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Me too. I am very interested in this build.

I'm playing an Archer Slayer, so there isn't any worries about that. The rest of the party are melee characters.

A Barbarian, Ranger, and Cleric of Cayden.

But I appreciate your advice Claxon. I won't be stepping on any toes. We were all told make two backup characters, one that fills a similar role as our current character, and one that is different.

Hello everyone!

I am prepping a backup character I may (probably will) need for a Second Darkness game I am in.

I like the idea of an at-will blaster type, and want to stick in that vein. Something like a 3.5 Warlock.

We already have a blast exploit-focused Arcanist, so that is out. I recently played a Bomb-focused Alchemist too. We have SEVERAL fights in a given adventuring day, and I am more than happy to give up some blast power to have the ability to keep blasting through 4-5 fights a day.

So, since I have never played, nor been at a table with someone playing a Kineticist or Calamity Caller Warpriest, can you give me any advice on these, or any other, at-will blaster types?

I'm an experienced enough player to handle anything you can throw at me.

We're 9th level. EDIT: The rest of the party are a barbarian, ranger, cleric, and arcanist.

Help me out, fellow Paizo fans!

So RAW, yes, you can Spellcraft it, unless the GM decided there is no visible emanation, which was the case.

So both parties were right, but in different cases and for different reasons?

I can't find an official ruling anywhere, so hopefully someone can assist.

Last night we had an NPC follower of a party member use a quickened spell-like ability that doesn't have a visible emanation. The debate came up that you can still roll Spellcraft to identify the spell.

The GM decided against it, since the player had been waiting 12 levels of play to reveal their companion's Bouncing, Quickened, Ill Omen spell-like ability to move things along. (They can only do that once a day, but it IS objectively pretty cool.)

But one player said you can still role to identify, and another swore they'd read somewhere that you can't identify Quickened spells or Spell-like abilities. Neither could find evidence to support their claim.

Can you all please help us with finding an official ruling?

Hi James! You may remember as the guy from Humboldt with the players from Mendocino, running Rise of the Runelords in the actual Lost Coast.

2 things. We are finishing RotR next week! Its been a great game. Any news of a collection, like an anniversary edition, of Shattered Star coming out before Return of the Runelords to drum up interest?

Secondly, in the past few months, due to the various genetic testing sites, I found out I am a Gygax. Only a 4th cousin to the man himself, Gary Gygax. The family has welcomed me in, and while I can't go to GaryCon this year, I'm going next year!

So I ask you, what do I DO with this information? I feel like I should shout it from the rooftops....but people would think I'm crazy, and we don't have tall buildings in Eureka anyway.

Some advice on how to constructively channel my newfound pedigree would be helpful.

Maybe I will start up GaryCon West. LostCon!

I didn't mean for it to be a houserule; I wanted to officially confirm whether or not it worked.

I think we were reading it as the creature is summoned a size category larger, then Righteous Might is applied, so they would stack. Esentially not summoning a Huge Ankylosaurus at all, but rather summoning a Gargantuan Ankylosaurus.

I can absolutely see the argument the other way, however.

Okay, okay, to start off, I know most bonuses don't stack with the same kind of bonus. However....

My level 10th level Herald Caller Cleric picked up the Proxy Summoning feat at 9th, and I have a Metamagic Rod of Giant Summoning.

Proxy Summoning
Righteous Might
And of course: Rod of Giant Summoning

So both the Rod of Giant Summoning and Righteous Might say they increase the size category, and both give size bonuses to ability scores. The Rod uses the Giant Template, while the spell is more of a straightforward change, akin to Enlarge Person.

If I was to summon an Ankylosaurus, for example, the Rod of Giant Summoning would increase it to Gargantuan. Then, I jump through the hoops of casting a touch spell to trigger Proxy Summoning, and then cast Righteous Might on my Super-Ankylosaurus.

So....uh....what happens? It becomes Colossal, but do the size bonuses stack, or no? Do I use the size modification table in lieu of one or the other? Or is it as simple as both stacking, do to the size increase?

Thank you all in advance for your suggestions. My GM is on the fence, so anything you all suggest would be great.

That's a great point, Saethori. Heighten Spell and/or Extend spell would be useful for bumping things up a bunch, and probably even one with a larger adjustment to get those 1st level spells up to 4th.

*Scribbles in notes*

Thank you! I appreciate you chiming in. I really think this could be a terrific character!

Hello everyone! I am building a druid, and I would love a second set of eyes to ensure I am building this correctly. This was set off by my recent interest in Druidic Herbalism, and I’ve always been fascinated by the Naga Aspirant racial archetype, so I thought I would combine them. Then I realized the potential craziness that this combination can create. However, I am at a bit of a disadvantage, having never played an Alchemist, and some of the Druidic Herbalism features function as Alchemist Extracts.

Naga Aspirant:


Class Features:

Aspirant’s Bond (Ex)
A naga aspirant gains a spiritual connection to the serpentine deities worshiped by the nagas. At 1st level, and each time she gains a druid level, she may add one of the following spells to her druid spell list.

0th—acid splash, bleed, daze, mage hand, open/close, ray of frost;

1st—charm person, divine favor, expeditious retreat, mage armor, magic missile, ray of enfeeblement, shield, shield of faith, silent image, true strike;

2nd—acid arrow, detect thoughts, invisibility, mirror image, scorching ray, see invisibility;

3rd—dispel magic, displacement, fireball, lightning bolt, suggestion;

4th—divine power, greater invisibility.

This ability replaces spontaneous casting.

Aspirant’s Enlightenment (Ex)
At 4th level, a naga aspirant gains a +4 bonus on saving throws against the spell-like abilities, supernatural abilities, and poison of nagas.

This ability replaces resist nature’s lure.

Naga Shape (Su)
At 6th level, the naga aspirant can use her wild shape ability (gained at 4th level, as normal) to assume the form of a true naga. This effect functions in a similar manner to a shapechange spell with the following exception. The druid’s true naga form is unique, representing her personal evolution. When taking naga form, the nagaji’s body transforms into that of a large serpent, though she keeps her own head. The naga aspirant loses her limbs and her size increases by one category, granting her a +4 size bonus to Strength and Constitution, a –2 penalty to Dexterity, and a +2 enhancement bonus to her natural armor bonus. She gains a +10 enhancement bonus to land speed and a bite attack that deals 1d6 points of damage. She can cast verbal spells in this form, but cannot cast spells with other components without metamagic or feats such as Natural Spell.

This ability otherwise works like and replaces wild shape.

Augmented Form (Su)
At 9th level and every four levels thereafter, a naga aspirant can choose one of the following abilities to enhance her naga form. Once chosen, this augmentation cannot be changed and always applies to her naga form. The caster level for these abilities is equal to her druid level, and unless otherwise stated, the DC is equal to 10 + 1/2 the druid’s class level + the druid’s Charisma bonus.

Charming Gaze (Sp): The druid gains a gaze attack that affects creatures within 30 feet as a charm person spell.

Darkvision (Su): The druid gains darkvision with a range of 60 feet.

Detect Thoughts (Su): The druid can use detect thoughts at will.

Guarded Thoughts (Ex): The druid gains a +2 racial bonus on saves against charm effects and immunity to any form of mind reading (such as detect thoughts).

Poison Immunity (Ex): The druid gains immunity to all poisons. The druid’s naga form must have at least one poison-based natural attack in order to select this ability.

Poisonous Sting (Ex): The druid’s stinger becomes venomous. The naga form must have a tail stinger to take this ability. Sting—injury; save Fort DC 10 + 1/2 the druid’s class level + the druid’s Constitution modifier; frequency 1 round; effect sleep for 2d4 minutes; cure 1 save.

Spit Venom (Ex): The naga form can spit her venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Any opponent hit by this attack must make a successful save (see above) to avoid the effect. The naga form must have a venomous bite to take this ability.

Sting (Ex): The naga form grows a stinger on the end of her tail, granting her a sting natural attack that deals 1d6 points of piercing damage.

Swim (Ex): The naga form gains a swim speed equal to her base speed.

Tough Scales (Ex): The druid’s enhancement bonus to her natural armor increases by +2. The druid may select this ability more than once. Its effects stack.

Venomous Bite (Ex): The naga form’s bite attack becomes poisonous. Bite—injury; save Fortitude DC 10 + 1/2 the druid’s class level + the druid’s Constitution modifier; frequency 1/round for 6 rounds; effect 1 Constitution damage, cure 1 save.

This ability replaces venom immunity, a thousand faces, and timeless body.

True Naga (Su)
At 20th level, a naga aspirant metamorphoses into a unique naga. Her wild shape form becomes her natural form, though she can transform into her original nagaji shape at will. Her creature type permanently changes to aberration.

This ability replaces wildshape (at will).

Druidic Herbalism:

Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.

Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.

A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.

A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).

At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.

Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell.

At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.

Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.

Can I use Druidic Herbalism to create extracts of the newly-added Naga Aspirant spells?
Can I use Druidic Herbalism to make extracts I can hand out of Personal-Range spells, like the afore-mentioned Divine Favor?
I would also love your thoughts on this combination, and anything it inspires to be added to the character!

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So my gaming group will be starting our first Curse of the Crimson Throne game in about 3 weeks. I'm going to be playing a Shelynite Bard, and he's built with a high Perform: Oratory. I wanted to take advantage of that, and so I went about finding a song or two I could use over the course of the game.

I know very little about the story of CotCT, so please stay spoiler-free.

Here is a little more about my character if anyone is curious. Zach, stay out! Yes you, the yeti. Anyone else who ISN'T in our group, please read on. It will make my motivations a little more clear.


I'm not going to be a Shelynite bard at all. I will be playing a Hidden Priest of Milani, though the bit about the high Perform: Oratory is true. He is a Herald Caller/Hidden Priest, yes, with GM permission, and even the party thinks I am playing a bard. I am running with a Dervish Dancer, so they know I won't be able to use bardic music. Obviously it will come out eventually that I am actually a cleric, but it will be a fun ride along the way. Any suggestions on how to keep up the act are appreciated. I'll be taking a trait to make Bluff a class skill, and keeping it maxed, as well as using every roleplay opportunity to come off as a Shelynite.

Here is the song. I've already made a few changes to it, though obviously I will need to change the names of the Americans to my adventuring party when I know what their characters are named. The names Jesus and Moses could be subbed out for Golarion-specific prophets, for example. Most of the song fits already.

Please help me figure out a few appropriate changes to the song, namely anything that doesn't fit. I really want this to fit well, so when I spring it on my fellow players it works as seamlessly as possible. I bolded the changes I made.


My Shot Lyrics [HAMILTON)
I am not throwing away my shot!
I am not throwing away my shot!
Hey yo, I’m just like my country
I’m young, scrappy and hungry
And I’m not throwing away my shot!
I’m ‘a get a scholarship to the Acadamae
I prob’ly shouldn’t brag, but dag, I amaze and astonish
The problem is I got a lot of brains but no polish
I gotta holler just to be heard
With every word, I drop knowledge!
I’m a diamond in the rough, a shiny piece of coal
Tryin’ to reach my goal. My power of speech: unimpeachable
Only nineteen but my mind is older
These Korvosan streets get colder, I shoulder
Ev’ry burden, ev’ry disadvantage
I have learned to manage, I don’t have a gun to brandish
I walk these streets famished
The plan is to fan this spark into a flame
But damn, it’s getting dark, so let me spell out the name
I am the—

E-R—we are—meant to be…

A colony that runs independently
Meanwhile, the Chels keep s&~#tin’ on us endlessly
Essentially, they tax us relentlessly
Then King Stirge turns around, runs a spending spree
He ain’t ever gonna set his descendants free
So there will be a revolution in this century
Enter me!

(He says in parentheses)

Don’t be shocked when your hist’ry book mentions me
I will lay down my life if it sets us free
Eventually, you’ll see my ascendancy
And I am not throwing away
My shot
I am not throwing away
My shot
Hey yo, I’m just like my country
I’m young, scrappy and hungry
And I’m not throwing away my shot

My shot!

My shot!

And I’m not throwing away my shot.

I am not throwing away my shot
I am not throwing away my shot
Hey yo, I’m just like my country
I’m young, scrappy and hungry
And I’m not throwing away my shot
It’s time to take a shot!

I dream of life without a monarchy
The unrest in Jeggare will lead to ‘onarchy?
‘Onarchy? How you say, how you say, ‘anarchy?’
When I fight, I make the other side panicky
With my—


Yo, I’m a tailor’s apprentice
And I got y’all knuckleheads in loco parentis
I’m joining the rebellion cuz I know it’s my chance
To socially advance, instead of sewin’ some pants!
I’m gonna take a—


But we’ll never be truly free
Until those in bondage have the same rights as you and me
You and I. Do or die. Wait till I sally in
On a stallion with the first Shoanti battalion
Have another—


Geniuses, lower your voices
You keep out of trouble and you double your choices
I’m with you, but the situation is fraught
You’ve got to be carefully taught:
If you talk, you’re gonna get shot!

Burr, check what we got
Mister Lafayette, hard rock like Lancelot
I think your pants look hot
Laurens, I like you a lot
Let’s hatch a plot blacker than the kettle callin’ the pot...
What are the odds the Gods would put us all in one spot
Poppin’ a squat on conventional wisdom, like it or not
A bunch of revolutionary manumission abolitionists?
Give me a position, show me where the ammunition is!

Oh, am I talkin’ too loud?
Sometimes I get over excited, shoot off at the mouth
I never had a group of friends before
I promise that I’ll make y’all proud

Let’s get this guy in front of a crowd

I am not throwing away my shot
I am not throwing away my shot
Hey yo, I’m just like my country
I’m young, scrappy and hungry
And I’m not throwing away my shot

I am not throwing away my shot
I am not throwing away my shot
Hey yo, I’m just like my country
I’m young, scrappy and hungry
And I’m not throwing away my shot
Ev’rybody sing:
Whoa, whoa, whoa
Ay, let ‘em hear ya!

Let’s go!

I said shout it to the rooftops!
Said, to the rooftops!
Come on!

Come on, let’s go!
Whoa! Whoa! Whoa!




Whoa! Whoa! Whoa!


Rise up!
When you’re living on your knees, you rise up
Tell your brother that he’s gotta rise up
Tell your sister that she's gotta rise up
When are these colonies gonna rise up?
When are these colonies gonna rise up?
When are these colonies gonna rise up?
When are these colonies gonna rise up?

Rise up!
Whoa! Whoa!

Rise up!

I imagine death so much it feels more like a memory
When’s it gonna get me?
In my sleep? Seven feet ahead of me?
If I see it comin’, do I run or do I let it be?
Is it like a beat without a melody?
See, I never thought I’d live past twenty
Where I come from some get half as many
Ask anybody why we livin’ fast and we laugh, reach for a flask
We have to make this moment last, that’s plenty

Scratch that
This is not a moment, it’s the movement
Where all the hungriest brothers with
Something to prove went?
Foes oppose us, we take an honest stand
We roll like Moses, claimin’ our promised land
And? If we win our independence?
Is that a guarantee of freedom for our descendants?
Or will the blood we shed begin an endless
Cycle of vengeance and death with no defendants?
I know the action in the street is excitin’
But Jesus, between all the bleedin’ ‘n fightin’
I’ve been readin’ ‘n writin’
We need to handle our financial situation
Are we a nation of states? What’s the state of our nation?
I’m past patiently waitin’. I’m passionately
Smashin’ every expectation
Every action’s an act of creation!
I’m laughin’ in the face of casualties and sorrow
For the first time, I’m thinkin’ past tomorrow

And I am not throwing away my shot
I am not throwing away my shot
Hey yo, I’m just like my country
I’m young, scrappy and hungry
And I’m not throwing away my shot
We’re gonna rise up! Time to take a shot!
We’re gonna rise up! Time to take a shot!
We’re gonna

Time to take a shot!

Time to take a shot!

Time to take a shot!

Take a shot!
A-yo it’s
Time to take a shot!
Time to take a shot!
And I am—
Not throwing away my shot

Not throwing away my shot

We’re gonna

Rise up!
Rise up!

Rise up!
Rise up!

Rise up!

Rise up!

Ri— ri— ri—

Time to take a shot!
Time to take a shot!
And I am—

Not throwin’ away my—

Not throwin’ away my shot!

Feel free to critique away; I'm curious what you think about this idea.

Hi everyone! My life got really, really crazy, and now I am finally able to sit down and be in a game again. I am looking at a summon-focused cleric, so I am thinking Herald Caller. Basically any non-evil Pathfinder deity is available, subdomains are okay, and we will likely go all the way to, or just before 20. A 20-point buy Curse of the Crimson Throne (no spoilers please!). I’ll be with a skill-heavy Rogue, a healer/battle Cleric of Iomedae, a straight Barbarian or Bloodrager, and an Arcanist who goes into Eldritch Knight. I’m pretty much free to do whatever I want, as long as I stay in a party face capacity. Here is where I could use some help.

1. First off, I am fascinated by the Divine Paragon archetype. Is having my alignment the same as my deities going to limit me too much? The DM said they would work together; I would essentially just have the domain spells from one domain. Is it too much? What domain/subdomains should I be looking at? Any deity suggestions?

2. I’ll be taking a few other summoning feats than what is granted for free from Herald Caller, but not more than a few. Probably Summon Guardian Spirit, Versatile Summon Monster, maybe Expanded Summon Monster or Preferred Spell later on for something like Heal or Harm. What should I do? I know reach cleric is a popular addition, but what suggestions have you got for me?

3. Any items or spells I should look out for?

Thank you in advance!

I've actually been plotting this very thing for my upcoming game. Here is the basic rundown. Due to time constraints I can't go into much detail yet, but if you're interested I can go into more depth later.

I'm using the We Be Goblins line to forshadow events in Sandpoint.

We Be Goblins
Burnt Offerings
We Be Goblins Too!
The Feast of Ravenmoor
The Skinsaw Murders using the Boggards in Brinestump Mars on the way to Magnimar, and then the Dawn od the Scarlet Sun upon arrival in town
The Hook Mountain Massacre
The Ruby Phoenix Tournament
Curse of the Riven Sky (kind of concurrently with the Fortress of the Stone Giants, LOTS of overlap there)
Fortress of the Stone Giants
We Be Goblins Free!
Sins of the Savoirs
Academy of Secrets
We B4 Goblins!
Spires of Xin-Shalast.

If you want, I'll check back when I have a little more time and can go into greater detail.

My new game starts soon, and I've been looking for a few side quests to spice things up. I'm absolutely going to use this, thanks for posting it!

James Jacobs wrote:

Thanks so much for your response! It's amazing seeing my little neck of the woods be so close to such an integral part of Golarian. I can totally picture the goblins in the woods!

1 person marked this as a favorite.

J.J. A few easy questions.

My gaming group and I are in Humboldt, and one of my players is from the town of Mendocino. We're about to start the Anniversary edition of Rise of the Runelords, and it is the first time in this AP for the whole group (with my exception). I'm the GM.

1. Was the Lost Coast Road named for the Lost Coast of Northern California? I see some similarities (and a few differences) in the surrounding flora and fauna to our area. Was that also an inspiration? Obviously Sandpoint has a lot of forestland nearby, as does Point Arena.

2. We're considering taking a "Pilgrimage to Sandpoint" to visit Point Arena. Any time of year in particular we should go; places we should visit?

3. Is there anything else that someone so geographically close to Mendocino might recognize that was inspiration for Sandpoint, or anywhere else in Golarian for that matter?

4. For the matter, are any of the Golarian Gods/major NPCs based on people you knew growing up?

PS. If you're ever visiting home, and want to crash a Pathfinder game, we're only a few hours away!

Before you say anything, yes, I'm aware of this thread talking about maxing Craft skills. But it's been 4 years people! Surely we can do better!

The highest listed previously was as follows for non-Alchemy Craft checks (Thanks to see):


Crafting Check, Level 20

20 Ranks
+3 Class Skill
+2 Masterwork Tool
+6 Skill Focus feat
+4 Prodigy feat
+2 Master Craftsman feat
+2 Clan Artisan (Xa Hoi) Trait bonus
+2 from someone else with the Cooperative Crafting feat assisting
+9 enhancement bonus from Ring of Craft Magic (9th level spell expended)
+13 Int Modifier (18 base Int, +2 racial bonus to int, +5 int from levels, +5 tome or wish, +6 headband, for a total of 36 Int)

Total of +63

and for Craft Alchemy Checks (thanks to alientude):

Craft (alchemy)

Human lvl 20 Alchemist
+20 Ranks
+3 Class skill
+13 Intelligence (18 start, +2 racial, +5 leveling, +6 headband, +5 inherent from tome/wishes)
+10 racial bonus - Heart of the Fields (Human alternate racial trait)
+2 trait bonus - Clan Artisan (Xa Hoi)
+6 Skill Focus feat
+4 Prodigy feat
+2 Master Craftsman feat
+2 Master Alchemist feat
+2 circumstance bonus - Alchemist's lab
+5 competence bonus - Cauldron of Brewing

For a total of +69.

Some situational modifiers below:

+20 competence bonus (not stacking with previous) - Crafting mundane alchemical substances (from Alchemist class)
+6 enhancement bonus - Ring of Craft Magic (6th level spell slot used)
+5 luck bonus - Crafter's Fortune extract (only works on one craft check)

That brings the total to +95.

Now for the truly obscure:

+5 from Genius Avaricious spell from Council of Thieves 6.

For a grand total of +100.

Surely with all the new feats, archetypes, classes, and spells, we can get Craft up there even higher!

And if you're wondering, yes, this experiment has a reason: A friend is planning on playing the most Acrobatic Monk he can make, trying to get his Acrobatics checks made to jump as high as possible.

That's easy, I say!

So my accompanying character will be at the mercy of the advice boards. Help me make the best crafter we can! Anything Paizo is on the table; I can always just cut out whatever the DM says no to adding.

Ellesbeth smiles at Thaddeus.

"I'm fairly certain I've figured you lot out. You are looking for the skymetal, and probably that dwarf you mentioned. Am I correct?"

Excellent. Thank you all, that's a lot to go on, and precisely what I was looking for!

Hello! I've been a Pathfinder GM for several years, and recently picked up the Rise of the Runelords Anniversary Edition. I plan to run it straight through, and maybe even tack on a shortened version of Jade Reagent afterwards. F2F, not PbP.

I'm in a new PbP Rise of the Runelords game, but have never been a player or GM for RotR. Can anyone offer any advice on what I should expect? Any changes that may need to be made? Any suggestions on continuing into another adventure path after the story is over? Even a link to a similar thread would be quite helpful.

Lastly, other than reading Campagin Journals, which I plan to do, is there anything else I could do as prepwork for this game? My group is a mix of not-quite-new-anymore players, and very experienced gamers.

Basically I'll take anything you have for me, forum-goers!

Well, I was talking to the GM, and I was originally thinking someone skill-based, but I actually decided on a spellcaster. That said, I'm taking a few skills that are going to be roguelike for party assistance purposes. I'm almost done, and will likely be finished by tomorrow.

I'll be able to cover the classic rogue skills, and still be spell support.

Hello hello! How is everyone! Thanks for having me. :D

Nice to see you again, Dragoncat!

Lots of stuff is killing my free time in real life, so I am going to bow out of the recruitment. It's a shame, because I was looking forward to this one.Looks like a great pool of candidates anyway! Happy gaming!

Lots of stuff is killing my free time in real life, so I am going to bow out of the recruitment. Looks like a great pool of candidates anyway!

Dotting in! So glad it's happening! Thanks Tux! I'll work up the character idea I had from the other thread, and post it here soon!


*Runs to recruitment thread!*

I'm going to dot in. Working on an Asmodian Enchanter Caster, probably a wizard, but I'll see what fits best once his background is written.

It's coming together!

Did you want me to mark this as inactive for you?

Congratulations to the chosen players! I'm sure you'll have a lot of fun!

Glad to be here. I'll be caught up soon, no later than tomorrow, then I'll go at full post length. Just want to be familiar first!

I posted as Theodemar to get him in the scene. First thing in the morning I'll finish catching up on the gameplay thread, and then start to interact.

Before we were interrupted by the skeletons, did Merephel get enough rest to reset her spells and daily channels? It make a difference as to how she heals herself.

Also, I vote we keep those items. That wand and ring could be very useful indeed!

GM Wasted wrote:
Heh. If you want to be more strategic you can always do the point buy!

No, no, it's a fine set for a MAD melee character. I'll gladly take it. This will work just fine. Thank you though.

I'll post something here soon!

2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (4, 5) + 6 = 15

Hmm, no bad rolls, but nothing super high either. Probably a good time to try the paladin idea I've been kicking around! I know some GMs don't like paladins in their group; will that be alright GM?

Congratulations to the chosen players, and happy gaming to everyone. There really were some top-notch submissions!

I wrote Oskin as a very Bardly Bard. He's got Act, Dance, Percussion, and Sing, which is his specialty. I also gave him the Diva-in-Training Trait, which is a super-bardly trait too.

The Grinding Enchantment. It does exactly what it says it does, yet is somehow always perceived as doing something else by tabletop players.

Or is my gaming group just full of adult-sized children?

So is it just me, or is this the perfect game for the Ensemble feat?

On a semi-related note, if Oskin is selected, I think he'll be taking a few illusions on his sorcerer side, as we go. You know, for visual effects for this Super Music Group.

I always loved the idea of Nanoha idea, like a viligante with the (was it an archtype?) that turns them into a spellcaster.

If we are dividing up roles, that's where I'd want to land!

It's be like a ray wizard/rogue into arcane trickster...except all rolled into one single class!

Oh, wow, thanks GM Nostrus! That is a lot to go on. Perfect.

Oskin is almost done being updated. A few purchases, and adding a bit to his backstory. Feel free to look him over; I can always use constructive criticism.

I want to find a suitable voice cast for his singing voice, but natural male sopranos are hard to find.

*crosses fingers*

Dragoncat, I would kill for some snow!

Also, I hope we get to play together again! Lia and Pendrix didn't get to make a good go of it!

I've been working furiously to get Oskin up to par. He is absolutelya ranged spellcaster, so hopefully he is more out of the way.

Also, it's 80 degree here today, in APRIL. That's California for you.

I am a little late to the game, but I think I am the only pure arcane on the other side.

Oskin is a Sorceror on that side.

I would like to apply with Oskin, a bard I made for a Hell's Rebels recruitment. Not much will need to be changed to get him up to par, but I will work on him!

I love this idea.

I would love this. I'll keep an eye out. I'd run it myself, if I wasn't right smack in the middle of a recruitment already. I may in the future; Hells Rebels with Magical Girls does sounds pretty terrific.

EDIT: If my schedule continues to free up over the next month or so, I'll run it. That said, if someone else is willing to, I'd much rather play!

I've decided to submit a Fetchling Oracle. I just need to find something suitably flavorful for the Mystery.

I'll start on an alias now.

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