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Organized Play Member. 65 posts (1,323 including aliases). No reviews. 1 list. No wishlists. 2 Organized Play characters. 11 aliases.


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Hey, just dropping by to say that I haven't had any updates from him since my last message. I do believe (and hope, since he's a PC in one of my games and the GM in one that I'm playing) he'll be back, but can't really say when.


Hello all. I'm not part of this campaign, but Chapel (aka Brignond) asked me to say he won't be able to post for the next few days due to health issues. He should come back soon, but the timeline is not clear yet. In the meantime, hang in there =)


Hello all. I'm not part of this campaign, but Chapel asked me to say he won't be able to post for the next few days due to health issues. Hopefully he will come back soon, but in the meantime: hang in there =)


Cool, thanks for understanding. Have a great game, folks!


@GM: I have realised that I'm currently involved in quite a few campaigns, to the point it might affect how much time I can dedicate to each game. Even though I'm really curious about playing PF2, would it ruin your plans if I ceded my spot to one of the other people who were interested?


panegyric/Kyra
name: gui machiavelli
ID#: 237207
Faction: in PF1, Liberty's Edge, but no character registered for PF2 and thus no faction.

@Merisiel-2e: this will be my 2nd PFS game, so take this with a grain of salt. If I understand it correctly, however, it seems that the credit goes to another of your characters.

If it's your first time and you don't have a character, I guess you can choose to apply to a new one once you create it? I believe this also applies if you are playing PFS2 for the first time, as it doesn't seem like credit is transferable between the two editions. Happy to be corrected if anyone is sure of how all of this works.

This should have all the information necessary (haven't read through the whole thing yet): http://www.organizedplayfoundation.org/encyclopedia/pfs2guide/


So this would leave me with either Kyra/cleric or Valeros/fighter, correct?

In that case, I'll go with Kyra so we have a divine caster/healer.


Happy to join in if you still have an open spot. And I'm fine with choosing after everyone has had their pick.


I am going to start a PF1 module soon (will open the recruitment thread next week), and I expect to take around 4 months to finish it, but next on my list is The Fall of Plaguestone. Want to have a a few months to read through the new rulebook carefully.


Let's see then…

Variant tiefling ability: 1d100 ⇒ 83

d20pfsrd wrote:
Once per day, exposure to fire heals you 1d6 hit points of damage

Not bad for early levels, and certainly flavourful.


@GM: I'm planning a div-spawn tiefling swashbuckler. Would you be ok with that and, if so, would you allow rolling a variant tiefling ability?


Dotting


Congratulations to all the chosen submissions =)


Blue Symbiote wrote:
Blaydsong wrote:
We may have broken the GM. :p
Well it certainly wasn't my doing.

It was like that when I got here ¯\_(ツ)_/¯

I had understood he would give a last round of feedback to the final submissions and then make a decision on the 17th.


Indeed, good luck to everyone =)


Sounds good to me =)

And no problem about mature themes on my side.

@Sapiens: I was avoiding Brad and Eugene for the exact same reasons. Have absolutely no idea how baseball works (also, another italian speaker here, lieto di essere al suo augusto cospetto).


I'd be happy to take part. And though it doesn't really change that much in terms of my interest in playing, it would be pretty cool if this were to be a PF2 game.


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@Delmoth: Zellara is a drug-addicted cleaning lady. I think she would hit it off fabulously with an orc who hunts rich people/nobles for a living.

@GM: as I mentioned, I have reshuffled some of Zellara's ability scores so she's a tad more mentally stable. Other than that and some extra equipment, everything stays the same. I'll repost crunch/fluff here for the sake of convenience.

background:

Zellara was an alchemist's servant who slowly developed an interest (and a chemical dependence) on her master's practice. Her understanding of alchemy comes not only from the fact she worked for her master for almost two decades, but also because she became addicted to some of the substances manufactured in the laboratory. The fact some of these made her mind work better created a sort of simultaneously vicious and virtuous cycle: she got more and more addicted to something that made her smarter whilst being smarter made it easier for her to learn how to feed her addiction.

personality:

Zellara is rather blunt and down-to-earth, as well as often cynic and bitter. This, together with an overly sceptical outlook, means that she will be regularly unimpressed with some of the horrors she might encounter (cultists? "Gods, I hate rich people with too much free time on their hands." Unholy tentacled eater of planets? "it's just some gnomish contraption that will fall apart in 10 seconds, you'll see"). She doesn't remember much from before, but she knows that 1) she has suffered a miserable lot; 2) things always get worse; and 3) she always needs to be prepared because the transition from bad to terrible can happen in the blink of an eye. So better to just grit her teeth and move forward; as long as she can get her "little treat" after a hard day's work and smoke her special pipe the rest of the time, things will be bearable.

appearance:

Zellara is a very plain 30-year-old woman, used to being seen simply as "the help." Her hair is dark and her skin shows the signs of a hard-worker's life, already bearing noticeable wrinkles, and her brown eyes are in a constant wide-eyed gaze. When she wakes up, her clothes will be an odd sight: a leather armour over a maid's old dress, two bandoliers worn in an X on top of said armour and all of that crowned by a dirty torn bonnet on her head.

crunch:

Female human alchemist (mindchemist) 1
N Medium humanoid (human)
Init +5; Senses Perception +6

STATISTICS
Str 12, Dex 16, Con 10, Int 16, Wis 14, Cha 8
Base Atk +0; CMB +1; CMD 14
Feats Brew Potion, Point-Blank Shot, Precise Shot, Throw Anything
Skills Acrobatics +2 , Climb +0 , Craft (Alchemy) +7 , Craft (Alchemy) (Create item) +8 , Craft (Clothing) +7 , Disable Device +6 , Escape Artist +2 , Fly +2 , Intimidate +0 , Knowledge (Arcana) +7 , Knowledge (Nature) +7 , Knowledge (Planes) +4 , Perception +6 , Ride +2 , Spellcraft +7 , Stealth +3 , Swim +0 , Use Magic Device +7
Traits enduring stoicism, pragmatic activator, reactionary
Languages Common, Aklo, Read lips, Aboleth
SQ alchemy, bonus feat, brew potion, cognatogen, formulae, skilled

DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +2, Ref +5, Will +2, You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don't know what to expect from you.

OFFENSE
Speed 30 ft.
Melee cold iron dagger +1 (1d4+1/19-20)
Ranged cold iron dagger (thrown) +3 (1d4+2/19-20)
Ranged bomb +4 (1d6+4)
Ranged acid +4 (1d6+4)
Melee dagger +1 (1d4+1/19-20)
Ranged dagger (thrown) +3 (1d4+2/19-20)
Ranged sling +3 (1d4+1)
Ranged alchemist's fire +4 (1d6+4)
Ranged holy water +4 (2d4+4)
Ranged alkali (flask) +4 (1d6+4)
Ranged bomb +4 (1d6+4)
Space 5 ft. by 5 ft.; Reach 5 ft.
Special Attacks bomb, throw anything

Alchemist Spells Prepared (CL 1st, concentration +4):
1st—cure light wounds, targeted bomb admixture UC

Combat Gear acid (4), oil, powder, black powder (dose), alchemist's fire, holy water, alkali (flask); Other Gear studded leather armor, cold iron dagger, acid (4), oil, dagger, sling, alchemist's fire, holy water, alkali (flask), bomb, peasant's outfit, spell component pouch, bandolier (2), formula book, sack, iron vial, sling bullets (10)

SPECIAL ABILITIES

Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.
Background Skill (Craft (Alchemy), Craft (Clothing))
Bomb (Su) You can use 4 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+3 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (4). Those caught in the splash damage can attempt a DC 13 Reflex save for half damage.
Bonus Feat Humans select one extra feat at 1st level.
Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.
Cognatogen (Ex) You learn how to create a cognatogen, as the cognatogen discovery.
Enduring Stoicism Even though your pulse is pounding in your ears when you awake in the asylum, you feel strangely nonplussed. You can recognize that the situation you find yourself in is horrific, but you refuse to let that fear control you. It doesn't feel like it's worth worrying over too much. You know that when you face unspeakable forces, keeping your cool will keep you alive. You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don't know what to expect from you.
Formulae An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Pragmatic Activator While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.


Somehow missed the interest check thread, but I'd be keen in taking part, if there's still space.

As far as characters go, Fran Tyler seems cool, if she's still available, but I would be perfectly fine with Amanda Jones and Lian Chao too.


I'm thinking about submitting an alchemist(vivisectionist)/barbarian. Trying to wrap my head around gestalt character creation as I've come to rely a bit too much on PCGen, but the overall concept is something like a very composed and prim female dr. moreau who experiments in altering the flesh of other beings and her own, which lead to her being much stronger than she looks (and having episodes of terryfyingly cold anger). Not necessarily evil/cruel, but definitely willing to ignore moral hurdles for the greater good and love of science.


Presenting Zellara, human mindchemist. Might change a few bits slightly depending on party composition and needs, but that's more or less what I had in mind.

Time zone: CEST (GMT +2) (hi @Diaz!)
current games: as I mentioned on my first post, I've been away from the forums for a few months, after a game I was GMing fizzled away. Meaning, I am not currently engaged in any other "table", either as GM or player.

stats:

Female human alchemist (mindchemist) 1
N Medium humanoid (human)
Init +5; Senses Perception +3

### DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d8+2)
Fort +3, Ref +5, Will -1, You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don't know what to expect from you.

### OFFENSE
Speed 30 ft.
Melee cold iron dagger -1 (1d4-1/19-20)
Ranged cold iron dagger (thrown) +3 (1d4/19-20)
Space 5 ft. by 5 ft.; Reach 5 ft.
Special Attacks bomb, throw anything
Alchemist Spells Prepared (CL 1st, concentration +5):
1st—cure light wounds, targeted bomb admixture UC

### STATISTICS
Str 9, Dex 16, Con 12, Int 18, Wis 9, Cha 10
Base Atk +0; CMB -1; CMD 12
Feats Brew Potion, Point-Blank Shot, Precise Shot, Throw Anything
Skills Craft (Alchemy) +8 , Craft (Alchemy) (Create item) +9 , Craft (Clothing) +8 , Disable Device +7 , Intimidate +1 , Knowledge (Arcana) +8 , Knowledge (Local) +5 , Knowledge (Nature) +8 , Knowledge (Planes) +5 , Perception +3 , Spellcraft +8 , Stealth +4 , Use Magic Device +8
Traits enduring stoicism, pragmatic activator, reactionary
Languages Aklo, Celestial, Common, Read Lips, Undercommon
SQ alchemy, bonus feat, brew potion, cognatogen, formulae, skilled
Combat Gear alchemist's fire, holy water, acid (3); Other Gear cold iron dagger, alchemist's fire, holy water, acid (3), bomb, peasant's outfit, spell component pouch, bandolier (2), iron vial (10), formula book

### SPECIAL ABILITIES
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.
Background Skill (Craft (Alchemy), Craft (Clothing))
Bomb (Su) You can use 5 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+4 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (5). Those caught in the splash damage can attempt a DC 14 Reflex save for half damage.
Bonus Feat Humans select one extra feat at 1st level.
Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.
Cognatogen (Ex) You learn how to create a cognatogen, as the cognatogen discovery.
Enduring Stoicism Even though your pulse is pounding in your ears when you awake in the asylum, you feel strangely nonplussed. You can recognize that the situation you find yourself in is horrific, but you refuse to let that fear control you. It doesn't feel like it's worth worrying over too much. You know that when you face unspeakable forces, keeping your cool will keep you alive. You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don't know what to expect from you.
Formulae An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Pragmatic Activator While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

background:

Zellara was an alchemist's servant who slowly developed an interest (and a chemical dependence) on her master's practice. Her understanding of alchemy comes not only from the fact she worked for her master for almost two decades, but also because she became addicted to some of the substances manufactured in the laboratory. The fact some of these made her mind work better created a sort of simultaneously vicious and virtuous cycle: she got more and more addicted to something that made her smarter whilst being smarter made it easier for her to learn how to feed her addiction.

personality:

Zellara is rather blunt and down-to-earth, as well as often cynic and bitter. This, together with an overly sceptical outlook, means that she will be regularly unimpressed with some of the horrors she might encounter (cultists? "Gods, I hate rich people with too much free time on their hands." Unholy tentacled eater of planets? "it's just some gnomish contraption that will fall apart in 10 seconds, you'll see"). She doesn't remember much from before, but she knows that 1) she has suffered a miserable lot; 2) things always get worse; and 3) she always needs to be prepared because the transition from bad to terrible can happen in the blink of an eye. So better to just grit her teeth and move forward; as long as she can get her "little treat"" after a hard day's work and smoke her special pipe the rest of the time, things will be bearable.

appearance:

Zellara is a very plain 30-year-old woman, used to being seen simply as "the help." Her hair is dark and her skin shows the signs of a hard-worker's life, already bearing noticeable wrinkles, and her brown eyes are in a constant wide-eyed gaze. When she wakes up, her clothes will be an odd sight: a leather armour over a maid's old dress, two bandoliers worn in an X on top of said armour and all of that crowned by a dirty torn bonnet on her head.

possible avatar


After a few months away from the forum, I'd be up for this. Should have a submission ready in a couple of days.


It seems your group has nice dynamic going on there =)

I'll be submitting a witch hopefully today, tomorrow the latest.


question regarding the PFS or not discussion: if @DM Raltus does follow PFS Core, it would effectively exclude the Advanced Player’s Guide content, correct?


dot


@DM Azure_Zero: thanks! Just checking if there was still time to submit something. I'll go with a wizard specialised in divination (have most of it ready, just need to finalise background/etc).


relative beginner to PbP and pathfinder here. can't seem to find the answer: what's the deadline for the submission?

(also, hello, @thelizardwizard, I swear I'm not following you)


I'm sad now =(

but congrats to those who were accepted and hope you have an amazing time!


3 people marked this as a favorite.

a shame there aren't 7 of them, though. I'd follow the adventures of valzoa and the 7 dwarves.


dot. thinking about a bard/orator.


Interested fellow italian speaker here. Relatively new to pathfinder and play-by-post, but with a few years of DnD (2e/3.5e) experience under my belt.


dotting as well. I have a couple of ideas for a witch I might try out =)


Also relatively new to pathfinder and PbP, but interested!


take your time, mate. hope reading the gameplay can at least give you some light distraction amidst all the craziness =)


yay! nice to hear that!


Damn, I only read this now. All the best to your friends, @MCCL.


thanks for doig the accountancy for the group, @MCCL =)

do you guys reckon we'll need tents and travelling gear in general? I still have some of it and it's super heavy. In any case, Etam would be happy to share the pack mule honours with Artair


@Jaed @Sato: wasn't that the produce flame wand?


@MCCL: thanks for the corrections on the values! I find it all very confusing, and the organised guy here is Etam, not myself.

my view on the horn and gem is that they can be really good to have in certain situations and if used in a smart way. Like using the horn for sneaking around, or perhaps to allow jaed to score a few extra sneak attacks (not sure what the rules are on this, actually), whilst the gem might be good for some boss battle that we need an expendable meat shield without using spell slots. I don't feel strongly about either item, though, so if you guys want to sell those items I won't object.

as for bracers, magic missile wand and spellbook, I'm happy to give them to lilly/sato.


sorry, I meant sell everything and get the CLW wand.


ok, so mixing our lists, along with some suggestions of people who can hold the items:

#1 keep
* masterwork shortsword (Jaed)
* chainmail +1 (Etam)
* potion cmw (anyone, really)
* elemental gem (Finnrick, since he is going the summoner route might make sense)
* bag of holding (Jaed, since he's our own personal little greedy rogue)
* horn (any takers for this? perhaps we can find an IC way of handing it to the new guys?)

#2 maybe
* bracers of armour +1 (500gp) the new casters might find this useful
* spell book (112.5gp) is there anything useful for lilly here?
* longsword +1 (1000gp)

#3 sell/gold
* MW crossbow (150gp)
* magic missiles wand (375gp)
* silver necklace (20gp)
* aquamarine ring (1250gp) took the freedom to google this and it seems to be a swimming ring
* bashing shield +1 (500gp)
* 2 lanterns (12gp + 3sp)
* gold: 87 + (6 * 10) + 24 + 354 + 13 = 538gp

based on that and what we've been discussing, there are four main scenarios:
sell only #3: 2845gp = 711.25/each
sell #2 and #3: 4457.5gp = 1114.375/each
sell only #3, buy half-charged CLW wand: 2845gp - 750gp = 523.75/each
sell #2 and #3, buy half-charged CLW wand: 4457.5gp - 750gp = 926.875/each

with we sell only group #3 and get the wand, Etam would need around 100gp extra to get the spear (600gp, currently have 40gp). as the DM said, if we do that he should get less cash next time.

what do you say? should we vote? mine goes for selling everything.

@MCCL, how do you feel about the sword, in the end? I was thinking we could ditch it and just have a couple of vials of magic weapon oil in case we find incorporeal foes, but it's of course not the same thing.


Hello everyone,

after a gruelling 5 days locked in a farm, I'm back. I'm reading through the story and will interact soon (probably in a couple of hours or so) =)

question regarding loot and etc: how much did we each get in the end? and did we come to a decision regarding any party equipment? I want to know if I'll have enough money to get the masterwork spear (which is super expensive because it's a double weapon).

@DM: I'd love a new stats block, if you are ok with my changes on Etam. you can find the sheet here: http://www.myth-weavers.com/sheet.html#id=971525

@shisui @lilly: welcome =)


L00t

I have gone through the whole adventure and tried to jot down everything we found. In gold/platinum pieces I think we got to 184gp.

I marked the things people have shown interest in keeping and put the prices on the others:

* masterwork shortsword (Jaed)
* chainmail +1 (Etam)
* potion cmw
* elemental gem
* bag of holding
* horn

* magic missiles wand Jaed or Finnrick might find a use for this? (375gp)
* silver necklace (unidentified)
* aquamarine ring (unidentified)
* bashing shield +1 (500gp)
* longsword +1 (1000gp) might be good to have a magic weapon in the group, but Etam gets way too many bonuses using the spear. and is way too attached to it to use a sword if he can avoid it
* bracers of armour +1 (500gp)
* spell book (112.5gp)

if we sell everything on unwanted group, not counting unidentified items
Total: 2485 + 184 = 2669/4 = 667.25

if we sell everything on unwanted group minus wand, not counting unidentified items
Total: 2110 + 184 = 2294/4 = 573.5

Does this look reasonable to you? @DM? Did I miss anything?

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

Etam
I think I'm almost done with Etam v2.0. My changes:

1. changed his weapon focus to weighted spear since I can switch damage type P/B;
2. dropped warhammer/shield combo;
3. added shield of swings feat (+4AC, but only deal half damage);
4. background skills: profession(soldier), knowledge(engineering), handle animal;
5. traits: possessed (untrained skill check/1x day), defender of the society (not sure if I can get this, I saw it as a perk of coming from a family of warriors). if I can't get defender, I'll go for tactician instead;
6. ditched javelins in favour of chakrams;
7. from my loot list it seems we will get to something between 550-700/each. If that is correct, Etam will get a masterwork weighted spear.

So, in general, I'm aiming towards a two-handed fighter with two damage types. Front-liner and more damage-focussed, but still able to tank a bit with the shield of swings. As the others said, happy to have any feedback. I for one think you guys are doing a great job. And am excited to hear about summoner Finnrick, I think it fits the character really well =)

link: http://www.myth-weavers.com/sheet.html#id=971525


Hooray! We survived!

How will we divide the loot? Etam would obviously be very keen to get the +1 chainmail. Regarding the rest, my suggestion is we keep the wand, bracers and horn, provided we have people who can use them, and sell and divide the rest equally (also with the other stuff we found around the crypt (I think we found some gems at a certain point, no?).

also, a heads up: I'll be in a farm in belgium between monday and friday. internet there is pretty dodgy, but I will try to post at least a couple of times. I will have my character updated before then, at least, and feel free to bot me whenever needed.


hi all,

I'm the player behind Etam, the fighter of our group. Just to give some input from my perspective. The shortage of magic users (aside from healing that was our druid's burden for most of the adventure) put us in some situations that would have been much simpler otherwise, like finding a specific object amongst hundreds of non-magical identical copies and dealing with an incorporeal foe.

PDXCook wrote:
Do you need a healer? I have a couple ideas for that.

Though more healers are always welcome (I'm of course biased as a front-liner, but still), we already have a druid who is taking that role. Whilst he might appreciate being relieved from being the only source of healing, I think we would still need someone who could also take on other roles.

also, just wanted to say it's really nice to see the IC narrative and imagining the new characters interacting with the group. great job, dwilhelmi and rungok =)


brilliant. I was thinking the same about the possessed thing (having an evil spirit sort of hanging around the not particularly evil and very law-abiding Etam), but was afraid that Asar might have had some other role to play in the second scenario.

Since you mention level 3 on the recruitment thread, are we getting to the next level at the end of this adventure? Just so I do the level-up and reshuffling all in one go, in case it's needed


oh, that's terrible news, mate. take all the time you need, we'll take good care of Finnrick and Millsy meanwhile =) hope things get better for you and your mother.

@DM: I have a few minor changes, but nothing too big, mainly shuffling around a couple of feats. plus anything else you might want us to add. also, in case you do want us to use traits, do you think Etam could take possessed and have the entity being Asar?


have a nice trip! o/


I think I might change a couple of feats and Etam's weapon to the weighted spear (not so much for TWF, only to have switch between two types of damage more easily).

Another thing I am considering is retconning Etam from fighter to magus, but that's changing the concept quite heavily and I'm not yet sure I'd want that.

As far as traits go, I thought it could be interesting if I took possessed and have the entity being Asar. Or Kassen, but he seems very uninterested in all the business happening in the crypt, plus Asar is a bit edgier when contrasted with Etam's behaviour so far.


I'm all for it too, it has been great fun <3

only thing is that I think we need an arcane caster. I'm happy with Etam and with trying to figure out how to spin the fighter class in an interesting way, but could also be convinced about trying a witch (if we can use base classes). Or perhaps we could recruit one new member?

How do you guys feel about it?

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