Full up yet? Sounds like a nice dark and gritty game. Most of the usual bases look covered, but maybe a Ranger or Bard would fit in - someone 'skilled' anyway. I'll hold off making a sheet until you decide if you've got space, but I'll probably mod one of my existing PCs Earnest Carbrook as he is not in a game currently.
I'd be very happy to continue as stated. This was my first exposure to SW so I'm also getting the benefit of learning the system from people who know it, and I hope (if I ever get a face to face group again) to introduce them to SW. Ory - coulda fooled me that you are a novice ;) If your professional stuff is as good as your posting, I'm sure it won't be long til someone hires you, so good luck with the job hunting. I briefly considered tech writing once but was too scared to give up my current line to go back to school and try striking out into something else.
Well I'm sure I speak for my fellow players in saying that is a real blow. As a veteran of coming up for 1 year of pbp games, I've collected a folder of 'dead games' - sometimes the players drop out, sometimes it's the GM, sometimes games never get beyond character creation, and other times you get a better feeling about games which might last - and this was definitely one of them. I can honestly say I've never had such good fun at the character generation stage and putting the party together as I did here; I still don't know what made me even apply to the thread given I knew nothing about the system or the setting, but while I'm extremely sad to see this game go the way of all flesh, having burnt out myself the only time I tried to run a game, I can sympathise with the 'pressure', and I don't even have a high stakes job to keep me on my toes. Thanks for the game anyway. If anyone wants to take over, I'm in. If not, then I'll definitely keep my eyes open for the rest of you in future to try and get into a game together again - the Sundered Skies games on MythWeavers has 3 of us and I hope that goes on, but so far it hasn't hit the heights of this one. I've just started running a game for a couple of friends on ENWorld (my username is the same). I've got a long-term plan (which I will be very surprised it it works!), but as the campaign progresses there will be occasional guest slots available - I'd have any of you gladly if you ever find yourself over there in future.
@PeteZero - got your message. Thanks for the offer, but I suspect it's probably not for me. I've really gone off 3.5/PF in a big way - I'd play it if the game was right but PFS just doesn't interest me (I was involved in the early stages of the ENW LPF Group but don't have any involvement in it now). I'm afraid Arcanis has forever scarred me regarding living/organised play... But Aaron's a good guy (should really have contacted you when we were playing together for a while) and he might have some more people to make up numbers.
DM Wellard wrote: I live in Inverness and back the idea of a Scottish meet at some point. Didn't realise you were oop north, Wellard - we briefly crossed paths here when you were playing Sir Basil. Another Aberdonian here, maybe there are enough people to try something occasional from time to time? I know someone else - not on the boards - who might be up for that, and there is a guy registered on ENWorld gamer registry in Findhorn of all places. What's the gaming scene like in Inverness then?
DM Torillan wrote:
Yes, sorry about that, I was getting excited at the prospect of action ;) I edited my post a bit after reading it so Varn's doing something without actually doing anything - even after the orcs have acted he'll still have to pick up a weapon/move etc
A happy coincidence then that we're having a few days 'off' - couldn't connect at home last night. One of our IT guys reckons my modem may have gone to the great electronics graveyard in the sky, so is bringing in one so I can test it but not til Monday. No internet all weekend for me ;( Great work on the poem Oryzarius!
Just spotted your app. I thought the game would have been crawling with interest, but he's not nearly full yet so if anyone else feels the urge... On the character front, I probably didn't put it in my post as it was more in my head than anything but my prospective sorcerer and your wildling won't be a team. In fact, he plays the stereotype of treating wildlings as dirt to the hilt - all the better to maintain his cover and hopefully keep the eyes of any shepherds off him - so expect general arrogance and rudeness in your direction if we get a slot ;) Expect some subtle help though if trouble comes looking for you.
And I'm now the owner of a lovely new HF Player's Guide - arrived at work this afternoon. Looks to be very nicely bound (so hoping no page loss due to repeated flicking through it) and I like TAG's house style so I'm very pleased with it. Off topic - having told a couple of gamer friends about this and pointed them at the TAG website, one of them came back and said they thought Sundered Skies looked cool. Whaddya know, very next day a recruitment thread over at Mythweavers. I'm keen (if my app is accepted), and the GM is looking for 5-7 players. Any of you fancy giving it a go? Back to this one, I'm hoping Varn can 'look after' everyone while we are out in the wilds but if he needs a raise to find enough food for all of us, then even rolling 1d8/1d6 + 2 (for his woodsman edge) it's not guaranteed. If we are going to be striking out ourselves at any stage, then it looks like my next advance would be well spent raising his Survival to d10...
Agree about real life. I don't envy you working in ER DM T - I've got a nice simple 9 to 5 job where I can sit on my butt all day and not get covered in blood (unless I decide to axe murder the guy in the next cubicle...;)) I'll be out of action for a few days at the start of September when I go to visit my folks but don't let that stop the game. One of the advantages of having the profiles here is that all the info is available if you need to roll something while a player is absent.
@ Oryzarius - beautiful ;) I'm playing a bard in another pbp game having never played one before, and the urge to wax lyrical is just too much sometimes. I'm really looking forward to Serin's tales of our deeds @ Chris - I'm also looking forward to seeing how the magic system works; I just couldn't come up with a compelling concept, but I'll do it vicariously through Ferguth All we need now is a thumbs up from Jason and we're almost there. I'm going to make a couple of tweaks to Varn - change his armour to leather so I can afford some winter clothes and more equipment. I might also move a skill point around so I can take a D4 in shooting (sling, most likely) as he should have a way to hunt game. I'll sort out my languages, and create a profile to hold everything. Thanks everybody for making the character creation so much fun!
Thanks for the summary Chris, a very useful precis of skills. I'll have a go at proposing a group, working from unique skillsets to more generic: Ferguth (Chris) - I'm a big believer in skills in games where magic doesn't eventually render them redundant, and I think that is definitely the case from what I can see of SW, and this setting in particular. So, while some other characters have a knowledge skill here and there, Ferguth is the only one of us dedicated to learning. As well as having Knowledges that none of the other characters do, his Linguist edge is a real bonus as he speaks way more languages than anyone else; if we end up travelling around, this could make a huge difference. Frankly, the fact he is also a skilled Elementalist is just gravy, and it gives us a potentially very effective area attack/animal deterrent (given that it is a fiery burst). Varn (grufflehead) - as I already wrote up Varn as a Guardian of the Arcane, he seems the natural companion of Ferguth. He'll get the party (hopefully) safely from A to B when the environment is the foe. He works well as the healer, and through his herbalism/hedge magic can also do more than just patching up wounds. Being fairly keen eyed and a decent back up fighter also provides versatility. Serin (Oryzarius) - with Chris playing Ferguth, then Serin is the only other dedicated face, and his ready charm, backed up with info gathering skills would be enough for a slot on their own, I'd say. Being able to provide missile support, plus healing and more language abilities (with the capability to develop his song magic further) make him a pretty rounded character, and one who is easy to integrate with any of the others. In fact, he may be the 'glue' that brings the disparate groups together and forms the party. Rindilnir (Jason) - those choices leaves us possibly a little light on stand up firepower. Prynciple does overlap quite a lot with the skills of others, while Rindilinir looks like an excellent addition as he is a very good fighter (possibly the best of any of the characters) and can also provide more missile cover. I also like allowing characters to shine in their chosen area, and Rindilinir should do this when it comes to fighting. Lots of chance for glory (which of course Serin can write epics about)! How does that sound? Maybe people might like to tweak a skill or spell here and there if they think it helps strengthen gaps or reduce overlap?
Here's no 2. The boards are still playing up and it's time for bed here so this is all I'll get done today. This guy is your basic bruiser, right out of the pages of a David Gemmell novel. Owain 'the Bear' Owain is giant of a Finnar, well over 6 feet tall and heavily built although as he nears his 50th year, some of his prodigous strength has begun to desert him, and some of the muscle is now turning to fat. Owain has no airs or social graces whatsoever; he drinks, he ogles women, he fights, and he speaks his mind fully and freely whenever he sees fit. In short, he's a boor. But the villagers of his home village put up with him for 2 reasons: firstly, he won the Jarl's cup for wrestling 11 years in a row, giving their small settlement a measure of pride; and secondly, while he can be a difficult man to get on with, his courage is never in question, and people still remember the night the village hall burned to the ground, when Owain made three trips into the blazing building to carry people to safety and had almost his entire beard burnt off in the process. This year, he was beaten in the wrestling, and now, suddenly aware of his own mortality, the dull ache in his lower back, and the fact he needs to get up alomst every night to piss, has prompted him to leave the village in search of one more great deed, one which the bards will sing about for years to come. Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d6
Links: If the 'job' involves something dangerous and/or altruistic Owain is likely to volunteer irrespective of who else goes. Perhaps Serin might see the opportunity for a tale or two, and Owain isn't shy about telling bawdy tales of his past deeds to anyone who plies him with drink.
OK, here's my first idea. Varn ver Sigurdstjon, Guardian of the Arcane Varn is a wiry Saxa man in his mid 40s. He grew up in the village of Stjanfjord; his mother died when he was young, so his father was left to bring up the young Varn while trying to manage his few cattle and scrape a living on their farm on the outskirts of the village. Unfortunately for his father, Varn had neither aptitude nor interest for farming, preferring to spend his time exploring. It was while doing this that he came to the attention of the wyrd woman Vorla; she began to teach him a little of the healing power of the land.
While travelling, he unwittingly trespassed on the lands of a neighbouring Saxa warlord. Varn as captured, accused of being a spy and a cattle thief, and tortured by the warlord's cruel son Thorbjun. He cut off Varn's right hand, and was to execute him at first light the following day as an 'example'. At that time, the warlord had been approached by a reliquary who sought the man's permission to investigate an old barrow on his lands. When he learned of Varn's fate, he offered the chieftain any spoils he found in the barrow in exchange for the young man's life. Against the wishes of his bloodthirsty son, the warlord agreed, and Varn was released into the old man's care. The man took him to friends, who nursed him back to health over the course of some months. Bitter at his treatment, Varn vowed revenge, but the man who had rescued him counselled against it, at least until Varn had learned a little more of fighting so he might have a chance. And so, he began training, until, after several years, he had mastered the use of the blade with his left hand. By now, his lust for vengeance had cooled, and he pledged to repay both his saviour and the order for their kindness. He became a Guardian of the Arcane. And he has remained as one for over 20 years. His skills in woodcraft have proved invaluable as many sites which the reliquary wish to visit are remote and inaccessible to all but the most determined. He acts as guide, advisor, teacher, confidant and bodyguard to whoever the order choose. Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Links: The obvious ones are to Ferguth as a guide/bodyguard, or to Bertram for the same reason, but also to try and keep him out of mischief! He would also certainly respect Emeric's ability to fend for himself in the wild More to follow, but in less detail as I haven't thought about them as much. Varn I think is the most versatile and covers the most ground for the party.
How hooked by this am I? Well, I bought the Player's Guide pdf for $20 from DriveThru last week. Just been to the TripleAceGames website and noticed they were having a sale on - the upshot of which is I have just ordered the physical book, which even with shipping is going to come to barely any more than the ebook. If they are shipping it from the owner's address, it's only a couple of hundred miles from where I live ;) Like the new character ideas. I actually have to stop myself thinking about things like a D&D player these days, although having 'roles' covered is still a good idea I think. Maybe just think about them in a slightly different way given the way SW works. I don't have a lot of experience playing it; the impression I get is that combat is pretty brutal (from the point of view of damage vs toughness) so something to be avoided? I like that idea, possibly as I played a lot of Runequest when I was younger. I think I've got a bit complacent with D&D in that after 1st level, your characters generally have enough HP that 1 shot kills are unlikely, so PCs - in my experience - are much more likely to fight than run away. Here, I could see even a more experienced character getting taken down in 1 hit - is that reasonable? - so discretion may be the better part of valour from time to time. Anyway, as far as roles, given the setting, my first PC (and to be honest, the one I really want to play) would cover the navigation and 'getting us from point A to point B safely' as his main skills are Survival (which I'm thinking may play a big part in this setting!) and Tracking. As secondary roles, he can fight OK in hand to hand, through his Healing and Hedge Magic can patch people up (so would either be the main party healer or a handy assistant to a priest/Sister of Mercy), and in the wilderness he's reasonably stealthy (D6 skill, +2 for his Woodsman edge). I'll need to wait til I get home to post up his stats.
Great post Oryzarius, really gives us something to work from. I was suddenly struck by an idea for party building that I've never come across before (although I'm sure it must have been done): what about if we all post 3 short sketches like Oryzarius has done, and see if links start to form organically? They don't have to be in as much detail (as all of those look like fully formed PCs), but if we have a pool of options it might spark off some ideas. It might also help if we identify what we see as each character's 'thing' so we steer clear of stepping into each others' limelight. I don't think we all necessarily need to know each other beforehand, but some common areas of interest might help make integrating them all, and make it easier for the GM to incorporate more hooks into the game if he decides to expand the game beyond pre-written adventures. So once they are all posted, we can bat around ideas for how we might link together? The 1st idea I'm putting together is of a grizzled, taciturn Saxa woodsman, possibly quite a bit older than the others (say early 50s), with something of a dark past. He owes a debt of honour to another character (which can be worked up), and has sworn himself to their service for an unspecified length of time as a bodyguard/guide. He can handle himself, although he's not a brilliant fighter by any stretch of the imagination so we'd probably still need at least 1 character who can fight well. But he's a pretty good man to have in the wilderness, being an accomplished tracker and survivalist. He's also a herbalist - I always like to try a new option in the setting, so I gave him Hedge Magic to represent his ability to be self-sufficient in the wilds. I thought he would probably work best in partnership with either an arcane character, or I was actually looking at taking Orders: Reliquary as one of my hindrances, and being a Guardian of the Arcane if anyone wanted to go down that route so Chris' ideas of the reliqus would be perfect, as would almost any of his others, and Serin Skald. I haven't really thought much beyond that. I considered a Roadwarden (but it's not too different from woodsman so went down that route instead), looked at a frostborn Hrimswisard or Elementalist, but everyone else has an idea for one of those so I think I'll skip that. I'll have more of a look at a dwarven runecaster, and then my third option will probably be a priest of some sort looking to take one of the Disciple edges if/when we get to that stage, although I haven't really looked at the religion section in a lot of depth so haven't decided how that would take shape.
Just checking in - and apologies if this is a silly question as I only had time to briefly scan the book last night. Before we start can you give us a hint (or more!) about what we might be doing? Some of the organisational options looked most appropriate when tied to a location, while others were the opposite: seemingly much more suited to wandering or at least having a wider remit. Not sure they'd necessarily be mutually exclusive, but wanted to check first in case there are some things which don't really fit what you want to do. As far as characters go, aside from covering bases, I'd be very interested in trying tie my backstory to at least 1 other PC and having a good discussion amongst all the players to come up with a well though out group. I made the classic mistake in the recruit thread of just jumping in with both feet and saying what was uppermost in my mind, rather than ask the others what they would like to try. Sorry about that! Willing to try just about anything as there are indeed no shortage of interesting options.
The Player's Guide certainly got some good reviews on DTRPG. And I have to say, even from the brief scan I had of the contents before I bought it, it was enough to make me apply to the game as it looked so full of promise and much different to any other game I've played for a while. Maybe this will be the thing that convinces me SW is worth more of a look? As far as PCs, I don't want to ninja your OC thread, but I already have a notion for someone with a bit of spellcasting - maybe a travelling priest if that fits the type of game you have in mind - so look forward to working with you to explore the new casting mechanics.
Another new (to me) system, but I really enjoyed your Arcana Evolved game while it lasted Stardust (no interest in picking it up again?) so I'll put a note of interest in for this. Don't have the books either but if the game is a definite go then I'm happy to invest - the pdfs aren't too expensive. @Winterwalker - looks like we might be starting a couple of games together if this and the Hellfrost game go ahead. If you are interested we can put our heads together to try and work out some links and themes with our characters.
Haven't been around the boards much for a while but this sounds interesting - I'm completely unfamiliar with the setting, but it looks like it is different and has some potential. Seems to be a fair bit of support material too; if it flies I'd be all for keeping it going as is rather than going to Golarion. While I'm not a *massive* fan of SW (i.e. I don't think it's going to cure cancer and deliver world peace) it seemed OK the few times I've tried it, and I'm currently disenchanted enough with Pathfinder to want a game of something else. If the game goes ahead I'm happy to buy the Player's Guide - not much point if I'm not going to use it though so I'll wait and see whether there are enough takers first if you don't mind?
Dharman wrote:
I've created an account over at the Reaper Boards, although I was rather sold on it being a Pathfinder game instead of 3.5. Haven't made any decisions on what I would play yet (would like a little background first) but I'm usually a bit wary of games with too many weird and wonderful options in play - one of the reasons I moved over to PF was that it is (currently) relatively splat free, as well as fixing a few of the parts of 3.5 that can cause issues.
My last active game here has just fallen by the wayside so rather than flee the Paizo boards completely, if you've still got space then I'm interested, especially as you pointed Dharman over here, and from his original thread he sounds like he has very similar circumstances and tastes to my own. I prefer homebrews to Adventure Paths unless there is no choice, and the system and level range are right in my sweet spot so I'd like to be considered as long as not being overly familiar with the Realms isn't a big drawback - despite many years and editions of D&D, my only real previous experience was in a long-running face to face game run by a good friend, but it was a homebrew which only used the Realms as a framework/map. I don't really like 'splat creep' so I'm also happy that you are restricting it to Core + APG. You'll inevitably get asked about traits (so I'll do it first for a change!), and if you are happy to work together on moulding a character, then I'm quite happy to let other people call dibs on 'roles' and try and come up with something complementary once you can give us a bit more idea on background, if the PCs have a set goal in mind or there is an element of player choice in the direction we take etc. E-mail is my username at yahoo (UK version) if you want to discuss off-board. If I get a slot, I'm also very open to pre-game discussions with other players as I find more thought about putting together a group in advance pays off compared to letting everyone have a totally free hand and then trying to shoehorn a potentially disparate group of characters into the story.
Try some Robert Rich. I find Inner Landscapes to be particularly sinister - probably some others too.
Yeah, it's looking like we're done. I'm really surprised more people weren't willing to give it a go as ED is hardly an obscure niche system - wrong time maybe. Anyway, thanks for giving me the chance to finally play it. Funnily enough I'm finding I'm on here more and more rarely these days. Only got 1 current pbp here now, and the posting rate has been so slow, maybe I'll just cut my ties - 1 less site to have to check!
Mok wrote:
Heh, me too. I look at it like this: if you were playing Monopoly, and you asked all the players to roll 1 dice before they started. If you roll a 1 you get the 'standard' start of game cash allowance, any other number is what you multiply the starting cash by. Happy to sit and watch your nextdoor neighbour run round buying a load of hotels on the first turn because 1 lucky roll gives them a huge in game advantage? Having said that, a good friend of mine faced me down and pretty much said 'my way or the highway for this game'. He used the 'grid' method on Invisible Castle. His rationale was that with point buy, if you play enough PCs you end up seeing identikit stats, everybody has even numbered scores if possible, most people will pick a race/class combo that gives them an 18 in thier prime stat etc etc. The grid, while still allowing for the fact you could get some poor numbers, does give you a bit of leeway to assign them. On reflection, I think if I used it in a game, I'd make everybody roll, then figure out who had the best stats. Add up the point buy value of that PC, then all the other PCs get 1 pt added to their stats at random until their total point buy equals that of the first player. The numbers wouldn't necessarily be equally distributed in terms of total bonuses, or even how good your 'prime' stat was, but at least you are still built on the same number of points.
Perception for Fluffy: 1d20 + 19 ⇒ (6) + 19 = 25 Fluffy is 'pestering' Sir Basil. As the stern Paladin picks his way along the colossal branch, Fluffy nimbly steps around him showing him his newly-pressed leaf, and keeping up a constant stream of excited chatter, telling him the sort of place he has seen 'normal' versions of trees like this, and making wild speculations about the sort of insects and birds that one might find in a tree this size. As such, he's not really paying much attention to his surroundings either... Also gives me a chance to dot the thread so I can find it more easily - not showing up from my posts with the Fluffy profile
Sorry, had a very busy week or so at work. Tried bumping the recruitment thread - perhaps someone else can do it next time? I'm also trying to persuade one of my friends to come on board. He's never done pbp (but is a very experienced player) but he was very enthusiastic about ED when I ran a game a few years back. He's also even busier than me at work - but as the game has a gentle pace to it I'm hoping I can persuade him that 15 minutes to review and post every few days isn't too big a drain on time for him. I'll let you know...
OK, here goes with a little story... The Tale of the Curious Halfling...:
...or He Who Poketh His Nose In Where It Doth Not Belong Should Expect to Have It Tweaked – a cautionary tale in 3 parts Part the 1st There once was a man, a wizard actually. Well, an evil wizard if you *must* know. We shan't mention his name here because they say he has a nasty habit of appearing when you speak it – so let's not take any chances. Anyway, as evil wizards are won't to do, as he got older, he turned his eye to extending his life so he could keep being eviller for longer. And so he researched, and researched, until he hit on the solution. Liches? Boring! Demi-liches were the future. So he collected all the things he needed, went to his lab and started his foul ritual. It was just after the point that he'd cut his own head off and had his Unseen Servant seal it in a glass case that he realised he'd made a terrible mistake. That plus sign should have been a minus in the formula and now...now he was a head, trapped in a glass box like a goldfish at the county fare! How all the other evil wizards would cackle if they could see him now. And so he waited, and stewed. For quite some time, in fact. Part the 2nd If there's one thing guaranteed to attract the attentions of, ahem, 'acquisition specialists', it's an empty house. And if it was formerly occupied by a reclusive scholar then so much the better. And so, a group of individuals decided it might be worth their while to investigate said house. There was a rogue, and a fighter, and a cleric, but what they really needed was a wizard, so after a bit of searching they found Frederick Thistledown esq, 'Fluffy' to his friends. Now Fluffy was a clever chap, and while breaking into people's houses wasn't his sort of thing (because that would usually lead to stealing, and his mother always told him only bad little halflings steal things), at the mention of 'scholar' he couldn't help himself – he was, dear reader, something of a scholar himself, you see – so he agreed to go along. Everything went fine as the group entered the house, and Fluffy was soon poring over musty tomes in the old library. Which meant he was well out of harm's way when the golem guardian squished the fighter, the rogue was blown to atoms trying to pry open a strong box lid, and the cleric, thinking discretion was the better part of it by this point, forgot where the rogue had marked the pressure pad in the front hall, and, well, let's just be glad this isn't a picture book, OK? Fluffy, deciding to look further, opened a door and came face to face with....a head in a box. Scary! And worse, when he looked into those...horrible...red...eyes... Despite being a brave and strong willed soul, poor Fluffy was no match for the fiendish wizard, who mesmerised him, found out all about him – the fact he was a priest who had been on a sabbatical to the wizards' college, and was now eagerly expanding his knowledge wherever he could find books to do so – and soon had him under his control. In truth, if the wizard had been alive, he might have done all sorts of unpleasant things to our hero, but when you are a head in a box your options are a little more limited. He had, however, been plotting and scheming over the years, and rather than annihilate the halfling he saw an opportunity to get himself out of his current predicament. He might be able to construct a new body for himself, but he would need things for a new formula. Magical and rare things. And who better to get them for him than an inquisitive halfling? So he cast a powerful geas on Fluffy, the gist of which was 'find stuff and bring it back to me'. Then he made him forget all about it, and sent him on his way, even giving him a few choice goodies from his own stock of treasures to help keep him alive. And so for the last few years, Fluffy has been seeking out groups of adventurers, offering his services, and taking the chance to acquire rare, valuable, magical and otherwise unusual trinkets to take back to his 'master'. He periodically returns to the old house; the geas is such that he thinks he is going to his favourite tavern while he is there. Part the 3rd Not too long ago, Fluffy had found himself in Sigil. With all the factions there, he had been drawn to a collection of goodly souls, one of whom had found him wandering dangerously close to a bad part of town. Over a drink, the fellow mentioned that they'd recently set another stranger on the right road, and introduced him to a cleric by the name of Corvax. Nice gent, seemed to get into a lot of fights judging by his face and armour. To cut a long story short, Corvax said he was just about to meet up with some old adventuring buddies, at which point Fluffy's geas exerted its pull, and he found himself offering his services as the group were, apparently, a little short on arcane power. He did wonder what he was letting himself in for when his first sight of his new 'companions' was engaged in a pitched battle in the street with a group of celestials, but by this point there was nothing he could do about it.... Crunchy stuff I'm going for a halfling Wizard (Transmuter) 3 Cleric 3 Mystic Theurge 3 Haven't settled on a god yet, or some of the other stuff, but he'll be LG or NG, and once I've looked over other PCs I plan on trying to fill in any gaps (skillwise) that I can via traits (and maybe choice of deity). Feats wise, I'll take Practised Caster twice (is that possible? Once for each class?) so he'll have breadth of casting rather than depth, but with a decent caster level. I'll plan my spell lists to try and complement our existing casters – other option might be Abjurer but I generally reckon Transmutation is a more flexible school. |