Jolis Raffles

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215 posts (5,202 including aliases). No reviews. 5 lists. 1 wishlist. 12 aliases.


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I just read the CRB section on materials (p577) and I find myself a bit confused by the rules on material grade and magic runes. Specifically, the rules state that a certain level of purity is required for an item made of precious material to have certain rune levels. That's clear. What I find unclear is why this would not apply to iron weapons or those simply made of non-precious materials.

On page 577,

Quote:
... but creating higher-level items and more powerful magic runes with precious material requires greater purity.

My bolding.

So, it seems pretty clear that this only occurs for items made of precious materials (although, I would be interested to know if anyone else has another reading of this). Then, can anyone think of a reason why that would not be true for iron? I mean, weapons made of low-grade precious materials are stated by the CRB as being an alloy (probably with steel). I am thinking that enchantments don't really mesh well with alloys... but that sounds like a boring interpretation.


I have been having connection troubles, I do know when I will be able to post!


Heroic, but not proactive enough to think that the skulks might get harmed. So, I am guessing a few incidents will be needed for her to finally decide to move out.

I'll check the Lost Cities of Golarion (the anniversary edition encounter tables are still limited to Large and Larger... there are lamias that could take human form... but they'll just get killed too.... although, as I am writing this, they might make for really good infiltrators... hummm... yeah. That paired with the bound outsiders is probably what I will end up using.

Thanks for the suggestions!


haha, yes. Soloish. I GM my wife while we take long car trips (happens way too often, but makes them bearable). I do have a GM pc to help her out. Her charcter and the GM PC are both 2 levels higher than the suggested advancement, to make it realistic for her to finish the campaign.

What would you suggest to put in the tunnels that might ally with Karzoug? I mean, the vampire skulks are just way too weak to pose a problem.

Collapsing is definitely a good idea... though, I am guessing Karzoug would never rely on that as a method to kill.... too much chance they escape. He could threaten to collapse it so the skulks push their savior out... but that sounds unlikely (especially with the diplomacy of the GM PC).


My player has finally reached Xin-Shalast and she has taken refuge with the skulks (after defeating the hiddent beast). At the same time, Karzoug and his minions have become aware that my player reached his city. So, I am trying to figure out what step they would take next to take her down.

I was thinking of having assassins sent down the tunnels to find her and dispose of her. However, pretty much all of the foes that can be found in Xin-Shalast are either large or larger, making it pretty impractical to do so. I was wondering if anyone had ideas as to what Karzoug might do in this case!

As a note, posting sentries on the exits from the skulk domain is unlikely to succeed since my player has access to control weather and has been using it to hide her movement across the city.


Yep, real post coming. However, out of curiosity, can I craft something into the bonded mask? I was thinking of switching from hat of disguise to greater hat of disguise.


HPs: corrected to 122.


Recalculated HPs (12d6+72) = 144 maximized.

Added 4 skill ranks from favored class.

Removed druidic. With int 14, do I get to start with 3 languages before linguistics?


Favored class: oh, I did not know that. Can she pick her racial HDs? Otherwise, it will obviously be sorcerer.

Wrote down the source of AC (not that it is also present at the very end of the character sheet (all important numbers are broken down there).

HP: I though we were doing maximum hps. Like Kiora.

BAB: I have +6 too...

CMD: corrected.

Reflex: corrected.

Skill ranks: it should be 8x8 (fey)[not 10x8] + 4x4 (sorc) + 20 background. So 100. You are right, I assigned only 90. Note that the break down is also present at the very end of the character sheet.

Languages: added right after skills (they were much further down in the sheet). Also, I was wondering if she could have an exception and know druidid... you know, since she reigned over druids.


Done! I have a bit of cash left over, but that's not really a problem.


I am almost done with Amarélsy, just have to check out a few more scrolls.


1 person marked this as a favorite.

Here is a rough draft of my character. I should be improving it in the coming week.


I am going to go with a sorcerer/druid who will aim for either hierophant or archmage mythic path if that were ever to occur.


That could actually be a great idea. I will think on it.


Honestly, I am having trouble. Lately, I have been feeling like playing a character who gains powers all of a suddent... kindof someone who's not made to be an adventurer. But with this game it sounds pretty difficult.

I have been thinking investigator... always wishes to make one. Maybe mesmerist.

Race wise, nymph would be really cool (though right now my female/male character ratio is dangerously tilted toward female... so trying to fix that), a faerie dragon (if allowed), a dweomer cat (didn't know they were that awesome), or a couatl. These are my favorite monsters, so I think they would be cool to play... but, I have no background/personality ideas, so... yeah. Still don't know.


4d6 ⇒ (4, 3, 3, 4) = 14 11
4d6 ⇒ (6, 2, 6, 2) = 16 14
4d6 ⇒ (3, 1, 3, 4) = 11 10
4d6 ⇒ (6, 1, 4, 3) = 14 13
4d6 ⇒ (6, 5, 3, 2) = 16 14
4d6 ⇒ (6, 4, 2, 6) = 18 16
Seems decent!


1 person marked this as a favorite.

1. Searched the game definition of wield
2. Looked up wield and use
--Ended searching the glossary followed by a PDF search (too long) and just decided to reread the equipment chapter.


Do you need one hand to hold the material component pouch and one hand to use the actual component?

I just noticed that the material component pouch is listed as "1 hand". According to the rulebook p. 184

Quote:
Hands: This lists how many hands it takes to wield the item effectively.

On page 195, Material component is listed as requiring 1 free hand.

So, from my reading, you would need to hold the pouch in one hand and have your other hand free in order to cast a spell with a material component. This sounds weird to me because it makes it impossible for wizards who want to cast spells with material components to effectively hold anything else in their hands (like a staff). Not only that, it would also mean that you need to spend at least one action in battle to take your pouch (manipulate action I believe)... or just have it in your hand all the time.

Any thoughts? Is my reading wrong?


3 people marked this as a favorite.

  • Icons:
    I have to say that I really enjoy the action icons (free, reaction, 1,2,3 actions). I find them easy to read and really helpful in quickly knowing which feats require actions to use (and how many). I am not stating this to belittle the posts of those who find them hard to read (a modification making it accessible for everyone would most likely be quite welcome), but simply to weight in on the icon comments.

  • Statement of major mechanics (degrees of success) early in the book:
    Also, I might misremember, but I do not think that the levels of success as well as the training levels are mentioned at the beginning of the book or referenced early for that matter. For someone who starts reading at chapter one and making their way through character creation, that poses a problem in understanding many of the class feats or abilities. I think it might be helpful for new players (who haven't read the blogs) to state these general mechanics (if only vaguely) at the beginning of the book to give context.


  • To add to the list/maybe answer the question, I could not find whether the damage is lethal or non-lethal (feels like it should be lethal). When referring to the unarmed attack section on page 178, which Razor Teeth mentions, all I could find was to refer to fists for unarmed attacks. Fist do mention they use one hand (clearly not applicable to bite), are agile, finesse, nonlethal, and unarmed.


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    Spoilers ahead!!!!

    I did the scavenger hunt Wednesday and it well very well! After the game my players commented on it saying that it was lots of fun and that it was a great way of getting to know the town and its people. Honestly, I wasn’t expecting such a good reception and thought that my players might be bored because it would put off the fight with the goblins. Actually, doing the general introduction followed by the scavenger hunt took around 3h (1h30 for the hunt) and allowed to finish the session with a nice cliffhanger: the arrival of the goblins.

    I modified the hunt slightly to have my players look at the map of the city and choose where they wanted to go next (no itinerary). The goal was to get the players invested and forcing them to plan a bit. That also allowed me to have them “study” the map, so that they got a better idea of the layout of the town. I put the full description in the spoiler below.

    Modifications:

    Signing-up

    None of the characters knew each other, so I had a table with a sign saying: Sign-up for the Scavenger Hunt, up to 100 gp in price! At the table there were pens and papers for people to write down their names (and someone to write it down for them if they did not know how to write). To further advertise the hunt, Cyrdak Drokkus mentioned it in his speech.

    After an hour or two, someone walks to stage and calls out the teams (basically putting the characters together). Since one of the characters was from town, I organized every team to have one resident with then.

    Instructions

    The person on the stage tells the team that they have to get all of the items on a list. He gives one such list per team. The 100gp prize is only given if a team does this in record time (no failed checks). Otherwise, the winning team gets 50gp instead of 100.

  • Receive a scavenger hunt map

  • Get an ancient worked stone

  • Pick up a bank deposit slip

  • Find a painted blue stone

  • Grab a pinch of soda ash (industrial colorant)

  • Find a cockle shell

  • Get a chicken shinbone (Avoid private properties!)

  • Take a handful of hay

  • Get a never used mooring cable

  • Find some bitter hops

  • Grab a pinch of grains

  • Receive a playbill

  • Rush back to the new cathedral with all the listed items!

    I removed some items because I felt it would be too hard for my players to guess their locations.

    After that, the person giving the instructions pointed all the teams toward the Way North where he says the maps can be found. When the character visited the place, I gave my players a physical copy of the map of Sandpoint as well as a list of the main public places of town. (The characters actually received something that looks a bit like a pamphlet for tourists and which highlighting the main stores and public places of the city. It’s the map in the AP with a few private homes not been identified such as the estates of the noble families.)

    Note that the map does not have an itinerary, the players had to guess where to go to find the various objects (that’s why I removed some from the original list).

    Rules

    Players had to pick the next location they wanted to visit on the map. They would get there without any problems. Once there, I used the same challenges as you RumpinRufus. Regarding the exact rules, I did not follow those of a chase. Instead, I calculated how long it took them to find items with the following rules:

  • Succeeded challenge at location: 1 round

  • Failed challenge at location: 2 rounds (a failed roll still leads the characters to recover the item, but it takes more time).

  • Go to a location lacking the object: 1 round

  • Go to a distant location instead of going to a close one: 1 round

    If players succeed in 12 rounds, they are awarded the 100gp.

    If players succeed in 18 rounds, they win

    If players finish in more than 18 rounds, they do not arrive first.

  • I also added to following rules to make sure they stuck together: If players get separated to be more efficient, the non-native run the chance of getting lost, they need to make a DC 10 int. check. If they fail, they increase the time of the hunt by 1 round. They have to roll until they succeed. However, once they reach their location, subtract 1 from the time in round they stay there (success = 0 round, failure = 1 round).

    It would probably be interesting to try this with the real rules of a chase, but I did not want to bother rolling for the other teams.

  • Anyone interested in more feedback or a French version of the locations and objects to find, please PM me.


    Thanks RumpinRufus, I am going to play a slightly modified version tomorrow and I will let you know how it goes!


    I am quite interested too. Out of curiosity, how did you introduce it to the characters? They are given told where to get the map and then follow it in order to get things at different locations?


    Crunch done, added a really skeletal background.


    Is it winter when the game begins?


    At high levels, my character should be able to control constructs too, should be cool!

    Otherwise, will mostly use healing and hexes, so not much toes to step on there.

    If someone is interested in taking some feats to sunder stuff it might help with the erosion ability I have. It could lead to really quick debuffs on enemies.

    Also, sorry for the time it's taking me. My parents were visiting, so I could not spend huge amounts of time on character creation. I should be good for the rest of the week though (and then I am moving!).


    Yep, I am thinking about my character which won't be kanata. I was thinking that I don't feel like playing another stoic character (because Kellid tend to be stoic). It's nice and all with Hinagiku, but sometimes all I can write is: she stays calm... which gets redundant.

    I am slowly wrapping my head around the idea of making a Kellid adopted gnome. It should put some funk into the character.

    Edit: also, question, what posting rate are we looking at (is expected)? And will retraining be an option? I really like the animist archetype, but it would make my character combat useless for the first 6 levels or... way too long. So, I'd rather start shaman than adopt the archetype.


    What kind of post rate are we looking at?

    Also, I would be interested in playing an android investigator. Here's a short description.

    Short backstory:

    Professor Grigori Bly, lecturer and researcher at Lepidstat University (Ustalav) has spent the last 20 years studying himself, comparing his android body and mind to that of humans and various mammals. However, there is only so much that can be learned from studying a single specimen. Thus, to answer questions such as whether or not he has a soul, and whether or not Shelyn, the goddess he follows, will one day welcome him into her realm (once he dies), Professor Bly sets out for Numeria to discover more of his origins and learn about his kind.

    Well… that was short, but showed the two most important characteristic of my character: he is a scholar and a follower of Shelyn. To know how android, scientist and Shelyn faithful can cohabit

    Or maybe shaman human...


    Considering the recent dip in activity of our WotR game, and my upcoming unemployment, I am seriously considering posting a character concept. Who will you be inviting to join the game, and how many players do you plan on recruiting?

    (Hinagiku)


    I have also GMed a game with only two players, and what I did was make sure that the players they were always two levels higher than the suggested advancement track. So for, it has worked well, I haven't had to change the difficulty of the encounters and the characters have survived through the first 5 books of Rise of the Runelords. Also, with the increased level, I did not have adjust the difficulty of the encounters. I think they only got close to dying in one or two encounters.

    I think maxing HP is also a a good idea that should drastically improve their survivability... although in the long run it might prove a bit to much.


    Ooops, I had completely forgotten that I had finished applying for this thread and that I needed to bow out since I got in into another Reign of Winter game. I hope you all have fun with this one. The group seems pretty awesome. Good luck everyone.


    72. The more you pack together (the highest the population of a city), the more likely they will be providing (either through selling, or through you stealling from them) potent magical items.


    *feels ashamed.

    Right, I did not notice the AND and thought this was for a single attack.

    I shall go hide in a corner and never write back in fear of making stupid mistakes like that again.


    Me again, this time, I did read the Corrected stats in the link you provided.

    For Devargo, he should have +8 or +6/+6 (when using twf) to hit with his mtwk gauntlets (+1 mtwk, +4 dex, +3 class).

    On a side note, have you thought incorporating the unchained classes into your conversion?

    I converted Devargo and it really ups his damage output.


    Congrats everyone, lucky you!


    thunderbeard wrote:
    kamenhero25 wrote:
    This may honestly be the best recruitment I've ever submitted to, for both players and the GM. I'm getting really excited to see the result, whether I actually make it or not.
    I don't know; my favorite recruitment of all time has definitely been Mythic Gestalt Chutes and Ladders, though that recruitment wound up being cancelled by the end of the day it was posted.

    Lol, too bad the game did not happen, just a few days for a good laugh!


    Phntm888 wrote:

    I do not envy you. There are a lot of great submissions here.

    I think the questions you wanted everyone to make sure they answered helped. Having that extra bit of guidance for my back story made me think about different aspects of the character that I don't always think about. Whether I get in or not, I really like this submission. Definitely one to hold on to.

    Yes, it did help everyone I think. Its always nice to see GM that invest themselves to know and help the players!


    About unsolicited advices: Maybe of maybe not, I enjoy discussing it... although, we might be inadvertably bumping this thread for no reason ;)

    About multiple PrCs: You are right, I could not find the rule, I was sure I had read it somewhere before. Wow. That's a nice thing to know!


    @GM Kiora: interesting about the crown of the world and weird. Are the players likely to learn the answer while playing the adventure path?

    @thunderbeard: I thought only a single PrC was allowed by character. If you mean that there is the option of totally dropping Champion of Irori, it is true, however there are some really cool defensive and offensive abilities in that Prc (which I would not give up)!

    Also, for Guided hand, I though about getting if from the paladin, however, during 5 levels the character would have to rely on strenght to incrase his chance of hitting... which really hurts when a character has 13 strenght.

    Indeed, the Champion of Irori's design does not lend itself well to an unarmored style figther, but I will try to make it work!

    Thanks for the feedback.


    Thanks for the in depth reading. It's nice to see such an interested/invested GM.

    About monk archetypes: I will probably buy the pdf, the unchained monk's d10 and new abilities will definitely help with the survivability of the character.

    About the choice of class: When coming up with the character idea I faced challenges to make it viable at low levels. First, the champion of Irori is madly MAD witht the only two less needed ability scores being intelligence to a lesser degree. Second the idea of putting strengh as her highest stat (to make it a good hitter) just did not feel right. So to give her a chance to participate in combat as early as 1st level, I decided to aim for the guided hand feat (with the mythich guided hand later on). This decreases the madness of the PrC but requires a 1 level dip into cleric. Which truthfully I like, it gives the character the 1st level Lore domain ability, which I think fits perfectly.

    Background:

    About the demon: From my reading of the Wardstones, they only protect Mendev's border, so an escape through the land of the mammoth lord would lead directly close to the crown of the world. Also, it does explain why her saviors did not seek refuge with the other members of the crusade.

    I like the idea of the open wound, I will add it to the background if selected for the campaign.


    Finally, my submission is done. Or so I hope!

    GM Kiori, I went through the list of things you asked for I think I should have everything. If one element seems missing, don't hesiate to tell me to clarify it.

    Thus I present:Hinagiku who is basically a human (Tian) Champion of Irori (monk/paladin) who will concentrate on defending others (bodyguard/stand still/trip other similar). Consequently, she will be entering the Guarding Mythic Path crud competing against thunderbeard

    Also, even though some of my posts might have given the impression that I did not read the player's guide, I swear I did. At least twice!

    On a side not, is it okay to take an archetype with the unchained monk if all the replaced abilities are still present in the unchained version?

    Thanks!


    Thanks for the long and complete answer, I really appreciate it.

    After rereading the player's guide, I still have some trouble with
    1) the call to the crusade. I though there was a call for each of the crusade rather than a single one when the worldwound opened. So, am I to understand that there is no announcement to the world that there will be a 5th crusade? If there is one, when was it emited?

    2) Thanks, I was under the impression that the crusade had slowly slipped away from the church of Iomedae as years went on and been picked on by the nation of Mendev (explaining why people of different faiths participate in it). I guess I was wrong. Its good to know that wherever Iomedeans are, the call will be heard!

    3) Whoops! I apparently skip that one by accident!

    By the way, my application was not on the list. To reiterate: Pallavi,future champion of Irori of the Guardian mythic path (currently cleric lvl 1). Crunch and fluff should be in by the weekend.


    GM Kiora wrote:
    TheCelticCircle wrote:

    Dot and quick question:

    Do you also expect players to post once a day during the weekends? I usually do post saturdays and sundays, however some of my weekends are too busy for me to write anything interesting (around once a month.

    I'd prefer players checked in on weekends, but if you know you can't ahead of time, then we can agree to bot you on the weekend.

    Perfect, I will ponder on that as I work on the character (a champion of Irori Guardian).

    My character concept (general background and such) as been ready for a while. However, it is based on the idea that the call for a crusade on the worldwound is made a few years before it takes place and that people from all around the inner sea respond to it. Is that realistic? Would you consider that Jalmeray is to far to hear word of such a call?

    Also, what is your position on fractional base bonuses (unchained p. 40).


    Dot and quick question:

    Do you also expect players to post once a day during the weekends? I usually do post saturdays and sundays, however some of my weekends are too busy for me to write anything interesting (around once a month.

    Some rolls for fun:

    4d6 ⇒ (5, 4, 4, 5) = 18 = 14
    4d6 ⇒ (1, 3, 5, 4) = 13 = 12
    4d6 ⇒ (1, 1, 1, 6) = 9 = 8
    4d6 ⇒ (6, 4, 6, 5) = 21 = 17
    4d6 ⇒ (4, 5, 3, 6) = 18 = 15
    4d6 ⇒ (3, 5, 4, 4) = 16 = 13


    Cool idea divinitus.

    Also, does anyone known how many people have been recruited thanks to this thread? I would be nice to see how usefull this is!


    Great, thanks!


    Just finished GMing the fishery. Here are the statsblock that I corrected:

    Yargin and Gaddrem were missing their +2 to an ability score for being human. I put it in each NPC's highest score.

    As you mentionned, Hookshanks and Giggles both need an increase in charisma. Seeing as they don't have much use for it (except for intimidate) I did not post the corrected stats block.

    Yargin Balko:

    Yargin Balko CR:1
    XP 400
    Male Human Expert 3
    LE Medium humanoid (human)
    Init +1; Senses Perception +5

    ===Defense===

    AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
    hp 19 (3d8+6)
    Fort +3, Ref +2, Will +2

    ===Offense===

    Speed 30 ft.
    Melee dagger +2 (1d4/19-20/×2)
    Ranged light crossbow +3 (1d8/19-20/×2)

    ===Tactics===

    During Combat Yargin prefers to use his wand of acid splash in combat, but since he needs to rolla 13 to activate it with a Use Magic Device check,it’s prone to failing him—each time it does, heerupts into a loud burst of profanity, shaking thewand in frustration. Once he fails the third timeto use the wand, he gives up and switchesto thrown vials of acid and tanglefootbags. He’s deathly afraid of meleecombat, and fights with his daggeronly if cornered.
    Morale Once he’s used up his alchemicalitems and his wand has failed him threetimes (or as soon as he takes any melee damage atall) Yargin shrieks in panic and attempts to flee to Gaedren’s sideto warn him. That he might inadvertently lead Gaedren’s enemiesright to him doesn’t cross his mind in his panicked state.
    ===Statistics ===
    Str 10, Dex 12, Con 15, Int 11, Wis 9, Cha 8
    Base Atk +2; CMB +2; CMD 13
    Feats Point-Blank Shot, Precise Shot, Skill Focus (Use Magic Device)
    Skills Appraise +6, Craft (alchemy) +6, Disable Device +7, Knowledge (arcana) +6, Linguistics +6, Perception +5, Spellcraft +6, Use Magic Device +8
    Languages Common, Gnome, Orc, Varisian
    Combat Gear Wand of Acid Splash (28 charges), Acid (3), Tanglefoot bag (2), Thunderstone; Other Gear Leather armor, Crossbow bolts (10), Dagger, Light crossbow, Amulet, garnet (100 gp's), Key to Cabinet (A7), Thieves' tools

    ===Special Abilities ===

    Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Precise Shot You don't get -4 to hit when shooting or throwing into melee.

    An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed.
    A creature that is glued to the floor can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon.
    If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
    The goo becomes brittle and fragile after 2d4 rounds.

    Gaedrem Lamm:

    Gaedren Lamm CR:3
    XP 800
    Male Human Expert 4/Rogue 2
    NE Medium humanoid (human)
    Init +5; Senses Perception +11

    ===Defense===

    AC 12, touch 11, flat-footed 10 (+2 Dex)
    hp 16 (6d8-12)
    Fort -1, Ref +6, Will +6
    Defensive Abilities evasion

    ===Offense===

    Speed 30 ft.
    Melee masterwork dagger +7 (1d4-3/19-20/×2)
    Ranged masterwork hand crossbow +7 (1d4/19-20/×2)
    Special Attacks sneak attack +1d6

    ===Statistics ===

    Str 5, Dex 15, Con 7, Int 16, Wis 14, Cha 15
    Base Atk +4; CMB +1; CMD 12
    Feats Combat Expertise, Improved Initiative, Skill Focus (Bluff), Weapon Finesse
    Skills Appraise +12, Bluff +14, Diplomacy +11, Disable Device +11, Handle Animal +11, Intimidate +11, Knowledge (local) +12, Linguistics +12, Perception +11 (+12 to locate traps), Sleight of Hand +11, Stealth +11; Racial Modifiers rogue talents (honeyed words [1/day])
    Languages Common, Goblin.
    SQ trapfinding +1
    Other Gear Crossbow bolts (10), Masterwork Dagger, Masterwork Hand crossbow, Key Ring (contains keys for all the locks in the fishery), Thieves' tools.

    ===Special Abilities ===

    Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
    Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
    Honeyed Words (1/day) (Ex) Can roll 2d20 for Bluff check and take the better result.

    Seeing as this takes me quite some time to change, I won't look through all the statsblock right now but will work through them as my campaign advances.

    Thanks again for all the hard work!


    Mr. Jacobs, my players have been asking about the presence of glass windows in Korvosa. Until then, I had always assumed that pretty much everyone had glass windows... until I realized that glass did not become common until the 18th century or later. So, I was wondering, what is your take on the availability of glass windows in golarion (Korvosa more particularly)?

    Thanks!


    Nice to see you apply Steven Evil.

    Similar question to Alynthar42, have all the people who submitted a character concept part of the number of applicatons, or only those who have submitted a full character?

    Another question, which should be my last, you said that posting would be above 2 per week... seeing as though the other game your are DMing seems to have more than that (~4), are you planning for this game to have a slower pace?

    Should be posting the full character with stats fairly soon (although, having broken my glasses yesterday, it might take longer than expected, and without them it gets really hard to work on a computer).


    Interested.

    Laurentii the elf librarian is a bookworm with an uncanny ability to use mathematics and physics to spar efficiently and who is currently looking for a font of information on his favorite far away land: Tian Xia.

    Just a little introduction, I will be provinding the other requirements once the character is fully written. As an aside this character will be a swashbuckler(inspired blade)

    Here are a few questions:
    What is the desired rate of posting?
    How will interactions with the major NPC's be handled?
    -This AP seems mostly interesting for heavy interactions with them
    I was in a JR game already, but it died off recently, will that be a problem?

    Spoiler:
    We completed the marsh and were about to leave with the caravan toward brinewall.

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