondered tonight and tomorrow night, then, and hopefully will have something at least ready enough for consideration by Saturday night. Thanks!

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In giving, I must be kept or I am broken.

What am I?:
A promise!

I'd be interested, slightly more so if it was Pathfinder as that's the system I'm familiar with. Assuming Pathfinder, I'd probably go with a bard or summoner of some stripe, details as yet uncertain. I know this module screams out for a prepared arcane caster of some kind, but I just love me some spontaneous casters...

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If you're still looking, I'm intrigued enough to drop a set of stats in and see what I come up with. Let's see what the dice say...

Stat the first: 4d6 ⇒ (1, 3, 1, 2) = 7 => 6
Stat the second: 4d6 ⇒ (1, 4, 1, 2) = 8 => 7
Stat the third: 4d6 ⇒ (3, 4, 5, 1) = 13 => 12
Stat the fourth: 4d6 ⇒ (3, 5, 6, 4) = 18 => 15
Stat the fifth: 4d6 ⇒ (5, 2, 4, 4) = 15 => 13
Stat the sixth: 4d6 ⇒ (6, 1, 4, 6) = 17 => 16
Stat the spare: 4d6 ⇒ (3, 3, 4, 1) = 11 => 10

So that's a final array of 16, 15, 13, 12, 10, 7...I think I can work with that. I've played with worse. I'm thinking a sorcerer/oracle of some kind, bloodline/mystery TBD. That degree of inborn power with no explanation means she's gotta be destined for greatness, right? ;) I'll be back later with more story/statblock.

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Hey! I'm getting back into PbP after a long (long) break, and I'd love to be considered for your campaign! Full disclosure: I have read through most of Carrion Crown before, but I've forgotten basically all of it. My brain's only got so much holding space, and weird song references pushed it out. ;)

Is it all the same build rules as the initial recruitment posts, or is there anything you've changed your mind on as the new GM? EDIT: Since it didn't exist at the time of the original post, thoughts on Occult classes? They seem quite appropriate for this campaign, and I've wanted to play around with them for a while now.

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Well, not yet seeing a whole lot of smashy types, I think that's what I'll go with. I'm getting back into PbP and into being a player instead of a GM for the first time in a while, so something nice and simple sounds great. :)

The road so far:
Jennaraea Temris (Jenny) is a lumberjack, and she's ok - now, at least. She still flinches, though, when a glass is dropped behind her or she sees movement just at the edge of her vision, and she still occasionally rubs at a large scar on the side of her thing when she thinks no one's looking. It's been years since she and her twin sister Ellalae crashed into Phaendar on the back of a donkey, all three covered in knife wounds and screaming about bandits and an attack on a trade caravan. Fortunately, the militia members who rushed along the donkey's trail arrived in time to save several of the caravan's members - but the scars of the experience, both physical and mental, still cripple Jenny's father Regan. Today he lives in Phaendar with Ellalae, who apprentices to the town's apothecary while seeing to her father's needs.

With Regan unable to work and Ella's attentions divided, it fell to Jenny to become provider and protector both, and she's stepped up. For months at a time, she toils in the southern reaches of the Fangwood, felling trees and hauling them to the Marideth River to float downstream to the town. Her corded arms and callused palms are a sharp contrast to her sister's soft and deft fingers. But the two embrace warmly when they see each other - after all, they both fight to protect and provide for the family they have left. Jenny just works with plants that are a bit...bigger.

Now it's time for the Market Festival again, and Jenny is floating down the river toward Phaendar once again. She looks forward to seeing what she's come to think of as her home once again. Father sitting at the window enjoying the sunlight, Ella humming to herself as she pounds away at her mortar and pestle...peace. That's what awaits her in Phaendar.

Or is it?

Jenny is a pack mule fighter, who'll be fighting with two-handed weapons both manufactured and otherwise. Pretty standard fighter-type, and hopefully fairly tanky as well.


Jennaraea Temris (Jenny)
Human pack mule fighter 1
N medium humanoid (human)
Init +2; Senses Perception +4
----- Defense -----
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 14 (1d10+4)
Fort +5, Ref +2, Will +1
Defensive Abilities
----- Offense -----
Speed 30 ft.
Melee Greataxe +5 (1d12+6/x3) or Large improvised weapon +5 (1d10+6/x2)
Ranged Javelin +3 (1d6+4)
Space 5 ft.; Reach 5 ft.
----- Statistics -----
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Power Attack, Catch Off-Guard
Skills Profession (lumberjack) +4 (1 rank), Handle Animal +4 (1 rank), Perception +1 (1 rank), Stealth +6 (1 rank), Diplomacy +4 (1 rank) (+1 in Phaendar)
Traits Muscle of the Society, Unbreakable Survivor
Languages Common
SQ zz
----- Equipment -----
Fighter’s kit 9 gp, 29 lb (a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.)
Greataxe 20 gp, 12 lb 1d12, x3 crit
Javelin x5 5 gp, 10 lb 1d6, x2 crit, range 30 ft
Chain shirt 100gp, 25 lb +4 AC, +4 max Dex, -2 ACP
Explorer’s outfit Free, 8 lb
Cards (hand painted with images of faeries)/b] 2 gp, 1 lb
10 gp, 30 lb Train for 1 hour with DC10 Strength check, gain +2 to Strength checks and treat Strength as 1 higher for carrying capacity for 24 hours
29 gp
----- Special Abilities -----
Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Skill Ranks per Level (archetype) 4 + Int modifier. This alters the fighter’s skill ranks per level.

Unobtrusive (archetype) A pack mule gains Bluff (Cha), Disguise (Cha), Sleight of Hand (Dex), and Stealth (Dex) as class skills. This ability replaces the bonus feat gained at 1st level.

If there's anything else you need, just let me know!

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The Raven Black wrote:
John Napier 698 wrote:

Having the fan start instantly without having to pound on it also helps.

[rant]Come on, people! How hard is it to use a screwdriver? Or are you leaving it for me because I brought the fan?[/rant] Sorry.

I had recent troubles with my TV, my DVD-reader and my new job's laptop.

Troubles which all disappeared just by bringing the devices in the presence of competent people who did nothing particular :-d

I swear you tech people just scare the bugs so much that they run away at the first sight of you :-p

Speaking as my team's first-line tech troibleshooter, I can confirm this is absolutely true. :)

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Captain collateral damage wrote:
Rysky wrote:
Biromantic I believe is the word for someone who is asexual but are romantically attracted to more than one gender.
Like me! :)

*high-fives Captain collateral damage* Team-mates!

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Hubby and I went the cereal box pinhole projector route - good thing I had a hankering for cereal last week! :D I was actually surprised at how well it worked, too, for something so simple. We were in an area that only got about 92% coverage at peak, but it was still neat to watch. And we totally got the temperature drop, too, and some drop in lighting (though it obviously wasn't nearly so dramatic).

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Thanks, Just knowing it's on the way is enough. I'll be patient lol

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Does anyone know if there is or is going to be an online Starfinder SRD similar to the one for Pathfinder?

Hey guys! I've been sucked in, too. :) I'm contemplating some variety of divine caster, but I'm not sure of particulars yet. (Probably not a full-on healbot, but of course they'll have some healing ability by dint of being a divine caster.) Angie, what are your thoughts on non-core races? I keep trying to play a skinwalker and getting cut short, and a witchwolf trying to channel wilder impulses into something more socially acceptable than wanton destruction appeals to me. :)

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I PMed you, but I figured I'd throw a message here as well to say I'm absolutely interested. :) Since we're light on divine magic at the moment, I'm thinking I might finally suck it up and make a cleric for once...or maybe an oracle, just because spontaneous casting is the bestest. One question as I ponder: are we assuming normal Golarion deities for deifically-inclined characters? Kurgess seems like a quite natural fit, but if we aren't using Golarion deities I'll think along slightly different lines.

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I'm trying to sign up for a spot in GM Lucky's Wounded Wisp gameday table, but for some reason it doesn't look like it's accepting any changes I make. Is there some special trick to it? I'm trying to sign up with my 1st-level kineticist, Mathilde Goruunslag (PFS# 200250-1).

It sounded like we were aiming for five, right, Neirikr? Me, Electric, Arrius, DAA, and one more?

Two things: one, Nyzaj now has a preliminary statblock together. His first level has changed from unchained monk to snakebite striker brawler (as I didn't really see him as lawful and kobolds tend toward rogue-ism anyway), but the basic idea of the build is the same. Two, is there any chance we could get a gameplay thread linked to dot into and delete? I'd like to have the game in my campaigns tab if I can to make sure I don't lose track of when people are posting, even if we're just in discussion phase.

Woohoo new game start! :D I've been wanting to play a buffing class for a bit, and I think I've got an idea that I'm stoked about. It's a bit out there, but it should be fun, especially if we're looking to come into the story as an established group.

The ballad of Nyzaj Bandit's Bane:
Nyzaj grew up bullied and ostracized by the rest of his tribe mates; his shimmering gold scales made him near-useless as a scout or in a night raid, and the odd, twisted wings on his back were a liability squeezing through cramped tunnels. After years of being ignored, he decided he was fed up - he stole away from his tribe's warrens and surrendered to a group of travelers (the party, of course) passing by, offering his services as a (somewhat unimpressive in stature) laborer. In a fit of compassion, the group decided to take him in, and he proved surprisingly eager to help... eager, in fact, that when a pair of bandits attacked during his night watch, he jumped into the fray in a whirlwind of tiny fists and teeth without a second thought. With a couple of (admittedly very lucky) strikes, one bandit was unconscious by the time the rest of his allies had a chance to awake, and soon the theft was thwarted. The bandits weren't particularly strong or cunning, but the victory was intoxicating for the heretofore ignored and underestimated kobold. He began introducing himself to newcomers as "Nyzaj Bandit's Bane" and bound the thief's embroidered silk handkerchief to an oak branch, carrying it like a standard of war. Strangely, Nyzaj's enthusiasm proved contagious - he and the silk handkerchief bouncing along above him became almost a mascot to the band as they traveled, and his verve and vigor pushed others into improving themselves as well. After all, no one wanted to be shown up by that.

Nyzaj's mechanics:
Nyzaj is...wait for it...a scaled fist unchained monk. Doesn't sound much like a buffbot? Taking the Flagbearer feat (remember his silk hankie?) will help with that, as will the three to five skald levels he takes after the single level of monk. Eventually, as his confidence in himself and his allies grows, he'll discover that his oversized fangs, stunted wings, and kind nature are actually manifestations of long-forgotten gold dragon blood in his family, and that bloodline will begin to manifest in force with a level (or more) of dragon disciple. Overall, the build should end up something like:
Stats) STR 10, DEX 14, CON 12, INT 12, WIS 9, CHA 15
Alternate racial abilities) Dragonmaw, Gliding Wings
Traits) Golden Scales, Kobold's Neighbor? Quain Martial Artist/Mizu Ki Hikaru Rebel? Muscle of the Society?
1) Scaled fist unchained monk, Dragon Style (bonus feat), Flagbearer
2) Skald
3) Skald, Lingering Performance
4) Skald, Beast Totem rage power
5) Skald or dragon disciple, Feral Combat Training (bite)
6) Skald or dragon disciple
7) Dragon disciple, Feral Combat Training (claws)

Mechanics questions for the GM:

How married are you to Golarion/story-specific requirements for traits? I'd like to take something like Quain Martial Artist to buff my unarmed attacks or Muscle of the Society to go with the idea of his draconic strength occasionally bursting through, but they have fairly specific story connected to them, and if you don't want that disturbed I'm fine with choosing something else.

If we wind up with a caster-heavy and/or Strength-based-character-light party, I'm good with switching to something besides a skald - I'm pretty flexible. But Nyzaj sounds like fun, and he's a pretty big departure from my usual; broadening horizons is what gaming is all about!

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Agreed on the wand of cure light wounds (assuming someone in the group can use it) - I've found having enough healing at hand to be the biggest struggle with the early levels, so having that many charges of healing spell at hand is a big deal. Besides that, alchemical items are probably the best way to go. They duplicate a lot of what you do as a spellcaster (or at least imitate it), so in essence it's a way to give yourself more "spells" per day once the real ones have run out.

Reserve list member here! I'm excited to join in, but nervous that the (freshly-made) character I linked in Recruitment isn't going to be a good fit for Society play. In the next couple of hours I'll be throwing together another character, though, and I'll be ready to go shortly!

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I accidentally posted in your Standard thread by mistake, but I'd like to chime in with my Core druid.

Player name: Rennaivx
Character name: Birgitte Erlendsdotter
PFS ID: 200250-3
Faction: Grand Lodge
Details: Human druid 1

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I'd actually thought you meant that this game was Core, and I've got Birgitte set up as a Core character. I'll go ahead and reapply on the other thread.

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Player name: Rennaivx
Character name: Birgitte Erlendsdotter
PFS number: 200250-3
Faction: Grand Lodge
PFS history: New level 1 character

I'd love to join in! This will be Birgitte's first mission with the Society, but she's eager to prove herself to the Decemvirate (and outdo her uncle's extravagant stories of his time in the Society).

EDIT: I'll bow out of this one - there's a fair bit of interest already. Have fun!

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Is it too late for me to throw my hat into the ring? I don't have a character built just yet, but I'm planning on putting together an Ulfen druidess with a tyrannosaurus companion. :)

EDIT: I've got my druidess, Birgitte Erlendsdotter, nearly built. If I'm in time, I'd love to step in with her.

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Sounds perfect. Thanks, and have a good game!

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I couldn't tell from the sign-up if the game was full. Do you have room for another level 1 character? If so, I have a magical child vigilante who ought to be ready to go, Persephone Tanin. If you are full, have a great game!

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avr wrote:
Look up the Ten Minute Background if you need some prompts or structure for the backstory, in a format aimed at RPGs.

+1 (and link) for the Ten Minute Background.

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