Kobold

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Organized Play Member. 93 posts (1,117 including aliases). No reviews. No lists. No wishlists. 9 aliases.


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Yup. While my char has not blatently expressed his reasons for entering, he is quite eager whenever it is mentioned. Though you wouldnt know it from the bored expression that is always on his face.


link to the group:
I kind of figured that my link to the group would also be Bobbys character. My character could have been involved in a raid against one of Bobby family members in the past. Returning to the town he would search out the family which just so happens to be Bobby himself to apologize for his previous attacks. To try to make it up to him he will help Bobby whether he wants the help or not.


:bubbles with anticipation:


I'm guessing I'm pretty much done. I just need to make the char stat block and update the profile stats. I'm missing some items since I haven't spent all my money, but that is the easy stuff.


Paul, I am not sure about hero labs, but if you go to my aliases, a few of my characters (namely the ones with spoilers under the portrait) have examples. It is a bit time intensive and takes a few revisions, but you can copy some of them and use them as a template. All of the formatting I used can be found near the bottom of this page where it says "How to format your text" with a show button on it. I will see what I can do about making a template for you all so you can just enter what you want within the template.

Mike mentioned something about herolabs having a section where you can convert your char info into a statblock format but you will have to ask him about it.


I think im gonna go good. Golden scales. And diplomacy as a strong skill. Might take a feat for metallic scales eventually.


If we are a predominantly evil group i am gonna go red scale. If we are good im going gold.


I vote for the Kobold. Wait... Thats me... NM..


Sweet. If we stick with these two, we will have a party buffer and debuffer. Not too shabby.


Hey, hey. Checkin in. (Yoshi) I have an idea for a kobold alchemist but I am not sold on it yet. I have a few days off so I'll mull it over and be back with a definate some time soon.


Same. I am at the edge of my seat with anticipation. There are alot of excellent entries and it is going to be a difficult decision for GM Demonmoose. Again, good luck to everyone.


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1d100 ⇒ 63

LOL. Well, THIS is interesting.
61–70 Defend a particular race or kind of creature

I think it is only right that the race/creature be android. It may cause issues when going up against other androids but that is what RP is all about right? Conflict!!! ^_^ I couldn't find a personality table so I think I will just roll with it. I am making it so the weapon does not start speaking to Aeron until I begin to interact with the other characters (if I am selected of course).

Speaking of personality:

Aeron is the pragmatic sort. Since her earliest memories (all 8 years) she has essentially had to survive on her own in the wilds of Numeria, she tends to put all things into "black and white". Is it dangerous to my survival or continuing existence? Don't just stop it. Destroy it to ensure it never poses a threat again. For those who have ever read "Ender's Game" her way of thinking is very inline with Ender himself. On the flip side, she is quite protective of those she develops a relationship with. She extends her survival instincts to those she deems allies and friends. My original sights were on taking feats like Body Guard, Improved Dirty Trick and Stand Still though going that route would stunt my dps as the game goes on. Again, I tend to play by ear when RPing. If I find myself moving away for pure DPS to battle field control, then so be it. :D She is awkward in social situations and tends to offend more often than not despite her best intentions. On the emotional side of things, I took the "Emotionless" racial drawback more as the fact that she has them, but does not understand them and her unique outlook on the world tends to be skewed making it hard to relate with others no matter how like minded and pragmatic they are.

And now for her appearance:

Aeron is an extremely lithe and short thing. Though physically sturdy, she is not at all strong (Str 10). She tends to wear overflowing cloths to hide her physique and the casual onlooker would not know what to make of her. Though male, her slight build belays a feminine quality adding to her androgyny. With a short mop of reddish rust colored hair and a light tan, she has an exotic look about her. Her eyes are an alien shade of hazel, almost gold and have a glossy shine though it is hard to tell as she tends to keep her hood propped far forward around mixed company. She moves with extreme elegance and grace that looks like she is floating most of the time.

I hope this was sufficient for a breakdown of the character. Good luck to everyone vying for a spot. :D


Well, I knew about the body reforming when a new soul inhabits it. I just thought of it as a much slower process as the body shifted with the soul getting accustomed to it's surroundings and predicament. Who knows, maybe the soul will be more comfortable in a male body and the soul will reform to its container. Lots of ideas to throw around. On Aeron's demeanor though, I was going for as ambiguous and androgynous. Kind of keeping people guessing. She is very calculating and well, emotionally stunted. (but I am at work right now, I need to continue this later)


@GM Demonmoose: I am thinking that it was just bad people. I was under the impression that their superstition and the characters awkwardness in social situations were like oil and water. I chose Orange due to the back and forth with Yvell and Auheda. It was just to flavor the background and give a connection with the group. On the Intelligent weapon thing, I will get that done when I do the characters personality and such. Finally, The latter is correct, She is a female mind and soul in a male android body. From all I had read on the subject when one android "dies" it leaves behind the shell as the soul leaves and a new one inhabits it. This IS assuming that souls conform to gender roles. :D


Also, I purposefully did not mention anything about the blade since I was figuring it would be GM's choice how it would act and what its goals would be. The original concept was that the blade, as sentient items go, would hunger for certain emotions that the android did not know how to tap. With that said, I thought it would be fun RP.


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The road so far:

{Is my “Supernatural” nerd showing?. Hehe. Couldn’t help it.(b^.^)b}

The first few weeks were harsh for the newly awakened android. Though she had emerged from the cavern with knowledge of basic tasks and simple skills, she realized she had to learn much more if she were to live in this new and alien world. Her weapon was used more often as a bat or walking stick more often than a weapon and though nimble, she had nearly broken her ankle or fallen into a crag more than once. Whether it was the roving tribes of the Kellid barbarians or wandering robot monstrosities, the wastes are an unforgiving teacher. Luckily, the android learned her lessons well. The lack of supplies often made her rely solely on her knowledge of the surrounding areas and the ever present enemies kept her always alert ready to run or fight at a moment’s notice. The supplies she more often than not left behind began to become a blessing in disguise slowing up the predators that would inspect the forgotten items and food as she made her escape. Mere survival was her only goal.

As time passed though, she became restless. The existence of running and hiding was beginning to wear thin on her. Her curiosity began to eat away at the pragmatist that was the consummate survivor. She needed answers. Looking into the pool she saw an unfamiliar face. Why was it so? Who was she really? What was she? She would pour over the tomes she still had from the gnome’s laboratory repeatedly and while most of it was gibberish, some began to make sense. One passage in particular caught her attention. A passage on androids within this region struck a chord with her. At least now she knew what she was.

To learn more, she braved the closest inhabited area. The locals called it Torch. Her initial entry into the town was met with an uproar of anger and protests that promptly chased her out of the place. She had long since learned the secrets of a particular hat she had collected from the cave though and her next attempt went off much smoother. She frequented the town learning what she could of whom and what she was, and actually found a tutor. Luckily the Sarenite scholar was far more forgiving and understanding (as well as perceptive) of the haphazardly disguised android than the more common folk of the region. The scholar taught and trained the android, and even gave her a name, Aeron Woke. After a few years, the scholar had actually returned to her homeland leaving Aeron to her own devices.

Aeron was in the crowd the day the wayward foursome (Group Orange) had stepped up to find the missing Khonnir Baine. In the guise of a Gnome, (which was quite simple with everyone’s attention averted) Aeron looked on with some interest. The sight of not one but two followers of Serenrae present, the outcast thought she could possibly reestablish some sort of connection she had experienced with her previous mentor.


That is where I am gonna leave the background off. I am actually reading through the book 1 pbp as we speak, but I hope this is sufficient for a background. I will be putting up a physical description and personality tomorrow. Again, I am really sorry about the length. I got really into the character and I just kept writing. This last entry, I tried to cut out as much of the fat from the three posts and put it into one. I hope this is sufficient.


So, looking back I feel like I may have gone a little overboard with the background. What say the rest of you. Should I continue with the way I am going or should I tidy up this next part and bring it to present? I originally had two to three more of these coming.


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(Part 2) Awakening:
The dust was thick in the air as the last few rumbles shuddered through the cavern. Moving her fingers and toes at first, she began to become aware of her surroundings. She felt fabric on herself. If she were already clothed she knew it would be one less thing to have to deal with. She peered about the black cavern in a daze. She shook the haze from her mind as she tried to focus her vision. This place was unfamiliar. “Hmm… Unfamiliar... Strange, how could ANYTHING be familiar with no recollection of any event before this moment?” The thought was a fleeting one as he stepped forward from the upright examination table onto the rubble covered floor. A scan showed the trappings of a well stocked laboratory with the scattered remains of half a dozen Gearsman while the other half was occupied by a slope of heavy rocks and dirt from the cave in. A soft rhythmic pumping sound and the scent of clean, fresh air came from a pair of devices at the very top of the cavern ceiling. It seemed to be a ventilation shaft bringing breathable air into this stifling cave. The moment of contemplation was stolen by a whirring, grinding noise that resounded from the mound before the still android. She snapped her gaze downward to see a robotic arm prying its way out of the avalanche, twitching and sparking as it worked. A green light then flared to life from within the shadows that held the trapped robot as it spotted the android freezing the Gearsman for a long moment. Then with renewed ferocity, it began scratching frantically at the stones trying to pull loose of its prison. The android suddenly realized that she may be in danger and began searching the immediate area for something the defend herself with. A strange call came to her then. Not the call of any spoken word but a tugging sensation in her mind and chest. A pull toward one of the ancient remains of the Gearsman parts. She darted to the piece and reached her hand outward as a shower of sparks exploded behind her. She peered over her shoulder to watch the huge robot burst from the mound in a mad rush for her. She grasped something and swung herself around for an awkward swing at the mangled, half crushed construct and connected with a resounding clang against its head. The hit was weak, but it was enough to shunt the creature aside into some of the equipment nearby, shocking the already damaged monstrosity. The sparks flew and brilliant flashes resounded through the chamber as the thing convulsed violently a final time before hissing to a halt and falling still.

The android stood there staring for a long moment to ensure the thing was down for good. She then began to drop her makeshift weapon before she realized what it was. She had pulled out a sleek black scimitar from within the confines of the Gearman parts. She took a moment to process the tugging sensation she experienced, as she lifted the weapon before her eyes to examine it. That was when she noticed a peek of light shining from the top of the mound, above the spot the creature had torn its way out. It was the smallest sliver of light easily seen in the previously pitch blackness of the cavern. The sword had been momentarily forgotten. She had to get out of here. Her survival depended on it. She unthinkingly belted the scimitar and peered around the room again to find among the equipment; enough food and water to sustain her for a day or two, a stack of books (a pair empty and a pair filled end to end with arcane runes), and a small hat with a wide brim, but no tools to dig her way out. Regardless of that fact, she had to start somewhere. She gathered she had found and moved them to the alcove she had woken up in. She then moved back to the pile and began to dig. She spent every possible moment clawing her way pebble by pebble, inch by inch out of the cavern, only resting long enough to eat or drink and continuing on her work. On the third day, she emerged into a long hallway lined with glowing moss that illuminated the immediate area with pale blue light. She was out… An odd feeling washed over her then. An elation that felt awkward and unfamiliar. She actually began to worry that there was something wrong with her as she began to tap down her form as if checking for any damage. She then noticed something odd that she had not anticipated. She… Was a he? “Hmm. More questions that need to be answered at a different time.” She strapped together all the belongings she had found (though the food and drink were all spent and gone) and was off, out into the inhospitable wastes of Numeria.


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(Part 1) 8 years ago::
A small bit of rubble tumbles off the mound that was the only visiable sign of the two day old cave in. The entrance led through a complex of tunnels belonging to a gnomish wizard by the name of Gredfarn Undersnuff. Little was known about the oddly reclusive gnome other than his driving ambition for knowledge of the Silver Mountain and the mysteries it held. The gnome, once one of the many researchers of the Technic League delving deep into the bowels of the Silver Mountain itself in search of its secrets, disappeared from their radar shortly after the discovery of the Gearsman. The ambitious and single minded gnome had found something far more interesting and did not want to share with the league. He found the scattered remains of an android. He spent the following two years running endless and countless experiments on the reassembled body but failed miserably to reanimate the empty shell. To his knowledge (and vast it was) everything that made the android function was present and accounted for. Another year passed as the gnome began to experiment with his other Gearsman projects as the still android lay in his workshop collecting dust. The gnome was in no hurry. No one knew where he was.

Then, the League came. The day the Technic League sent their Gearsman to pay Gredfarn a “friendly” visit. They had waited to see if the gnomes’ efforts would come to fruition and he would unlock some sort of secret within the android’s physiology that could give the League more of an edge, but after a year of wait and no progress, they decided to end the façade and take what rightfully belonged to them. Unfortunately for everyone, the Gearsman aren’t as reliable as the Technic League had hoped. The ensuing battle had buried the wizard and Gearsman beneath tons of rock and snuffing out the light within the chamber. Though none were there to witness it though, a pair of red sparkling eyes then shone within the gloom of the sealed cavern. Back within the shelter of a small alcove to the rear of the work area, the android stirred.

As I put these up, please feel free to comment. I am a fan of feed back as I am always trying to improve my writing.


So despite my desire to put up my background last night, I have been bed ridden by the wife and have been barred for the next few hours from comp use. (Not really as harsh as it sounds. I really do feel like crud) my revisions on my background are taking quite a bit longer no thanks to my difficulty to focus from this damn head cold. I'll do what I can from my phone though and start with little pieces while my brain is not so foggy.


Hmm. What I can do to link myself to the group is to have a common npc from one of their pasts. I dont want a direct connection to any char so I dont have to change up my whole background. Not to mention, I am uncomfortable forcing an ingame relationship with someone I have not rped with yet.


@Yvell: I think I may stick with Dervish Dance then, though I did not read the requirement for being a Sarenrae Devotee. Can you link me that if possible. Also, I just reread dervish dance and the feat actually allows you to use your dex for attack on the weapon so the original issue was kind of moot.

Dervish Dance(Combat):
When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

@Auehda, Related to Fires of Creation spoiler::
I think I have an interesting idea to put this char in line with your group. I will try to blend it into the latter part of my background to make the transition as seamless as I can. I was thinking of spending what gold I had left on a Cap of Human Guise gathered from the found belongings when he woke up (again, part of the back story).


So it used to be a flat untyped bonus then?


Thanks for the idea Yvell. I guess I can go Kukri (1d4 but still has the 18-20 crit I want) and Slashing grace. I still get the weapon finesse and dex to dmg. AND I DON'T NEED DANCE!!! lol. d2 for 2 skill points.......... Sure, I'll take it.


I don't like the idea of a dervish honestly. I was hoping for an ability that worked similarly but did not find one. It was the only way I could think to build it to be at all competitive in dps while not stunting my defensive capabilities as a kensai.

@Yvell: So about the dodge bonus to cmd... I actually looked that up. One of the reasons it took me so long to post this was due to the research I had to do for this char. This was one of those items. The ability canny defense is a dodge bonus. Apparently a dodge bonus DOES add to your cmd and is taken away when flatfooted as per the RAW. It is only mentioned once in the core rule book I think. I thought it was weird that the character sheet kept automatically adding it after I had changed it back a good half dozen times, which originally prompted said research.

@Auehda: I have never played this setting and have not experienced the first book. If you could possibly offer me a little background, maybe I could incorporate it into my background to give the char a little bit better tie into the setting.

@GM Demonmoose: Oh crimany... I just read something disturbing. Scimitar's cannot be finessed... :sigh: well, that hurts. Is there any possible way that the GM can get a house ruling to allow me to finesse a scimitar? Since it is my only weapon and the only weapon the char will ever use?


ACK! Paizo forum goblins ate my post. Well, I guess it is time to put him... her... (Do androids have genders?) Here is Aeron, the Android Bladebound Kensai. I am still working on the background. I can be a bit particular when it comes to that sort of thing. I apologize for the delay. The character's role is going to be dps and SOME battle field control through... dps? lol. At least I hope. I am building the character more through RP experience than anything else. I have a route in mind but I tend to veer from that course depending on character interaction and environmental influences. With that being said, I should have the background done and sent in by tomorrow night at the latest. On another note, if anyone has any comments or ideas about the character, I am always open to constructive criticism.


Thanks for the heads up.

Understanding that we are starting this off in the second book, Would we still be able to select a campaign trait? I was looking at stargazer for this char, but don't know if that would be an issue.


Working on the crunch and background. I should have everything up by Christmas. I am getting all giddy over making this char.

How in depth do you want our background?

EDIT:

Also, how are we doing HP?


Dot of interest here. I was wondering what your view on the Android race was. I had an Android bladebound/kensei I would like to pitch. Due to the setting, I figured it would be interesting to have an emotionally challenged android with a black blade bent on feeling the emotions normal sentient beings experience. I thought it could add a lot of interesting RP for the char personally and those around him. On top of anything I have been REALLY wanting to make a magus... lol... Thanks in advance.


Awesome. Congrats to those that made the cut. :D Thanks for the consideration Calvus. Good luck to you all.


I guess my char's personality is a bit lacking from his background. I tried representing him from an outsiders point of view. Returning back to read it though, it seems kinda bland. I am rusty on my writing and it makes me sad. :D

But... I do like the naming descriptors. I actually like mine personally. It is fitting. Strangely enough, the name is very close to his personality. Describes his driving ambition and a bit of his straightforward attitude. Quick and direct.


Keep a pen and paper in your pocket. When you think of something, name or otherwise, jus jot it down. Here is the tricky part though. You have to remember to get said pen and paper and put it in your pocket in the first place. Tricky tricky right?!


(b^.^)b Names are fun d(^.^d)


Btw. I'm lovin the titles. "The big thing in a little package"... my co-worker gave me a weird look when I lol'ed at my station.


Alrighty. Sooooo. I am not completely done, but this is as good as it is going to get for now. The next two days is gonna be kinda rough because I will changing shifts at work and well, they have me going from a 2pm 8 hour shift to a 3am 8 hour shift with no days off for adjustment. I will probably be lurking for part of the day tomorrow so I hope this entry is sufficient for now. : crosses his fingers hoping he gets selected. :

-------------------------

Statistics:

LN Drow Magus(Kensai) 4
Drow: Medium Humanoid (Elf)

Init +7(Dex+5, Trait +2)

Senses: Normal Vision and Low Light Vision
Str 12, Dex 20, Con 14, Int 17, Wis 11, Cha 18
(+2 Dexterity and +2 Charisma for Race, +1 Dexterity for Level 4 Ability score Bonus)
(-2 Constitution for Race)

(12, 17, 16, 17, 11, 16 Pre Mod)
B.A.B. +3

-------------------------------------
DEFENSE:
-------------------------------------

AC 20, Touch 19, Flat-Footed 12 (+5 dex , +3 canny defense, +1 Ring of protection, +1 Amulet of Natural Armor)
HP 44/44 (d8+2/level, +4 Favored Class Bonus)
Fort +6, Ref +6, Will +4
CMD 19

-------------------------------------
OFFENSE:
-------------------------------------

Speed 30'
Reach: 5'
Melee: +4 (+8 with Finesse)
Ranged: +8
CMB: +4

-------------------------------------
Racial Traits
-------------------------------------


  • Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.
  • Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
  • Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels. (10)
  • Stalker: The lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait.
  • Keen Senses: Drow gain a +2 racial bonus on Perception checks.
  • Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
  • Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
  • Light Blindness:As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.


-------------------------------------

Traits:

-------------------------------------

  • Anatomist: You gain a +1 trait bonus on all rolls made to confirm critical hits.
  • Reactionary: You gain a +2 trait bonus on initiative checks.


-------------------------------------

Class Features:

-------------------------------------
Weapon and Armor Proficiencies: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice (Scimitar). A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.(5/day:1/2 level(2)+Int Mod(3))

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type. When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat. [Scimitar]

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. See FAQ/Errata at right for more information.

Magus Arcana: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.


  • Wand Wielder: The magus can activate a wand or staff in place of casting a spell when using spell combat.

Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

-------------------------------------

Favored Class Bonus:


  • 1: HP
  • 2: HP
  • 3: HP
  • 4: HP


-------------------------------------

Feats:

-------------------------------------

  • Weapon Focus(Scimitar) - You gain a +1 bonus on all attack rolls you make using the selected weapon.
  • Weapon Finesse- With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
  • Dervish Dance - When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
  • Nimble Moves - Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

-------------------------------------

Skills:

-------------------------------------

5 Total Skill ranks (2 Magus, 3 Int)

Skill:(total=rank+ability+trained+misc)

  • Climb: 5= 1+1+3+0
  • Craft: 0= 0+3+0+0
  • Intimidate: 4= 0+4+3+0
  • Ride: 5= 0+5+3+0
  • Knowledge (Arcana): 7= 1+3+3+0
  • Knowledge (Dungeoneering): 7= 1+3+3+0
  • Knowledge (Planes): 7= 1+3+3+0
  • Stealth: 7= 2+5+0+0
  • Profession(Dance): 11= 4+4+3+0
  • Ride: 9= 1+5+3+0
  • Spellcraft: 10= 4+3+3+0
  • Swim: 5= 1+1+3+0
  • Use Magic Device: 11= 4+4+3+0


  • -------------------------------------

    Equipment:

    -------------------------------------

    Carrying Capacity: 43/86/130


    • Masterwork Scimitar: +10 Attack | 1d6+5 Damage | 18-20 Threat | x2 Crit | Wyroot Handle:The root of the wyrwood tree has a peculiar quality. When a weapon constructed of wyroot confirms a critical hit, it absorbs some of the life force of the creature hit. The creature hit is unharmed and the wyroot weapon gains 1 life point. As a swift action, a wielder with a ki pool or an arcane pool can absorb 1 life point from the wyrwood weapon and convert it into either 1 ki point or 1 arcane pool point. (2015 gp; 4 lbs.)
    • Ring of protection +1 his ring offers continual magical protection in the form of a deflection bonus of +1 AC. (2000 gp)
    • Amulet of natural armor +1:This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor from +1. (1000 gp)
    • Kit, Magus's
      This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.(22 gp; Weight 31 lbs.)

    • Spell book:A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).(15gp; 3 lbs.)
      1435 gp 38 lbs

    Wands
  • Mage Armor:

    School conjuration (creation) [force]
    Casting Time 1 standard action
    Range touch
    Target creature touched
    Duration 1 hour
    Saving Throw Will negates (harmless); Spell Resistance no
    An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

    Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

  • Cure Light Wounds:

    School conjuration (healing)
    Casting Time 1 standard action
    Components V, S
    Range touch
    Target creature touched
    Duration instantaneous
    Saving Throw Will half (harmless); Spell Resistance yes (harmless);
    When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

    -------------------------------------

    Bio:

    -------------------------------------
    Arlathian is an oddity. An aberration among his people. His upbringing was much like many of the others within the city. A commoner child born to a commoner family housed under a great matriarch of the city. Despite his family's placement, he was still only a male and of no great import. Regardless, he was an odd one. His childhood showed the earliest signs of his separation from this kin. While he showed great promise of martial prowess as well as a keen intellect with a knack for the magical arts, he possessed none of the "normal" signs or desires to improve his station in life. No drive other than that of his own training. This made him a target. An easy mark. Or so the other children though. Arlathian's single minded focus tended to blind him from his surroundings. His dismissal of the political intrigue that so often swelled around him usually placed him right within the path of those playing the game to win. To their dismay, Arlathian tended to come out on top. Many of the top ranked student fighters could not bypass his arcane prowess while those few with the skills of magic could hold back his martial fury. All the while though, Arlathian cared not for any of it. All that mattered to him, was finding that balance. A concept foreign to most drow. Fierce discipline sharpened his mind and body. That discipline is what drew the matron's attention. A rare gem she coveted. The strange child of a lowly family with the potential to achieve great things. She saw him as an easily manipulated tool to bring her own noble family to greater heights within the city. A champion to harold her into newer more lofty positions of power.

    Arlathian quickly moved up through the ranks of warriors within the matron's personal soldiers, drawing many spiteful thoughts and hateful whispers through his ascension. The others around him grew increasingly agitated. Time and time again, his malicious peers would painstakingly plan out his demise ranging from accidents to unfavorable odds during patrols up to even direct assassination attempts on his life. The magi always seemed to prevail. The matron looked down upon these events as her house at play and enjoyed the spectacle greatly as attempt after attempt failed miserably.

    For decades these "games" played out. Arlathian, though not physically imposing, was as lithe as any and more intelligent than most. He began to develop his own style of combat, blending his skills with a blade together with his knowledge of magic. His eloquence and grace and prowess began to spread beyond his house to the ears of the other matrons within the city. They knew the advantage of having one as skilled as Arlathian leading the troops of this particularly ambitious matron and her troops. That could not stand. The other matrons, set in keeping their seats of power banded together and set plans into motion to tear down their mutual rival down piece by piece. Within a matter of days, Arlathian's home was dismantled. Accidents began taking the most powerful of the females from his house. Then soldiers began to go missing. A few Arlathian noted actually appearing in the house uniform of his matron's rivals. Then came the attack.

    That day, a strange order was given by one of the house's elite guards. A contingent of soldiers, Arlathian included, were to investigate a disturbance in the far reaches of the caverns south of the city. Arlathian knew something was amiss when the group moved into a tight tunnel in the further reaches. Areas that the patrol was never meant to go without express instructions from the matron herself. His suspicions were complete when he began to hear one of the casters laying spells of protection on himself, then beginning a second casting on another of the group. This was an ambush. The tidings of a power shift must have been true. As Arlathian turned a sharp bend in the tunnel he spun around and readied himself. When the group rounded the bend, Arlathian realized they had already drawn weapons and expected to make quick work of the unwary Arlathian. Their pray was the quicker.

    After the pitched battle, Arlathian emerged the victor. The dying words of the last ambush party hung heavy on him though. The proclamation that his house was gone. He held no real love for his house, but it was all he knew. All he had. With them gone, he would be an exile. Returning was a death sentence as no surviving members of a house were ever left breathing. His hollow victory left only one question. What now? The lone drow turned his attention to the continuing tunnel behind him, back to the drow city. He then looked over his shoulder back the opposite direction. It was rumored that the specific tunnel he stood in was an ancient tunnel to the surface. His limited knowledge of the surface world was confined to the small blurbs he read in his text during his many hours of arcane study. Brief mentions of wizards long past who had created many spells that he now learned were from that foreign world called the surface. Arlathian set his jaw. A lifetime (and a short one at that) of torture before death? Or the chance to expand his horizons and achieve his life's ambition, to perfectly meld the martial and arcane arts into a seamless unity? With a resigned sigh, Arlathian gathered what supplies his slain kin had and began away from his home. He was a survivor, and survive he would.


  • Bah. So this is taking me much longer than anticipated. I hope I make tonight's deadline. I have work so I won't be able to put up the completed char though I will be popping my head in if time permits at work throughout the day. :crosses fingers:


    I took wand wielder as my first arcana.

    Wand Wielder (Su):
    The magus can activate a wand or staff in place of casting a spell when using spell combat.

    The weaponwand spell is nifty in itself though. I am wondering how that would work with wand wielder though. The text says that I would be able to use my weapon as a wand to cast the spell, but would I still be able to use it in conjunction with spell combat?

    Weaponwand:
    When you cast this spell on a weapon, you cause a portion of the weapon to open like the skin of a partially peeled apple, revealing a space large enough to insert a single wand within. As part of the spell’s casting, you can insert a single wand into the weapon, at which point the weapon returns to its original form with the wand held inside of it without negatively impacting the weapon’s integrity. For the spell’s duration, a character who wields the transmuted weapon is also considered to be wielding the wand as well. You can attack normally with the weapon or use the weapon as if it were the encased wand. If the effect created by the wand requires an attack roll to successfully strike a foe, you may make the attack roll as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the wand—doing so does not allow you to add the weapon’s damage to the wand’s attack roll, but instead allows you to use your skill with the weapon to boost your chance of hitting with the spell.

    At the end of the spell’s duration, the encased wand is ejected from the weapon. If you have a free hand, you may catch the weapon as a free action; otherwise, the wand drops to the ground. If the weapon housing the wand is broken or destroyed during the duration of weaponwand, the encased wand is similarly broken or destroyed.

    The spell says it does not allow me to use my weapons damage in conjunction with the wand's spell. I am wondering if spell combat bypasses that little blurb.

    On another note... Now that I have been given the green light for a Drow, I am a bit hesitant. I REALLY like the extra feat and skill point. lol. I love the idea and the RP would be tremendous. I think I will crunch both of them and drop in back grounds for both and see which I like more. I'll resubmit later tonight.


    Urrnir Drahaenn wrote:

    For the magus all I'd recommend is investing in an Agile Scimitar or picking up Dervish Dance. At first glance it looks like you still have 1 feat and 18 skill ranks to assign so you should be able to swing it without giving up anything else.

    Other good things to look at getting are Pearls of Power, a Wyroot grip for your scimitar, and getting Spell Blending as your first Magus Arcana so you can pick up Mage Armor from the wizard spell list (which is incredibly useful when combined with your spell combat ability).

    It appears that I forgot to enter the Dervish Dance feat I had intended (which is why I was a feat short). The Magus arcana I chose was wand wielder to extend my staying power during combat and save my spells for more important things since I have diminished spell casting. I decided not to go the spell blending arcana because I just thought I could get wands and UMD them. I figured the UMD route would work better than taking up my already limited spell slots. I like the item ideas though.


    I was also wondering if crafting could be done in conjunction. An example is, one has craft wonderous item while another has long strider, can they work together to make boots of striding and springing?


    So I kind of ran out of time, but here is what I have so far. I will finish up the rest hopefully tomorrow night, including a background. I went with human since I didn't want to make any assumptions about the race. I hope everything is up to par, and I am open to suggestions from anyone else who wishes to take the time to check out the submission. :D

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Statistics:

    CG Human Magus(Kensai) 4
    Medium Humanoid (Human)

    Init +6 (Dex+4, Trait +2)

    Senses: Normal Vision
    Str 12, Dex 20, Con 16, Int 17, Wis 11, Cha 16
    (+2 Dexterity for Human, +1 Dexterity for Level 4 Ability score Bonus)
    (12, 17, 16, 17, 11, 16 Pre Mod)
    B.A.B. +3

    -------------------------------------
    DEFENSE:
    -------------------------------------

    AC 18, Touch 18, Flat-Footed 10 (+5 dex , +3 canny defense)
    HP 44/44 (d8+3/level)
    Fort +7, Ref +6, Will +4
    CMD 19

    -------------------------------------
    OFFENSE:
    -------------------------------------

    Speed 30'
    Reach: 5'
    Melee: +4 (+8 with Finesse)
    Ranged: +8
    CMB: +4

    -------------------------------------
    Racial Traits
    -------------------------------------


    • Bonus Feat(Weapon Finesse)
    • Skilled +1 skill ranks/level


    -------------------------------------

    Traits:

    -------------------------------------

      To be determined


    -------------------------------------

    Class Features:

    -------------------------------------
    Weapon and Armor Proficiencies: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice (Scimitar). A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
    Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.(6/day:1/2 level(2)+Int Mod(3)+Favored Class Bonus(1))

    At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

    At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

    Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

    A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

    Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

    Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type. When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

    Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat. [Scimitar]

    Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. See FAQ/Errata at right for more information.

    Magus Arcana: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.


    • Wand Wielder: The magus can activate a wand or staff in place of casting a spell when using spell combat.

    Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

    -------------------------------------

    Favored Class Bonus:


    • 1:Magus Arcane Pool 1/4
    • 2:Magus Arcane Pool 2/4
    • 3:Magus Arcane Pool 3/4
    • 4:Magus Arcane Pool 4/4


    -------------------------------------

    Feats:

    -------------------------------------

    • Weapon Focus(Scimitar) - You gain a +1 bonus on all attack rolls you make using the selected weapon.
    • Weapon Finesse- With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
    • Combat Reflexes - You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.


    -------------------------------------

    Trained Skills:

    -------------------------------------

    6 Total Skill ranks (2 Magus, 3 Int, 1 Human)

    Skill:(total=rank+ability+trained+misc)

  • Climb: 5= 1+1+3+0
  • Craft: 0= 0+3+0+0
  • Intimidate: 3= 0+3+3+0
  • Ride: 9= 1+5+3+0
  • Knowledge (Arcana): 10= 4+3+3+0
  • Knowledge (Dungeoneering): 10= 4+3+3+0
  • Knowledge (Planes): 10= 4+3+3+0
  • Profession: 0= 0+0+3+0
  • Ride: 9= 1+5+3+0
  • Spellcraft: 10= 4+3+3+0
  • Swim: 5= 1+1+3+0
  • Use Magic Device: 10= 4+3+3+0


  • -------------------------------------

    Equipment:

    -------------------------------------

    Carrying Capacity: 43/86/130
    Lift: 0 Drag: 0


      To Be Determined
    • Item: +0 Attack | 1d0+0 Damage | 0-0 Threat | x0 Crit | x | Material/Quality Description (0 lbs)

    0 gp 0 lbs

    -------------------------------------

    Bio:

    -------------------------------------
    To be determined


    Well, I wanted the black blade less for the build and more for the RP aspect of it.

    My original idea was to make a lawful evil or lawful neutral drow who was lead out of the drow city by the black blade.

    Oblivion:

    The blade itself actually found its way to Arlathian by way of dozens of wielders over the last few centuries. The blade would play off the chaotic nature of the other drow, getting them to over reach their skills with promises of improved status and great power. Eventually each of the predecessors would get too cocky and take on someone they shouldn't have. The blade would coerce them to have the battle or attempted assassination in strategic places so the blade could move on to another wielder during the death throws of the previous. The blade hates the chaotic nature of the drow and is desperately looking for a way to escape the endless darkness. It's last owner had heard of the strange Arlathian in passing conversation. It was said that this particular drow seemed to be out of place. No ambition for a higher station. No drive for power. He simply practiced and studied during every waking moment. His prowess was not to be underestimated though. Arlathian's never ending and unrelenting devotion to his discipline had paid off after all. He was an amazingly skilled Magus and the nobility were beginning to take note. Notice was not a good thing in the city of the drow. The blade decided to suggest that his current wielder attempt to kill Arlathian. If his wielder succeeded, there would be one less powerful drow to come into wicked greatness. If his wielder failed... Well...

    The nameless drow (for his name was unimportant and insignificant to the black blade itself) had actually struck up a conversation with Arlathian during one of his many training sessions in the hall of fighters. The drow hoped to get some intel on Arlathian. Some insight on how best to dispatch this dangerous creature while maximizing his own enjoyment of the kill. Oblivion was disgusted. Appalled at the idea that it remained in the hands of this wretched creature. Then the blade came out of its contemplation suddenly as his wielder suddenly pulled it out of the scabbard. When its thoughts came back into focus and it surveyed its surroundings it realized what was happening. It's wielder had convinced Arlathian to have a match with the wooden weapons on a near by rack. Arlathian agreed and went to retrieve the weapons for the two of them when his own wielder had decided to take advantage the unarmored and defenseless drow aiming for his spine. With incredible speed and grace though, Arlathian spun on the nameless drow, his hand moving in a blur and his blunt weapon tip streaking in a crossing slash before him. When Arlathian's wooden practice stick connected with the nameless drow's chest a sudden severe shock passed through him and in turn the black blade. The drow convulsed weirdly for a moment as his eyes rolled, smoke rolling off of the singed slash across the drow's chest. He then fell dead and the black blade clattered from his hand sliding noisily to Arlathian's feet.

    Sorry if this was kind of convoluted or long winded. It is just a little thing I threw together on a whim. Mind you this was the original concept IF drow are acceptable. This is kind of a moot concept since I am not going with the Black Blade idea... but it was fun to put into writing.


    I had thought about making him a Black Blade/Kensai, but I saw someone thinking about going Arcanist(Blade Adept) and decided against it. Redundancy is a bit boring. :D

    I was wondering if Spellblade/Kensai would mesh well. What do you all think?


    Alrighty. So I have spent the last two days mulling over what I wanted to enter into this game and I have decided I want to make a Magus(Kensai). I was wondering if I could play Drow though I don't know if that would work in your world or if the race is too over powered. If drow are out, then I will be going human. I am working on the crunch as we speak and will have this up by later this evening for consideration.


    Thanks for the correction. And again. That is still really high. :D I am still deciding what I'm gonna make. I have a few ideas but I wanna see what others are thinking of playing.


    I am so interested I'm drooling.
    4d6 ⇒ (1, 3, 3, 5) = 12
    4d6 ⇒ (2, 1, 3, 6) = 12
    4d6 ⇒ (4, 6, 5, 5) = 20
    4d6 ⇒ (3, 5, 1, 4) = 13
    4d6 ⇒ (4, 4, 5, 6) = 19
    4d6 ⇒ (6, 6, 5, 1) = 18
    4d6 ⇒ (6, 6, 5, 1) = 18

    Holy krimany!!
    20,19,18,18, 13,12 (dropping the other 12)

    If this is too high, I can drop some of these.


    Oh man, I have so much interest in this it is ridiculous.
    1d20 ⇒ 1

    I would like to put my hat in for a Centaur brawler. I will have the crunch and background done tonight (tomorrow at the latest) for submission.


    Due to the server bein down until about an hour ago and all the amazing entries thus far I think I will no longer be placing a submission. (Damn you whack-a-rogue... jk. ^_^) Good luck to all of you and happy RPing!


    Ahh, and let's do the 4d6 thing. :D

    4d6 ⇒ (4, 5, 5, 5) = 19 (15)
    4d6 ⇒ (6, 5, 3, 5) = 19 (16)
    4d6 ⇒ (5, 1, 4, 2) = 12 (11)
    4d6 ⇒ (2, 3, 1, 1) = 7 (6)
    4d6 ⇒ (6, 4, 2, 3) = 15 (13)
    4d6 ⇒ (1, 4, 6, 6) = 17 (16)


    Dot of interest. How long until will this recruitment be open? Also, is there any in the group that can search for traps?


    I am extremely interested, but would this be limited to those with access to the play test material or would you make it available to those that did not receive said informative email?

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