Sara

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Organized Play Member. 285 posts (4,067 including aliases). No reviews. No lists. No wishlists. 30 aliases.


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Good luck all


If it's helpful, by the math she's around 14 or 15 when she first met Colm.

But maybe instead of enacting his own judgment on her, upon discovery he took her to the village elder who decided to get rid of them both, with Colm owing someone a bar tab or something, "her punishment is to go with you, you can pay off your debt by taking her," etc, and she blew off her fingers when learning how to shoot, gun dramatically misfired, so it's still a visual reminder of her father figure but far less pointed


I do want her to be actively grappling with PTSD and I love the visual of her missing fingers, but all aspects are a conversation, more than willing for things to change- the whole point of pbp is telling a story with folks, not to folks.

I chose these themes bc in intrigue games I love playing characters who are outsiders to court politic, bring in their own baggage that initially keeps them from adequately playing the Game but if/when mastered serves them in it. I felt that a darker tone in her past would make her a paranoid sort willing to engage in violence, an obstacle to be tempered but still a useful tact when not overly relied upon.

Worth noting she's actively trying to leave dark times behind her, to grow and change beyond. Ideally she will soften with time and perhaps the process has already began in the time since the founding/her joining of the coterie


Saoirse Storm Crow, Calrais Hawk (Underground):
BACKSTORY
Spoiler:
A guttersnipe to begin with, de facto gangleader by 12, Snotty Saoirse led the other urchins and undesirables of her small village around by the nose, running rackets and filching trinkets and treasures off passing trade caravans. Life was easy for those few years. Predictable. But when a caravan guard found her hand in his pocket, he took both her ring and pinky finger.

The village elder found fault in the guard's quick judgment, and eager to be rid of Saoirse, sentenced him to serve as her guardian.

And so Colm Clearwater took the child under his wing, more apprentice than daughter. For eight years, she'd accompany him on caravan. Saoirse became well traveled both within the wild and trackless bounds of Calrais and beyond. Colm was a drunk and a fool, but keen and observant nonetheless. She was taught how to track and identify prey in all conditions, how to shoot, how to kill- a tool she'd later have to use against him.

Her guardian fell further and further into alcohol and grew increasingly angry and erratic to match. While working with a caravan destined for Ilrien, he'd sent her off to get him booze and, impatient, wandered off in pursuit himself. They were gone when thieves came. A gang of youths absconded with several whole wagons of goods, and although the pair was able to capture and kill those responsible, they were fined and fired.

They had just been children. If her gang had pulled a score like that, would she have been caught unaware just the same? A bullet to the brainstem, a future cut short.

Colm's anger built inside him as they pursued their own way up the coast, still bound for their next job inside the city. He took it out on Saoirse in small ways, and for a time she bore it gladly. But when she woke with his hands around her neck, she pushed a thumb through his eye and a knife between his ribs.

She'd made it to the city alone. Never had she seen so many people in one place, but she knew them all the same. For many, she had played their parts before. Every street urchin, every desperate wanderer wore her face. It had not been long in Ilrien before she found herself in Colm's position, that she had caught a child's hand in her pocket. Instinctively, she drew a knife and pressed it into their finger, drawing blood. The kid whimpered and she relented. She would not be him. She would be better.

Rather than take the job she'd come here for, she decided to stay in the city, and for the next four years built a career as a bounty hunter, a thug for hire, a free agent in a city defined by faction. It's only recently that she's ended a long string of bad luck, as for a year or two, all her jobs wound up sour. She's still seen by some as an ill omen, a harbinger of bad fortune, and competitors even call her Storm Crow, mocking both her and those that would associate with such an unlucky sort.

Things are looking up now, and she's chosen to attribute the turn in her luck with her recent allegiance to $house and her new compatriots.

APPEARANCE
Spoiler:
Now 26, Saoirse is a pale, firmly muscled woman of middling height with a plain face and a close crop of fire red hair. She is missing two fingers on her dominant hand, and wears myriad scars across her face and chest, the story behind each changing with every telling. Rarely is she seen without a firearm and blade of some sort, even at court, and although she keeps her equipment clean and in good repair, each is clearly well used and aged.
PERSONALITY
Spoiler:
Saoirse is dour and brusque but not unconversational. She's a loyal friend but kinder to animals and children than her peers. Her past and present actions haunt her quite readily, even to the point she believes could be literal, she will still sometimes wake with Colm's hand on her throat, reaching from beyond the grave.

While far from a wordsmith herself, she views puns as the height of humor and frequently attends the plays of gifted punster Wollfred Shiverlance when able.

SECRETS
Spoiler:
Soon it would have been Colm's 50th birthday and Saoirse is nightly beset with nightmares the man who taught her to hunt is now hunting her. She did not check to see if truly the man died.

Saoirse keeps many Calrais superstitions alive in Ilrien and greatly fears the fey, choosing to always carry salt and iron on her person. Every night, she leaves bread and milk out as an offering, and the local cats love her.

In her last relationship, she drunkenly divulged a client's secret and is quietly waiting for this to either come back and blow up in her face, or for her to be forced to handle this herself

OOC GOALS
Spoiler:
I'd love for her to take on a protégé, teaching someone either how to hunt like Colm did for her, or even sponsoring a gang of youths that remind her of her when she was young and the gang she put down on the way into Ilrien. I'm certainly interested in her having romance and rivalry as well.
SHEET
Spoiler:
Actions
Skulk 1
Wreck 2
Survey 1
Hunt 2
Command 1

Indulgence Stupor

Special Ability
Terrifying
- You have an air of menace and danger obvious to even the most unobservant. You gain +1 effect when trying to intimidate someone. If done immediately after a show of force, also take +1d.

Special armor to resist a complication related to traps or ambushes against you or your coterie (when you are present).

Special Permission
Fine Iron Nerve
- Once per errand you can use your Fine Iron Nerve to resist the consequences of being terrified, unnerved, or uncomfortable. [0 load]

Specialized Gear
A Fine Ranged Weapon - Masterfully crafted, this weapon is more accurate at longer ranges. [2 load]
A Fine Heavy Cloak - Perfect for masking yourself or blending into terrain. [1 load]
A Handy Restraint - Rope, cuffs, collars, chain, or whatever best fits your needs for the situation. [1 load]
A Hunting Companion - An arcane or mundane creature of your choosing, capable of carrying out simple tasks. It must still abide by the rules of the city. A wolf on the streets will not go over well. An arcane companion out in the Twist may get you killed. [0 load]
A Fine Spyglass - Masterfully crafted, your spyglass allows you to see further and under lower light conditions than others. [0 load]

As a Hawk, you gain xp when you address a challenge with pursuit or observation.


Heya Nik, Itzi

Interested as a Hawk, voting House Battalia


Recruitment is open til Halloween


Partial submission for my TN Genasi Warpriest of Waukeen, Nibiru

Backstory:
Born to dwarven parents was a child of solid gold. In delight, they offered the babe to the Waukeenar temple of Goldspires in Athkathla, center of worship for the Golden Lady herself. This child, they named Nibiru.

But her birth was far less auspicious than appearance would suggest. It was quickly discovered that, no matter how shiny she might have been, she was flesh and blood. Children fall, and Nibiru was no different. From a single scrape, a drop of blood, proof of her mundanity. Sages were consulted, the truth revealed. Nibiru was earth genasi, geniekin, the end result from a dalliance between dao and dwarf many generations past, but all the same, Nibiru grew up with heavy expectations.

From infancy she was groomed to be something greater than she was. A figure of import, status. They would not just make a nun of her, not simply a priest, this was a child that would push the religion forward altogether. Or so they hoped.

The weight of expectation crushed the young girl. She'd been given every opportunity, but routinely, Nibiru failed and faltered in all efforts- except combat. She was good at combat. It was only here she excelled, only for this that she was excited. She had a quick and natural inclination for the Cloud of Coins, the fighting style of the Coinmaiden herself, and grew strong and sturdy in its practice.

A disappointment to herself, her mentors, and, she worried, her Goddess, Nibiru was ripped from her studies and pushed towards an altogether different avenue of the faith. If she could not serve as a leader nor even a convincing figurehead, she would be well used as a caravan guard, instead. Existing out there for all to see, as if to say, for those that follow Waukeen, even the meek and meager could be draped in gold.

She was always honest in all her dealings (when cash was involved) and would often help write contracts both legitimate and otherwise, or otherwise coordinate between buyer and seller. For several years, she would travel between Athkatla and Baldur's Gate, running freight between either city and the surrounding areas, and luckily, perhaps with the grace of Waukeen behind her, bandits and beasts tended to stray far from the caravans and ships she would accompany.

It was in this time that she struck a reliable working relationship with the priests of Moonhall, the Selunite temple in Athkatla. Because of both her history working for the faithful and her reputation for discretion, she was recommended for the job in the Wood of Sharp Teeth, and contacted while in the Gate.


20 Questions:
1. What is your character’s name?

Nibiru Jones

2. How old is your character?

20

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?

Nibiru stands at 5'2" and is built broadly, with shoulders and hips roughly two feet wide. By appearance, she seems to be a tall dwarf, except that she is seemingly made of glittering gold. Closer inspection quickly reveals that she is flesh and blood, her skin is warm and calloused.

She is entirely hairless, shaving her head, eyebrows, beard and body every morning and night to emphasize her shining golden skin.

Armored, but seemingly no weapons other than a pair of sticks.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?

Nibiru is curt and forward, sometimes blunt to the point of rudeness, and deadly serious about money. Often beset with doubt and anxiety, she tries to not let it show in her face and voice, but does stutter on ocassion.

5. Where was your character born? Where were you raised? By who?

Born in the far north, just out of Icewind Dale at the foot of the Spine of the World, but sent to the farflung south to be raised in Athkatla, the City of Coin in the merchant state of Amn. She was raised in Goldspires, the Waukeenar temple there, where they believed, for a time, her gold skin was the auspices of a new age.

6. Who are your parents? Are they alive? What do they do for a living?

Her parents were dwarven water sellers from the Spine of the World, bottling and selling glacial melt even as far as Baldur's Gate. After her birth, they trek to Amn after her birth to donate/abandon her with the Goldeye priests of Waukeen, hoping to be blessed in return. There has been no contact made, nor any attempted- at least, not to Nibiru's knowledge.

7. Do you have any other family or friends?

Nibiru has business partners that she respects and enjoys working with or for. She lives in continual fear that those who raised her feel no love for her, but view her instead as a wasted investment. She keeps in regular contact with several of those priests but it is always too formal for her liking.

8. What is your character’s marital status? Kids?

She has neither a spouse nor a child.

9. What is your character’s alignment?

True Neutral

10. What is your character’s moral code?

Deal in anything you like, but deal honestly. You must never lie about money.

11. Does your character have goals?

She is always looking for new opportunity, but privately, she would like to make genuine connection with others but finds it hard to relate to people. Hopefully friendship beyond a business connection comes soon.

12. Is your character religious?

Deeply, but disillusioned. She has in part made her peace with the underbelly of her religion, but is reminded of her doubts every time she agrees or offers to help smuggle something

13. What are your character’s personal beliefs?

All business is good business (but is it?)

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?

Deep fear of failure and heavy imposter syndrome

15. Why does your character adventure? Why did your character accept the job?

Nibiru serves because she believes this is what God commands, but has accepted the charge to help the Selunites to honor their working relationship

16. How does your character view his/her role as an adventurer?

Being away from home is deeply calming, all the pressure is gone. Until she f~%&s up, then it's like she's still being watched and tested and graded on every little thing.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?

Her hands are calloused and there is a long scar on the side of her head, but aside from that, she is blemishless and golden

18. How does your character get along with others?

Nibiru likes people but struggles to relate to them, and people who have not hired her struggle to like Nibiru

19. Is there anything that your character hates?

Cheating someone in a business deal

20. Is there anything that your character fears?

Never finding a greater purpose, being a fraud, becoming corrupt


Not literal gold, but, as the Plane Hopping Handbook puts it

Quote:
Ironsouls wear their elemental heritage on their skin, with most having some amount of metallic sheen. Their skin tone varies, with colors ranging from gold and silver to copper-green and dull, oxide gray
and to quote their debut in the ARG
Quote:
While all oreads appear vaguely earthy, a few bear more pronounced signs of their elemental heritage—skin that shines like polished onyx, rocky outcroppings protruding from their flesh, glowing gemstones for eyes, or hair like crystalline spikes.
To use a 5e source, the earth genasi's 5e debut in the Elemental Evil Player's Companion reads
Quote:
Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines

I would still love an answer to my question about an oread's speed before I commit to the idea of playing one, much as I love the concept

And rdknight, yes I had the same thought :)


I'm also curious if you would allow the Stick-Fighting Style chain of feats to be used with Waukeen's favored weapon (inexplicably, the nunchaku), as it is both a set of sticks and, statistically, almost identical to the tonfa


Would you be willing to adjust the oread (earth genasi) so it either has a normal speed of 30 or it has the dwarf racial ability Slow and Sturdy (speed never modified by armor nor encumberence)? Oread only has 8 RP but is otherwise very flavorful and I love the idea of being made of solid gold and being a living arbiter of the god of wealth and commerce (and smuggling).


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Likewise what domains would Waukeen grant?


Thinking of my warpriest worshipping Waukeen but esp in her role as the patron of backroom deals and smuggling; think I'm a "caravan guard", always honest in my dealings but also always transporting extra illicit cargo


Big ol' dot. Maybe a warpriest?


Angelyna definitely from NYC, so any connections would most likely be one-sided, ranging from "heard of her but not a fan" to "wow I love your work", or possibly people who are working with whatever film she's on.


Oh the studio could definitely have contracted out DeathQuaker's character as an onsite medic, smart

Plus, nearby fake town in the desert constructed for a movie shoot is a great setpiece to just have lying around for later in the campaign when things go really wrong and we have to blow stuff up


I think Angelyna would be traveling with a location scout for her next feature or shooting something on a lot they built in the desert outside town or just like traveling on her way back from Vegas when whatever conspiracy they get sucked into happens

Maybe it's as simple for her as the car broke down


GM SuperTumbler wrote:
Those seem reasonable. I'll have to ponder how Wealth Level will work with Fugitive status. You won't be able to buy big things that require a credit check, I wouldn't think. But we can finagle something.

The whole point is to play someone uprooted from their former status and class privilege and now entirely unprepared for life on the run (or only tangentially prepared in the case of the action hero), so that works fine.


Some possible custom professions I'm considering here, posted for approval, just testing the build rules

Custom Profession: Action Movie Star
+1 to STR (1)
Acrobatics, Athletics proficiency (1)
Basic, Historic, Improvised Equipment proficiency (1)
Special Feature: I Do My Own Stunts You gain expertise in either Acrobatics or Athletics. You must be proficient in a skill to gain expertise in that skill. (.5) (from Investigator's Investigative Expertise)
Iconic Equipment (nunchaku, tracksuit) (0)
Wealth Level 4 (2.5)

Custom Profession: Celebutante
+1 to CHA (1)
Basic Equipment proficiency (0)
"Fancy" foreign language from travel abroad (.5)
Social Sciences proficiency (.5)
Special Feature: Famous for Being Famous You know how to wheedle favors from others and gain advantage on Charisma checks to receive special privileges, such as backstage access, tickets to a sold-out show, or a meeting with a public official (.5) (from Independent's Pulling Strings)
Iconic Equipment (Luxury vehicle, smart phone, tiny and useless pet animal) (0)
Wealth Level 5 (3.5)


On the SRD, the custom profession table has been beaten to hell and back by the site, reading simply

Quote:
Profession Points Points Feature0Basic Equipment proficiency0Iconic Equipment (affordable for the Wealth Level) .5 Feature (a circumstantial advantage on an ability check) .5 Advanced, Historical, or Improvised equipment proficiency .5 Skill proficiency .5 Wealth Level 11+1to an ability score1Military Equipment proficiency1Wealth Level 21.5 Wealth Level 32.5 Wealth Level 43.5 Wealth Level 5

For my and others benefit, I'm going to attempt to parse that here.

Profession Points:
This list assumes the accurate number comes before the feature since nothing follows Wealth 5

Basic Equipment proficiency 0
Iconic Equipment (affordable for the Wealth Level) 0
Feature (a circumstantial advantage on an ability check) .5
Advanced, Historical, or Improvised equipment proficiency .5
Skill proficiency .5
Wealth Level 1 .5
+1 to an ability score 1
Military Equipment proficiency 1
Wealth Level 2 1
Wealth Level 3 1.5
Wealth Level 4 2.5
Wealth Level 5 3.5

Lastly, custom professions must meet these requirements:

Quote:

Use the following table to cost out new professions. A profession should have the following qualities:


  • Worth a total of 6 points
  • Have a special feature or skill expertise
  • Have a Wealth Level
  • Have at least one ability adjustment
  • Offer at least one proficiency
  • Have some flavorful iconic equipment


I looked through the SRD and what I'm most tempted by is an Icon, a celebrity on the run from the authorities after getting caught in the same tangled up web as the rest of the party.


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It's the question on the replicant test from Blade Runner (dir. Ridley Scott) that makes the replicant shoot the test-giver in the opening scene, with Blade Runner being of course a loose adaptation of Do Androids Dream of Electric Sheep by Philip K. Dick. No idea about ptortises


Nice to see you Nik, Itzi.

I've a few ideas brewing. Might build a Standard Bearer (or possibly Daring Champion) Cavalier for this, tho I'd quickly move into Exemplar Brawler, then into the Battle Herald PrC at level 7. As levels rise, the build would grow from being less about melee efficacy and more towards buffing the group thru whatever teamwork feats are most useful in that moment

Also considering an Urban Druid with either the Monkey or Lust domain, but unsure how it would develop late game

I will likely play an aasimar. Would you allow the Variant Abilities table? If so, would you rather we roll or present several options for you to choose from?

Just In Case: 1d100 ⇒ 42

Would be quite apropos for the Cavalier


One thing that's not clear to me is if you would allow Cash to keep his glass arm in the real world even tho it comes from a class feature in Constructed Pugilist (and gains its special material thru a charitable read on two of his traits). Would it just lack its special properties in the real world but gain them in the Dreaming? I'm very attached to the aesthetic of this older man with his working glass arm.

My operating thought for the connection between Cash and the Ainsworths is that they worked together on creating the substance, it proved too volatile for mass distribution, exploding and badly maiming Cash, who took what was left and fashioned himself his arm to replace the one lost in the explosion. In the time since, he's been trying to convince the Ainsworths to sell him their half of the recipe but they believe it too dangerous seeing as he was left armless and eyeless


I'll give someone else a shot, withdrawn.


4d6 - 2 ⇒ (6, 2, 4, 2) - 2 = 12
4d6 - 4 ⇒ (4, 6, 5, 5) - 4 = 16
4d6 - 2 ⇒ (4, 3, 6, 2) - 2 = 13
4d6 - 1 ⇒ (1, 3, 1, 6) - 1 = 10
4d6 - 2 ⇒ (4, 2, 3, 3) - 2 = 10
4d6 - 1 ⇒ (1, 5, 2, 5) - 1 = 12
4d6 - 2 ⇒ (6, 2, 4, 6) - 2 = 16

Tempted to run it in order.


Interested, but waiting to see the questions asked above answered before engaging


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Sheet done and alias complete, but a few things might change based on the questions I DM'd you.

Presenting Mauhul and Halmash for consideration.


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Still working on the character sheet, but I wanted to post my backstory. In re your earlier concerns, yes, cooperation is a definite must, and as for the interplay between the worg and the monster hunter, Halmash is "just a wolf" until proven otherwise. I'm sure we can work together to find a way to justify working together out of character before butting heads in character.

Fluff:
Mauhul kneels in the grass, wiping their blood off the head of his axe. None had been innocent. They would all face Judgment.

A black wolf the size of a man pads around the campfire, sniffing and licking the blood and the bodies. "I'm not complaining," it grumbles, "but didn't they pay us to guide them thru these woods safely?"

"Necromancy is the most foul art, Halmash. They could not be permitted to live."

The worg laughs a chittering laugh and falls on its side next to its friend and protector. "But wizards or not, they were still people before you killed them. What does your Pharasma say about murderers like yourself?" It lays its massive head in the orc's lap, nuzzling into his chest as it continues speaking. "It feels good to kill, doesn't it brother? To feel blood, anyone's blood, rush hot against your skin? You are not innocent, Mauhul. What would she say about that?"

The orc scratches his friend behind the ear before standing, pushing thick black hair out of his face. "It does not matter. We will all face Judgment when the time comes. No one is above Her."

He is not here as he dismembers the necromancers. He is remembering the first time he died.

He and Halmash were young then, just pups. Adopted by their clan's leader, they had been raised together to foster a relationship between orc and worg, to serve as example to both pack and clan. Safety in numbers.

Together many battles would be fought, pressed against the line of Lastwall, invaders seeking to gain ground the orcs had rightfully claimed in blood, but none could stand against the pair. Together, they tore through armies.

But in a single skirmish at the north border, that would change. He and his worg had been sent with a small band to seek out and kill Ustalavan necromancers that had been stealing the bodies of the fallen. The pair were no match for their dark magic.

A strange spell struck them both, melting his mind and body, leaving him dead on the field.

Mauhul wipes sweat from his brow as he sets down his axe. Returning to a knee, he stokes the fire into something hotter, larger, fatter, something that will burn long and hard. One by one, he feeds the flames the parts and pieces of these necromancers, destroying their bodies forever.

The only thing that awaited them was Judgment.

When Mauhul first saw the Boneyard from his place in the River of Souls, he was overcome with joy and loss. Countless souls waiting to be judged. The River flowed for miles and miles ahead and behind him. At the end of it, the Spire stood impossible tall and dark, with a Dark Moon floating overhead.

While most flowed easily along at their own pace and speed, others were ushered out by skeletal men with wings and tails, but the skulls of great crows, and a few were wrenched away somewhere else entirely, disappearing in cries of great pain. When one of these skeletal figures pulled him from the River, he demanded an explanation.

PHARASMA KNOWS THE FATE OF ALL, the reaper whispered. YOUR TIME HAS NOT YET COME, MAUHUL OB'VORROZ.

Satisfied, the orc let the reaper carry him off. One nagging thought, however, ate at him. "What about those souls that seemed to melt into nothingness before me?"

The winged reaper shook its head as it set the soul down to wait for resurrection. CLAIMED BY UNDEATH. THIS THE MOTHER OF SOULS CAN ABIDE LEAST OF ALL, FOR NECROMANCY STEALS AND TRAPS SOULS AWAY FROM THEIR REST AND JUDGMENT. ONLY ONCE THE NECROMANTIC CREATION IS DESTROYED DO THEY RETURN TO THEIR JOURNEY. FOR TOO MANY, THIS NEVER HAPPENS. IT IS A SAD THING, MAUHUL OB'VORROZ.

As the orc pondered on this, he began to feel pulled and tugged in all directions. Was it happening to him? The necromancers that had killed him, were they perverting his body into a zombie, a ghoul, simply a skeleton stripped of its flesh?

YOUR PEOPLE CALL FOR YOU, WARRIOR, the reaper assured him. IT IS A CHOICE. YOU CAN STAY HERE AND FACE JUDGMENT BEFORE THE LADY, OR YOU CAN RETURN TO LIFE.

Mauhul surrendered to the pull of the living.

One log still burns on the fire. The bodies of the wizards successfully cremated, the log is moved and the ashes scraped away. As the orc buries the ashes, the wolf speaks once more, red eyes staring at the moon.

"How many years has it been, brother? Since you died, since we changed, since they cast us out into this?"

"Seven." The shovel pushes deeper into the earth.

"Can we not just go back? You are stronger now, more learned in your curse. We could simply lie, say you have mastered it, or fought it off."

The shovel digs deeper. "What would you have me say? My form is constant and unchanging? That I am orc and orc alone, I do not simply melt away into nothing if I lose focus, I do not sleep in a bucket you carry? This is our life now, Halmash. They would not welcome you back, either." The orc speaks a word and twin tentacles emerge from the black wolf's back. "I may have been the one to die, but I was not the only one changed by their foul magic."

The worg exhales quick and frustrated. "At least here, there is plenty to hunt," it relents.

Mauhul finishes laying the ashes and cremains deep in the hole he has dug and fills it. Exhausted, he falls to the ground. "The night has been long, friend, and I am tired." They lie on each other by the smoldering remains of their last log until sleep finds them. Here, his curse manifests. The orc's form melts away, congealing into an unnaturally blue puddle of goo, which snakes up the body of the wolf and rests between its shoulder blades.

It was the day after his resurrection that they faced exile.

Halmash and the rest of the warband fought off the necromancers and carried Mauhul back to camp, parts and pieces of a man stuck together with webs of a bright blue ichor. At his father's bidding, powerful magics were cast to stitch him back together and return him to living. Mauhul rejoiced with his father and Halmash. To celebrate their safe return, the clan and the pack gathered in the war tent, feasted and drank for an hour. One hour.

In front of all gathered, Mauhul fell to the ground, writhing in agony, and melted away into a pool of that same bright blue ichor. The feast was scattered, his father called for the wise woman. "What has become of my son?"

She poked and prodded at the ooze, casting bones and gutting a deer to examine its entrails. "The answer is simple. This is your son. The spell that was cast upon he and his worg has changed them both, but in dying to it, your son transformed. He will never be more than this. Even the man that sat here drinking beside you was just this pool of liquid. Tomorrow, he shall resume his shape and form, and he may speak to you. For now he may only listen."

His father nodded calmly. "Leave us."

Alone with the ooze, the chieftain poured a horn of ale upon its mass. "You have embarrassed me twice today. I should have listened to those who told me that perhaps you were unworthy of your resurrection. Sentiment blinded me then. It does no longer. In the morning, when you have become more than this, when you are yourself once more, pack your things and leave. Leave this camp and leave the Hold."

At this, the ooze finally moved. It coiled itself like a snake and raised an arm or a head, listening intently.

"I gift you two things, Mauhul. For my unworthy son, I leave you with your life intact. That is one. I ask you take Halmash with you. That is two. Never were you separated before, and never shall you be. And if the wise woman speaks true, I cannot let the beast remain in our camp. It will be a blow to the pack's loyalty, but they will come to see it as I do."

From here, the chieftain ate and drank in silence and solitude, occasionally throwing scraps at the protoplasmic mass that was once his son as if it were a dog. After he had ate and drank his fill, he left. They would not see each other again.

And it has been seven years. He wakes in his bucket, having been placed there by Halmash at some point in his slumber.

The wolf shortly arrives with a pair of rabbits in its mouth. "Who are we today, brother? Mauhul has gone off to escort these wizards thru the forest, if he returns to town, it will be clear he guided them false. Are we Masha, the tracker? Perhaps we are the dwarf, Matthias, was it? Or are we a new face, and a new story, a mountain-man perhaps?"

An elvish woman steps out from the bucket, grabs one of the rabbits and skins it. "The face we wear is irrelevant, Halmash. There is no hiding our soul from Judgment."


Decked out in space metal and weaponry would make a party quite the force on Golarion, even in Numeria and especially at level one. It would be fun to steamroll over everything until you ran out of resources for your tech equipment and had to seek out all new weapons and armor.


Long post, mostly crunchy mechanical dithering, help needed in the center, beginning tendrils of fluff at the end.

I have a difficult time with casters so am not applying for that role, and y'all seem pretty stacked elsewhere so I thought I would simply engage in a making a fun and wacky build and attach a backstory to it.

Crunchy Mechanical Blather:
My recent obsession with builds has been trying to make the Oozemorph Shifter both fun and viable, I have a couple concepts floating around for it with the big one being an orc with an aberrant worg "mount" attained either thru four levels of Corpse Hunter Ranger, three levels of Primal Companion Hunter, two levels of Mad Dog Barb or one level of Wild Child Brawler, keeping it leveled with Beast Rider and Boon Companion, then at level 10 prestiging into Mammoth Rider so we can just use the compression monster ability to fit anywhere (perhaps coupled with the Narrow Frame animal companion feat to make it truly ridiculous), but the way I'd like to run it requires either a pretty charitable reading of the rules or a build I'm not enthusiastic about.

Requesting Permissions In Re the Above:
The only way to do it legally (RAW) would be thru Corpse Hunter Ranger, which does offer one major benefit in the form of qualifying for Eerie Sense but at the expense of Oozemorph levels and I'd really like to have eight in the build if possible.

Technically, none of the other three qualify for Monstrous Mount as it requires Divine Bond (Paladin), Hunter's Bond (Ranger) or Mount (Cavalier), and they simply give "animal companions", but if you would allow them to qualify for the feat anyway, I would be deeply appreciative, and if you would be extra generous and allow the bonus levels given by Beast Rider to apply to the Monstrous Mount, I'd be even more appreciative. Would you be amenable to either or both?

The other avenue I'm considering (but only vaguely) is simply 8 levels Oozemorph, two handed power attack, tusked racial trait.

Fluff Starting to Form:
Fluff-wise, what I'm strongly tempted to do is run an NE Pharasmin; I know you had heavy reluctance towards Evil PCs, but the shared religion would be helpful inroads to party join, it would provide an interesting complementary yet conflicting world view, and I would love to slowly grow to climb northward towards TN as the party influenced their world outlook, with the worg acting perhaps as a loyal devil on the shoulder.

Regardless, the bones of the backstory would be near death experience had them arrive at the Boneyard, pulled back into life before Judgment but their mind and body was forever altered (experience and alteration perhaps shared also by a worg pup they were fostering/maybe being raised alongside?). After this gross deformity developed, they were believed to be weak and exiled from the tribe. Taking matters into their own hands, they left the Hold forever, have slowly and over the years learned mastery over their new body, and since taken up as a wilderness guide thru the tough and dense forests of Ustalav, ruthlessly hunting undeath in all its forms.


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Firmly interested! I was also thinking of a full blooded orc.


Interested


Similar questions, but also how would we be entering into the story?


Seer of Shadows wrote:
Ikatarii wrote:
So we need to roll here for HP for companions?
My apologies for that misconception. Everything in this campaign, from players and their companions to NPCs and enemies, will have maximum HP values. Random statistical variance is something I generally avoid in my games.

Does this mean familiars will have their master's full HP or still halved?

I'd like your thoughts on a first party feat line, specifically whether you would allow the Possessed Hand feat chain to qualify for feats in the Countenanced Carbuncle chain. There's intense overlap between them, as the first two are effectively the same in both.

The Carbuncle feats are first party Paizo but were made for the World of Vampire Hunter D splat, hence the split and overlap.


V interested, I'm toying between resurrecting either a character who was a 1800's robber baron on an alternate earth, a "dragon prince" whose true ancestry is not dragons but kobolds, or writing a now dead mortal citizen of the Outer or Elemental Planes who has never walked the Material


Ope, I had the wrong class/race summary up at the top of my sheet, it should read CN Human Masked Maiden Vigilante 1, copied a different sheet and forgot to edit that as part of the changes. Since it's a regression into a time when she was brainwashed, the vigilante identity will probably be LE but maybe NE or LN.


GM Whiterose wrote:
The Lobster wrote:
GM, two questions, the first are you allowing drawbacks? And second, would you allow Shoanti Tattoo to also give access to the totem spear?
No, no drawbacks. I find very few players ever roleplay them. As for the totem spear I'd allow it as a replacement for the Shoanti Bolas proficiency from the Shoanti Tattoo.

Funnily half of why I ask is for the roleplay element; I don't know who this person is yet and a drawback and an extra trait would help me find more of the backstory. My two longest running characters on the boards were both heavily defined by their drawback too, but I understand it absolutely as a valid concern

Thanks for the leeway in editing the trait, much appreciated


Good luck all


GM, two questions, the first are you allowing drawbacks? And second, would you allow Shoanti Tattoo to also give access to the totem spear?


Building a Lyrune-Quah Shoanti Sacred Huntsmaster(/maybe also Green Faith Marshal) Inquisitor with the Personal Addiction trait, a firepelt cougar (small cat) animal companion and the Wolf Domain. Worships no god but is a Shoanti Animist. Probably spear focused, maybe bow because Lyrune-Quah.


Saw this today, here's a last minute submission.

Valarie Tanessan, disgraced Gray Maiden recruit, disowned anarchist.

Select a stat array equivalent to 15-point buy:
14(16), 13, 10, 10, 12, 14

Pick a class:
Vigilante (Masked Maiden)

Pick a race:
Human (Chelish)

Pick a campaign trait:
Child of Kintargo

Pick a reason to protest:
To Protest the Government

Set forth how you learned about the Aria Park demonstration:
As near as she could tell, a flyer was slipped into her door

Summarize your political sympathies and how you came by them, and what organizations you are a part of or orbit:
Valarie Tanessan is an anarchist, or she would like to think so. She's much more talk than deeds.

She has family in the Court of Coin, but being disowned is not in regular contact with them- they might even think her dead. She worships Milani, dreaming of an independent Ravounel, but was never brave enough to involve herself with the Rose of Kintargo. Val has also had minor but lengthy contact with the Silver Ravens- altho she did not know at the time; upon her return to Kintargo and time spent homeless, members helped her find her feet, over the years they have put her in touch with members of the Scarlet Rose to help her overcome her conditioning, to mixed success. As such, she owes these Ravens a great debt, should they ever reveal themselves to her.

Background/Further Examination:
Even when the old system was serving her best, she was at most a pawn, a trading chip. As a lesser noble in a powerful house, she was given every advantage in society, being well educated and trained extensively in warfare, but soon after she came of age, she was sent off to pay an old debt between her father and his school chum Ileosa Arvanxi- now Queen Ileosa Arabasti, monarch of Korvosa. There, thru magic, manipulation and torture, her mind was broken into a Gray Maiden, the fanatically loyal bodyguards of the Queen.

Ileosa saw Valarie's beauty as insult, a challenge to her own, and thus her face was scarred and twisted, a worthy sacrifice, she thought, so conquered her mind had become. The Queen would become immortal, and Valarie would be her protector until death. But immortality never came for Ileosa. Before Val could pass her initiation and serve, the Queen was beaten back and murdered by a band of rebels. Val managed to escape and returned home, where her father disowned her, refusing to acknowledge her until his recent death.

It has been seven years. Seven years since her scars were cut and burnt into her face, seven years since she was manipulated into fanaticism and hero worship, seven years since the death of Queen Ileosa. Valarie has largely shed this past, worked to become someone else, forget her conditioning, and there are few who know of her involvement in Korvosa.

But three weeks ago, it all came back. The peasants revolting, the city guard disposing rebel groups, martial law, the city burning. It was too much. She began to lose track of time, waking up in strange places or polishing her old armor. Soon, she understood; she was surrendering to her conditioning. Present conditions were too triggering. The Gray Maiden within her has awoken.

Both halves of her want an independent Kintargo. For Val, the tyranny that she had served in Korvosa is her biggest regret, and this time she can stand up and make things right. For the mask, all the mask cares about is keeping Thrune out of her home. Many of her sisters now serve the Majetrix Abrogail Thrune, but she does not deserve their loyalty. As far as the mask is concerned, only the Queen Ileosa can command them, and with her dead, any pretenders must be beaten back by any means necessary.

CRUNCH:
SHEET
Spoiler:
Skinwalker (Seascarred) Tidal Hunter Ranger 1

Init +2; Perception +1
-----------------
DEFENSE
-----------------
AC 22, touch 11, flatfooted 21
HP 10 (1d8+1)
Fort 0, Ref +3, Will +3
-----------------
OFFENSE
-----------------
Speed 20ft.
Longsword d20+4(d8+3, 19-20x2, S)
-----------------
STATISTICS
-----------------
Str 16, Dex 13, Con 10, Int 10, Wis 12, Cha 14
BAB +1; CMB +4; CMD 15
Racial Traits Bonus Feat, Skilled.
Feats Noble Scion (Tanessan/War), Gray Maiden Initiate[/url (Faceless Maiden, Scarred).
Traits [url=https://www.aonprd.com/TraitDisplay.aspx?ItemName=Child%20of%20Kintargo]Child of Kintargo
(no mechanical benefit).
FCB 1 HP
Class Features Dual Identity, Imperfect Control, Scars of the Past, Social Talent (Obscurity)
Skills (7/Vigilante) Bluff +6 (1 ranks, +2 CHA, 3 class skill), Diplomacy +5 (1 ranks, +2 CHA, 3 class skill, -1 feat), Disguise +5 (1 ranks, +2 CHA, 3 class skill, -1 feat), Intimidate +8/10 (1 ranks, +2 CHA, 3 class skill, +2 feat, +2 feat), K. (Local) +4 (1 ranks, 0 INT, 3 class skill), K. (Nobility) +4 (1 ranks, 0 INT, 3 class skill), Sense Motive +5 (1 ranks, +1 WIS, 3 class skill)
Languages Common

GEAR
Spoiler:
175 starting GP

Battered Gray Maiden Plate (free, worth 4d6gp if sold) (made masterwork if Child of Kintargo/Noble Scion combo still gives single nonmagical item worth 200gp or less)
(Noble's Outfit, Signet Ring if same, free)
Heavy Wooden Shield 7gp
Longsword 15gp
Vigilante Kit (mw backpack) 58gp
Crowbar 2gp
Book of Letters (Kintargo) 50gp
Blue Book (Kintargo) 5gp
Silk Rope 10gp
Courtier's Outfit 30gp
Reversible Cloak 5gp

3gp

If I can be a Tanessan without the Noble Scion feat, I might take Iron Will instead. Also considering changing one of the Gray Maiden Initiate bonuses to be the "sleep in armor" one, and the disguise being clothes worn over the armor being removed/the helm being placed on, but otherwise this is pretty final.


12 hours y'all


Taking a strange tack here on the prompt "HP Sponge", Orc Thaumaturge, Dreams of Vengeance background.

Agme Zahn, or "Fightin and Bitin Agnes," veteran of the Gladiator Pits of Tymon in the River Kingdoms

Questions:
• What were you doing just before the aiudara opened?
Fate had brought her there it seemed. When she had time to herself, Agme Zahn (Fightin and Bitin Agnes to her fans) would fish in a beaver pond in the countryside near Tymon, the city-state and River Kingdom in which she lived and fought as a gladiator. So it was then.

• Which aiudara did you go through/where were you when you vanished?
But this afternoon, she arrived at her fishing hole to discover the dam gone, the pond drained, and a stream flowing in its place. Agme ambled through the fresh uncovered land, curious if indignant.

What she had always taken to be a rocky outcropping at its center was now revealed to be a stone arch, marble and granite, finely cut and ancient. The door stood empty until it wasn't. Between the pillars shone a brilliant light, dazzling and dancing every color from within. It was the easiest thing in the world to walk through. The obvious choice, really.

• What had changed when you returned again?
Agme walked into the gate, yes. And then three months passed. Three months, and the pond had returned. The beavers, undeterred by the destruction of their home, dammed up the same stream and brought back their pond. She walked into the gate, but swam out of it.

She saw nothing inside. She saw nothing for there was no inside and she did not go to it. And if she was wrong, if the other side of the gate did hold something, she found no memory, no hold on it, no explanation for how the seasons had changed. Only a moment had passed. A moment- and a dream.

Her dreams have been echoes of it ever since, and where once dream was peaceful, quiet, empty, now, it is violent.

Often lying dead before her are the band of gnolls that enslaved her as a child. She was their prize catch. The orc girl, bred to fight. Now in dreams she walks among their broken corpses, taking inventory of each dogman beaten bloody, bones snapped, skulls crushed, throats torn out with her teeth.

Sometimes it is rival gladiators. Ones she has never beaten, bested, their hair in her hands as she drags a knife across their necks. The crowd cheers.

She swam out of the pond that day to find no vengeance claimed, no rivals bested. This would not stand. Biting Agnes would taste blood.

Other things had changed also. Her mind was constantly buzzing now with things she had no way of knowing, truths about creatures she had never seen, people she did not know and places of which she had never heard tell. Anger sat inside her as it hadn't since puberty, and when it built to its peak, her cold eyes turned a bright violet and shot fire. Literal, actual fire. She was still trying to get a handle on that one.

• How did you respond when Dr Ritalson contacted you? Excited, curious, scared etc.
Ritalson's offer delighted her. The gate had stolen her life, robbed her of the mind she was used to living in, of dreams in which she was not coated in blood, of eyes that didn't burn. No one understood her since the Missing Moments, and here was a man studying what caused them, someone who had been through a Gate himself. Someone with the same brand that now sat on the back of her neck.

• What makes you special? Out of all the Gatewalkers out there, why (according to you) did Ritalson choose you?
Agme is famous. Or she thinks she's famous. She's successful and talented and a veteran performer in the Pits of Tymon, and although she plateau'd among the ranks years ago, she draws a regular crowd.

Her disappearance and return brought a stir to the sport; combine that with her shooting fire from her eyes, it's easy for her to imagine how word of her spread to Ritalson.

And as for why her? She's famous and talented, she's relevant and she's a local girl, of course he'd go with her. In no world would she doubt it.


Appearance:
A green face, pierced and scarred, hides under thick, black hair. Cold eyes, grey, almost black, with bags beneath, but with a deep breath, the eyes grow hot and fill with a white-violet electricity, changing to match. Tusks push past her lips, her jaw is strong and square, belying its wide bite radius. She wears battered armor and a ripped tabard, carries a shield but no weapon. She is attractive but threatening.

She stands at only 6'7", short for an orc, but does not take the typical bowlegged stance and stooped posture. A performer, she always stands upright with perfect posture so as to better be seen. Like all orcs, her arms hang lower than a human's, her legs are shorter.

Muscular and lean with few curves, what she does have is hidden by her armor.


Crunch:
Name Agme Zahn
Ancestry Orc Heritage Battle-Ready Orc Background Dreams of Vengeance
Class Thaumaturge Deity None
Alignment CN Size M Traits CN, Medium, Orc, Battle-Ready Orc, Humanoid
Perception +5; Dark Vision
Languages Common, Orc
--------------------------------------------------------------------------- -----------------------------------------------------
AC 18 (+20 with shield raised); Fort +7, Ref +4, Will +5
HP 20
STR 16, DEX 12, CON 14, INT 10, WIS 10, CHA 16
Shield +2 Hardness 5 Max HP 20 BT 10 Current HP 20
Class DC [T] +16
Skills Arcana [T] +3, Athletics [T] +6, Deception [T] +6, Intimidation [T] +6, Lore: Esoteric [T] +6, Lore: Gladiator [T] +3, Nature [T] +3, Occultism [T] +3, Performance [T] +6, Religion [T] +3, Survival [T] +3
--------------------------------------------------------------------------- -----------------------------------------------------
Speed 20 feet
Melee Tusks +6 (finesse, unarmed), Damage 1d6+3+2 P
Melee Shield Boss +6 (Attached to Shield), Damage 1d6+3+2 B
Ranged Blasting Beams +6, Damage 1d6 Fire
Items Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Mirror, Fishing Tackle, Breastplate, Steel Shield, Shield Boss, 1g, 7s
--------------------------------------------------------------------------- -----------------------------------------------------
Exploit Vulnerability
Spoiler:
Frequency once per round
Requirements You are holding your implement.

You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again.

Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.

You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn't as dire as a creature's existing weakness.

Mortal Weakness After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves, you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver.

Personal Antithesis You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level.


Implement's Empowerment
Spoiler:
The power of your implement can also be turned to the more common task of combat, its power adding to and amplifying the effects of runes and other magical empowerments. When you Strike, you can trace mystic patterns with an implement you're holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. Channeling the power requires full use of your hands. You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit.

Implement Interruption
Spoiler:
Trigger The target of your Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using.
Requirements You're holding your weapon implement and are benefiting from Exploit Vulnerability against a creature. The creature must be within your reach if you're wielding a melee weapon, or within 10 feet if you're wielding a ranged weapon.

Your weapon senses a moment of weakness and guides your hand to strike down a foe. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.


--------------------------------------------------------------------------- -----------------------------------------------------
Deviant Abilities Dragon Classification
Blasting Beams
Spoiler:
Requirements You have a free hand.
A directed beam of heat or an arc of lightning is one of the simplest ways to project energy. You fire a blast or beam from one hand. Make an attack roll against a creature within 30 feet. If you succeed, the beam deals 1d6 damage for every 2 levels you have to the target, or double damage on a critical success.
Awakening Your beams blast through targets. Instead of making an attack roll to damage a single creature within 30 feet, you can use Blasting Beams as a 2-action activity to damage all creatures in a 60-foot line, with a basic Reflex save.
Awakening You can choose to launch smaller, quicker beams from your eyes instead. These deal d4s instead of d6s, but the attack has the agile trait, and you don’t need a hand free to make it, though your eyes must be uncovered.

--------------------------------------------------------------------------- -----------------------------------------------------
Additional Feats Intimidating Glare, Titan Wrestler, Dubious Knowledge, Diverse Lore

I'd be excited to play with y'all again, it's been a few years since Sara and Cal. I've very little 2e experience but they've all been enjoyable, hope to learn quick


In a quandary.

I'm entirely uninterested in building a custom race, and the monster PC rules posted (as I understand them) remove everything I want out of playing a tooth fairy since they are only CR 1/4.

I think I will be withdrawing.


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Oh man, I have a handful of characters from niche homebrew settings on here that I would love to just throw at an interdimensional portal and play again. Most interested in my tooth fairy seeing a return to the world of play probably.


12 WIS, both unRogue and Shifter are slow Will track. It's not optimal but that's not the goal, I'm trying to make the worst archetype in the game (but one of its most flavorful) both fun and threatening and a low Will save was the cost. ABP will shore it up so I'm not terribly concerned, but I plan on investing in it all the same to protect myself and my party


Looks like Crimson Throne wins by my math (9 cotc, 8 sa, 7 rotr)


Thanks for the pick, I am interested in each equally but since I do gotta pick, my votes follow Elfriede's order also


Thanks a lot, didn't find that when I was looking


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