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I would definitely be interested in this. I've never done a PbP though so that might be an issue.


Calybos1 wrote:

"all of the main roles in the party have been filled up, so my GM told me I can pretty much play whatever I want."

Really, you've got an eight-person party? Because I've never seen a group where ALL of the main roles have been filled.

Well we actually have 7 people in the party right now including me. And by the roles I mainly meant roles such as the healer, tank, rogue, etc....

And a pally/inquisitor multi-class could be really interesting.


Anachrony wrote:
The odds of that roll using that method are approximately 1 in 1000. Are you sure you didn't use the 6 + highest 2 of 5d6, reroll 1s and 2s? :P

Hahaha I'm sure. Like I said though, I probably just used up all of my luck hahaha. :P


Reynard_the_fox wrote:
Damn those are some good stats! I'm assuming you're going in at level 1, right? It would still be helpful to know the makeup of the party.

Haha yeah I was pretty happy with those rolls! Of course I probably used up all of my good rolls now haha.

As to the party makeup... I know we have a cleric, an Arcanist, a dwarf fighter, a martial artist monk, a rogue and another person who's class I can't remember.


Hey all!

My gaming group is starting up the Rise of the Runelords campaign on Saturday and I'm having a terrible bout of indecision in terms of choosing a class. The three classes I've narrowed it down too are the Paladin, Inquisitor and the Magus. I plan on playing all three at some point in time as I'd probably have fun with any of them, but I was wondering if anybody had any suggestions/hints/tips/advice as to which might be better/more fun to play?

I'm definitely looking at playing at an Aasimar so race has been decided already. In terms of party role, all of the main roles in the party have been filled up, so my GM told me I can pretty much play whatever I want. Stats were rolled using 4d6 drop lowest method and they are as follows: 18, 16, 16, 15, 14, 12.

Thanks for any and all help!


Okay. That helps a little bit. I just looked at the Primal magic rules again and it only says activating a magic item, spells and spell-like abilities trigger the wild magic effects. So I can safely assume that the Alchemist Bomb ability won't trigger that. Thanks for your help Rynjin!


But according to the Core Book: Supernatural Abilities (Su): Supernatural abilities are magical attacks, defenses, and qualities. These abilities can be always active or they can require a specific action to utilize. The supernatural ability's description includes information on how it is used and its effects.

That's the main reason I'm asking. I was wondering if anybody else has encountered this and what they did.


Hello all!
I am going to be running the Wardens of the Reborn Forge module for my group on Saturday and I had a rules question. One of my players wishes to be an Alchemist and I would like to know if the bombs are treated as a magical item for the purposes of Primal Magic.

According to the Alchemist Bomb description: "In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies."

Because the Alchemists are infusing them with their magical reserves, would it be considered a magical item and thus be subject to the Primal Magic rules?

Thanks for any and all advice or thoughts!