PFRPG Maure Castle pbp looking for players


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Finding myself with enough time to run a second pbp as I don't currently have any home games going on. Have been wanting to play around with Maure Castle for a long time as I have all the current levels of the castles including the ones from piped piper press :) Anywho looking for up to 6-8 players wanting to play. All players will need to be able to post at least 3 to 4 times a week.

Will be using Golarion as the setting. PFRPG classes are in(including the playtest ones), Prestige classes are allowed from all books except Paths of Powers as I don't currently have a copy of this on print or pdf. Player's Handbook II, Expanded Psionics Handbook in. Tome of Magic (Binder and Shadowcaster) and Tome of Secrets in. Dragon Compendium classes in(except Montebanks and death master).

Most races in; any evil races (ie drow, derro, duegar, lycanthropes, etc.) out; On case by case I will approve a evil race but the game is going to consist of non-evil characters. All racial substitution levels are banned.

Heroic base stats (2d6+6); All stats must be rolled in thread and approved before characters are created.
HP will be Max at 1st level all level there after need to be rolled in thread

Starting at 12th Lvl; Characters must be complete/approved before game will start which won't be till sometime later this week.

Fast XP Chart
Good or Neutral with good tendencies for the alignments (no EVIL alignments)

Each character will choose 2 traits from traits pdf.
Will be using http://invisiblecastle.com/ for dice rolling.
There will also be action points though I haven't decided which version I will be using.
Will post further details on exact location of setting once game is a little closer.


Maure Castle? Neato! I'll have a sorcerer for you soon.

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JZ wrote:
Maure Castle? Neato! I'll have a sorcerer for you soon.

Cool beans like I said I will need the to have the base stats rolled and approved before stating up char, oh and make sure that your characters stats are easily transferable from you profile as I will be keeping track of all character in a word file and tracking combat via a excel file, which on that note I will prolly roll everyone init for them as this will speed up combat.


I would be interested... what sort of adventure is Maure Castle? never heard of it before.


Stats:

2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16


I'd love to play (count me "in"), but I too would like just a little bit of info about the adventure so I can guide my character creation process a little.

I'm leaning towards one of the Advanced Player's Guide playtest classes at the moment but nothing solid 'til I hear the adventure concept.


Are we allowed to re-order the rolls to stats?


Stat rolls:

2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (1, 6) + 6 = 13


Invisible castle isnt working. booooo


i would like to be in
can i play an elven evoker
how much starting gp?
can i have a cleric follower if i take leadership?

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Allan_Treebeard wrote:
I would be interested... what sort of adventure is Maure Castle? never heard of it before.

The following blurb is taken from the description of the adventure.

Pierce the Unopenable Doors to discover the ruins of Maure Castle, last bastion of a twisted family of warlocks.Will you brave the caverns of the guardian demon Kerzit to ponder the pages of the Tome of the Black Heart? With a new “undiscovered” level designed by original author Robert J. Kuntz, this adventure updates a First Edition classic to the current D&D rules and serves as the launching point for a major dungeon delving campaign!

The stats don't have to be in the order they are rolled. As to starting gold I have to check PFRPG about the starting gold for 12th lvl and post this eve after work. With regard to that and magic items; I will review all magic item purchase on a case by case basis and if they are too powerful or might be game breaking they will be veto'd.

As to some info about my version of the game I am probably setting the castle itself in Ustlav as it is the most fitting place for this den of evil, the character can be from all walks of life. My biggest thing with the group is that by the time most of the group is stated you will need to come up with group background tying you together as the lead into the adventure is not going to bring you together, You will already be an active adventuring party. So be thinking of not only how you came about but also how you fit into the group.

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Raven34 wrote:

i would like to be in

can i play an elven evoker
how much starting gp?
can i have a cleric follower if i take leadership?

in other word a Elven Wizard specialized in evoking? Yeah I don't see a problem with this but the wizard must be the one out of PFRPG and must adhere to all rules there-in. if this is something beyond that that would use some additional rules from another book I will need to review said rules before making any ruling, again this would be on a case by case basis.

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Zurai wrote:

I'd love to play (count me "in"), but I too would like just a little bit of info about the adventure so I can guide my character creation process a little.

I'm leaning towards one of the Advanced Player's Guide playtest classes at the moment but nothing solid 'til I hear the adventure concept.

Oh and if you are leaning towards these classes remember we have a new set coming out today I will look at them when I get home and let you know if anything is not going to be okay to play. So far cavalier and oracle are okay


Lord Thasmudyan wrote:
Zurai wrote:

I'd love to play (count me "in"), but I too would like just a little bit of info about the adventure so I can guide my character creation process a little.

I'm leaning towards one of the Advanced Player's Guide playtest classes at the moment but nothing solid 'til I hear the adventure concept.

Oh and if you are leaning towards these classes remember we have a new set coming out today I will look at them when I get home and let you know if anything is not going to be okay to play. So far cavalier and oracle are okay

Yeah, the ones coming out today are the ones I was thinking of, really. I really want to try a Summoner, but I need to look at the class first.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

I'd like to give a Cavalier a try, if acceptable. Probably Human or Half Elven.

Stat Rolls:
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (2, 4) + 6 = 12

Thanks!


I've been burned too many times by proposals for higher-level PbP games that fizzled immediately. But good luck, and I'll probably be reading along!


Thanks Thasmudyan!
yup! i want to play an elven wizard who is an evoker specialist
Im happy to stick with pathfinder core, although if we got high enough in level I would want to consider the archmage prestige class


hogarth wrote:
I've been burned too many times by proposals for higher-level PbP games that fizzled immediately. But good luck, and I'll probably be reading along!

Ditto!!! but im an optimist!!!

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Raven34 wrote:
hogarth wrote:
I've been burned too many times by proposals for higher-level PbP games that fizzled immediately. But good luck, and I'll probably be reading along!
Ditto!!! but im an optimist!!!

totally understand, but as long as I have people posting I will be posting/running it. I was going to do something lower level but I am somewhat tired of run/playing in low level games everytime I start a game. Also just want to play around with Maure Castle. Thats why I said I need people to post at least 3-4 times a week if not more, honestly as long as I have 4 players posting at least that many times if not more, I will continue to run the game and worse case scernario give the party some cohort(cannon fodder) to fill out the group.

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james, Jz and zurai your stats are approved go ahead and start building your characters, I will be online after 5pm cst today so if you have any question drop a msg in the thread or email me at Pdoxntt@gmail.com


Lord Thasmudyan wrote:


totally understand, but as long as I have people posting I will be posting/running it. I was going to do something lower level but I am somewhat tired of run/playing in low level games everytime I start a game. Also just want to play around with Maure Castle. Thats why I said I need people to post at least 3-4 times a week if not more, honestly as long as I have 4 players posting at least that many times if not more, I will continue to run the game and worse case scernario give the party some cohort(cannon fodder) to fill out the group.

All right, you convinced me. :-)

I'll try rolling up a gnome oracle, if that's OK.

2d6 + 6 ⇒ (3, 6) + 6 = 152d6 + 6 ⇒ (2, 6) + 6 = 142d6 + 6 ⇒ (2, 1) + 6 = 92d6 + 6 ⇒ (4, 6) + 6 = 162d6 + 6 ⇒ (4, 2) + 6 = 122d6 + 6 ⇒ (5, 2) + 6 = 13


Now that I've had a chance to read it, I'm definitely making a Summoner. Probably a Halfling, but I may end up doing Human or Half-Elf, not sure yet. Gotta build a couple to see how it works out, first.

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Hoggarth you are approved for stats too go ahead and start putting the character together. Make sure you all roll the your hp and post them to the thread


HP roll: 11d8 ⇒ (1, 5, 5, 8, 6, 2, 8, 2, 3, 1, 4) = 45

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Jon Commoner is a man without a past. He was left on the doorstep of a church and the monks within raised him as one of their own. However early on in his life it became very apparent that he was not suited for the life of a holy priest and so he was apprenticed to a local knight as a squire. It was while in the knight's service that Jon saw what could happen to the common people when monsters ravaged and men plundered. When he became too old for a squire and too common to become a knight, he left to become a wandering soldier for hire. His encounter with a kindly elderly member of the Order of the Shield taught him that one need not be nobility to be noble. Rededicating his life to the good fight, he set off to rid the lands of evil. Upon learning of the threat of Maure Castle he headed off to purge that foul place, determined to see its threat end.

Physically, Jon is very much a typical half-orc: green skinned, tusked, imposing. His gentle nature only comes out when he is faced with a person in need. In battle he charges where angels fear to tread and bears the scars for this choice.

Stats behind the spoiler tag:

Spoiler:

Jon Commoner
Male Half-Orc Cavalier 12
Alignment: Neutral Good
Age: 37

STR 23 (+6) (+2 ability score and +2 level ability bumps)
DEX 12 (+1)
CON 16 (+3) (+1 level ability bump)
WIS 12 (+1)
INT 8 (-1)
CHA 10 (+0)

HP: 12d10 + 36 ⇒ (2, 6, 8, 7, 1, 5, 9, 7, 6, 1, 2, 1) + 36 = 91
AC: 32 (T 14, FF 31) (10 +12 Armor +1 Dex +4 shield +3 deflection +2 natural)
BAB: +12/7/2
Init +1
CMD 29, CMB +18
Fort +13, Reflex +7, Will +7
Languages: Common, Orc

Attacks:
• +2 Flaming Bastard Sword +21/16/11 (1d10+8, 19-20/x2)
• +1 Lance +18/13/8 (1d8+7, x3)
• Masterwork Handaxe+18/13/8 (1d6+6, x3)
• Masterwork Heavy Crossbow +14 (1d10, 19-20/x2)

Skills: (4+INT/level = 3/level)
• Handle Animal +11 (6 ranks +3 trained +2 Affinity)
• Heal +10 (6 ranks +3 trained +1 WIS)
• Intimidate +17 (6 ranks +3 trained +2 orc +6 STR)
• Ride +18 (12 ranks +3 trained +1 DEX +2 Affinity)
• Sense Motive +10 (6 ranks +3 trained + 1 WIS)

Feats: (6 +3 combat)
• Stand Still (bonus)
• Mounted Combat (b)
• Ride-By Attack (b)
• Spirited Charge (b)
• Animal Affinity
• Intimidating Prowess
• Vital Strike
• Exotic Weapon Prof: Bastard Sword
• Weapon Focus: Bastard Sword
• Improved Vital Strike

Traits:
• Armor Expert: -1 to armor check penalty
• Child of the Temple: +1 to Nobility and Religion checks

Racial Features:
• Darkvision 60 ft
• Initimidating (+2 to Intimidate)
• Orc Blood
• Orc Ferocity (1/day can fight as if disabled when brought below 0 hit points)
• Weapon Familiarity

Class Features:
• Challenge +4d6
• Mount: Horse
• Oath (2 active)
• Order of the Shield Member (+6 to Heal others)
o Resolute (can convert 3 pts of lethal damage to nonlethal when wearing heavy armor)
o Stem the Tide (gain Stand Still as bonus feat, makes normal attack to stop creature from moving)
• Cavalier’s Charge (+4 on melee attack while mounted during a charge, no AC penalty)
• Expert Trainer (+6 to Handle Animal to train a mount)
• Banner (Allies within 60 ft get a +3 saving throw vs fear and +2 to attack rolls during a charge)
• Mighty Charge (Double the threat range of any weapon when charging while mounted)
• Demanding Challenge (challenged opponent gets -2 AC vs attacks from other opponents when not in my threatened range)

Equipment (108,000 gp) (weight on me: 66 lbs; weight on horse: 114 lbs)
• +2 Flaming Bastard Sword (18,335 gp, 6 lbs)
• +1 Lance (2,310 gp, 10 lbs) (with banner attached)*
• Masterwork Heavy Crossbow (350 gp, 8 lbs)*
• 10 bolts (1 gp, 1 lb)*
• Masterwork Handaxe (306 gp, 3 lbs)
• +3 Adamantine Full Plate Armor (25,500 gp, 50 lbs, -4 penalty, DR 3/-)
• +2 Heavy Wooden Shield (4,257 gp, 5 lbs)
• +1 Mithril Chain Shirt Barding (2,400 gp, 25 lbs)*
• Riding Saddle (30 gp, 30 lbs)*
• Ring of Protection +3 (18,000 gp)
• Belt of Physical Strength +4 (16,000 gp, 1 lb)
• Cloak of Resistance +2 (4,000 gp, 1 lb)
• Amulet of Natural Armor +2 (8,000 gp)
• Adventuring Kit (100 gp, 10 lbs)*
• 3 CSW potions (3d8+5 healing) (2,250 gp)
• 2 CMW potions (2d8+3) (600 gp)
• 8 CLW potions (1d8+1) (200 gp)
• Bag of Holding Type 2 (5,000 gp, 25 lbs, holds 500 lbs)*
• 15 days of feed (0.5 gp, 150 lbs) (in Bag of Holding)*
• 2 Barrels of water (60 gp, 300 lbs) (In bag of holding)*
• Saddlebags (4 gp, 8 lbs)*
• Belt pouch containing 294 gp

Mount: Cornelius the Horse
Statistics: Size Large; Speed 50 ft.; AC 26 (+12 natural armor -1 size +5 armor); HP 10d8 + 40 ⇒ (7, 6, 4, 4, 3, 1, 1, 7, 2, 2) + 40 = 77; Fort +10, Ref +10, Will +4; Attack bite +14 (1d4+7), 2 hooves +9 (1d6+3); Ability Scores Str 24, Dex 17, Con 17, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent, combat trained, evasion, Devotion (+4 vs enchantments), multiattack. Skills: Perception +11. Feats: Armor Proficiency: Light, Endurance, Diehard, Run, Toughness. Tricks known: attack, come, defend, guard, stay.


HP Roll:
11d8 ⇒ (6, 6, 1, 1, 8, 8, 5, 6, 7, 3, 7) = 58


There's a particular feat I'd like from Frostburn, and I see you allow Prestige Classes from it, but I wanted to make sure you're allowing feats from there as well. The feat is Beckon the Frozen (summoned monsters get cold subtype and extra cold damage). Wouldn't apply to the Eidolon, of course, but it'd work for the other summoned creatures.

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Zurai wrote:
There's a particular feat I'd like from Frostburn, and I see you allow Prestige Classes from it, but I wanted to make sure you're allowing feats from there as well. The feat is Beckon the Frozen (summoned monsters get cold subtype and extra cold damage). Wouldn't apply to the Eidolon, of course, but it'd work for the other summoned creatures.

Will look at in a couple and let you know I think I know what one you are talking about, just have to look over the book before I can give a ya or nay. Will post in a few to let you know.


I'm interested, if at all possible, probably going to play a half elf ranger 12, if allowed.

stat rolls
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (4, 1) + 6 = 11

Ekeebe :D

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hit point roll are good to go for those that have rolled them.

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Ekeebe wrote:

I'm interested, if at all possible, probably going to play a half elf ranger 12, if allowed.

stat rolls
2d6 +6
2d6 +6
2d6 +6
2d6 +6
2d6 +6
2d6 +6

Ekeebe :D

Sounds good to me Ekeebe; stats look good make sure you roll your hp; half elf ranger sounds good make sure you post the character when ready.


working out the character now DM, will name it Kara Shalondel.

on a side note, my character will turn out very interesting with those stats choices in stats, hehe.

Ekeebe :D

HP rolling
12d10 ⇒ (1, 8, 6, 1, 10, 3, 7, 10, 2, 10, 9, 5) = 72

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James Martin wrote:

Jon Commoner is a man without a past......

Stats behind the spoiler tag:
** spoiler omitted **...

James love the character all the stats look good just thinking cavalier has a lot of mount combat capability and I am looking over a lot of the dungeon that you will be running around in and I am not sure how much this will restrict your capabilities to utilize your classes abilities to the fullest. I looked over most of the maps it looks like there are going to be a few spots where you might not really have a lot of room to breath or rather your horse won't but considering we are going to have an Eidolon running around too via one of the other character I am willing to let ya get away with it just realize there might be some situations where you are going to want you mount but due to small space you are in he just simply won't be feasible

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Ekeebe wrote:

working out the character now DM, will name it Kara Shalondel.

on a side note, my character will turn out very interesting with those stats choices in stats, hehe.

Ekeebe :D

HP rolling
12d10

sounds good just make sure you post it and also make a profile alias and let me know once it up


um, just a question, DM, what are you doing about starting wealth?

do you want average starting wealth, like the chart on page 399 of the PF core rule book (108,000 GP), or do you want to set a limit based on what you, the DM, want?

[edit] okay nevermind, i saw that james used the standard character wealth, ill just go with that.[edit]


Eidolon's hp:
12d10 ⇒ (6, 7, 1, 8, 10, 8, 1, 9, 5, 2, 7, 7) = 71

EDIT: Whoops, it's only got 11 HD. Keeping the above roll visible so you can see I'm not trying to cheat. Here's the new roll:

11d10 ⇒ (4, 3, 1, 7, 3, 7, 7, 5, 10, 10, 1) = 58

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Lord Thasmudyan wrote:
James Martin wrote:

Jon Commoner is a man without a past......

Stats behind the spoiler tag:
** spoiler omitted **...

James love the character all the stats look good just thinking cavalier has a lot of mount combat capability and I am looking over a lot of the dungeon that you will be running around in and I am not sure how much this will restrict your capabilities to utilize your classes abilities to the fullest. I looked over most of the maps it looks like there are going to be a few spots where you might not really have a lot of room to breath or rather your horse won't but considering we are going to have an Eidolon running around too via one of the other character I am willing to let ya get away with it just realize there might be some situations where you are going to want you mount but due to small space you are in he just simply won't be feasible

Yeah, I was a little worried about that. Is it possible to have my mount be summonable? So I could send him to his happy extradimensional space when he's not needed? Still, even without the mount, he's still a pretty useful combatant and exactly what I wanted for this concept.


James Martin wrote:
Yeah, I was a little worried about that. Is it possible to have my mount be summonable? So I could send him to his happy extradimensional space when he's not needed? Still, even without the mount, he's still a pretty useful combatant and exactly what I wanted for this concept.

Could always take a portable hole and give the mount a necklace of adaption. Expensive, but lets you pull out and put away the mount wherever. You'd probably also need to spend a trick or two to keep the mount calm in the extradimensional space and get it to enter it in the first place.

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The only thing I could think to do in regard to this would be to do a cross between the mount you have and a figurine of wonderous power...let me look over it and I will post in about thirty minutes on this to let you know what I want to do about it

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Zurai wrote:
James Martin wrote:
Yeah, I was a little worried about that. Is it possible to have my mount be summonable? So I could send him to his happy extradimensional space when he's not needed? Still, even without the mount, he's still a pretty useful combatant and exactly what I wanted for this concept.
Could always take a portable hole and give the mount a necklace of adaption. Expensive, but lets you pull out and put away the mount wherever. You'd probably also need to spend a trick or two to keep the mount calm in the extradimensional space and get it to enter it in the first place.

lol this is one of the most f'd up ways of doing this poor horsey :X


Never said it was the best solution!

Given any thought to the Beckon the Frozen feat yet? Frostburn, page 47, for the record.

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reading it right now, trying figure out how this wouldn't apply to the eidolon, honestly haven't read all the way thru summoner yet


Lord Thasmudyan wrote:
reading it right now, trying figure out how this wouldn't apply to the eidolon, honestly have read all the way thru summoner yet

The Eidolon isn't a monster summoned with a summon spell. It's not even a spell-like ability, actually; Jason clarified on the playtest boards that it's a Supernatural ability (he also clarified that the Summoner's built in summon monster spell-like ability does function with Augment Summoning, which means it should also work with Beckon).

EDIT: And I'm spending the 3 evolution points to give it the 1d6 cold damage and immunity to cold, anyway, so it doesn't really matter if it applies to the Eidolon or not.

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Zurai wrote:

Never said it was the best solution!

Given any thought to the Beckon the Frozen feat yet? Frostburn, page 47, for the record.

Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score.

would be the key passage that would to me say it is effected by this...however the actual feat states summon spell. So until I hear different I would say it does simply cause it counts as a summoned creature I will pose the question on the playtest board and see what others think if we have to bs it later we will. for know assume it applies and yes I am okay with and I would switch your evolution unless it stacks I leave it up to you just let me know.


OK, that works for me. It gains fire vulnerability, but frees up 3 evo points. Thanks for the consideration.

Shadow Lodge

currenly what classes have allready been taken. because i would like to be a aberrent sorcerer.

2d6 + 6 ⇒ (6, 1) + 6 = 13

2d6 + 6 ⇒ (6, 3) + 6 = 15

2d6 + 6 ⇒ (5, 4) + 6 = 15

2d6 + 6 ⇒ (5, 5) + 6 = 16

2d6 + 6 ⇒ (1, 2) + 6 = 9

2d6 + 6 ⇒ (5, 6) + 6 = 17


catman123456 wrote:
currenly what classes have allready been taken. because i would like to be a aberrent sorcerer.

Right now we've got a sorcerer, a summoner, a cavalier, an oracle, a ranger, maybe an evoker, and one person who responded only to say that IC was down and hasn't posted since then.

So we've currently got two to three arcane casters (one and a half for sure, and the evoker if he rolls up stats and so on), a divine caster that may or may not be a healer, a couple people who can melee at least moderately well, and most tellingly no trap finder. We might end up short of healing, too, depending on how the Oracle turns out, although I've got Use Magic Device and a couple wands.

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Zurai wrote:
OK, that works for me. It gains fire vulnerability, but frees up 3 evo points. Thanks for the consideration.

Okay read through that thread you mentioned, I am thinking it wouldn't apply to the eidolon now as I must have miss read what you said in this thread. Jason's comment was that Augment doesn't apply to SPA. It would still work for any summoned in creature via spells what have you

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Zurai wrote:
catman123456 wrote:
currenly what classes have allready been taken. because i would like to be a aberrent sorcerer.

Right now we've got a sorcerer, a summoner, a cavalier, an oracle, a ranger, maybe an evoker, and one person who responded only to say that IC was down and hasn't posted since then.

So we've currently got two to three arcane casters (one and a half for sure, and the evoker if he rolls up stats and so on), a divine caster that may or may not be a healer, a couple people who can melee at least moderately well, and most tellingly no trap finder. We might end up short of healing, too, depending on how the Oracle turns out, although I've got Use Magic Device and a couple wands.

That was my next thing I was about to look at...this should be an interesting group if we have a arcane heavy group

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catman123456 wrote:

currenly what classes have allready been taken. because i would like to be a aberrent sorcerer.

2d6 + 6

2d6 + 6

2d6 + 6

2d6 + 6

2d6 + 6

2d6 + 6

I am going to have to take Zurai side on this, So far the group has two arcane based class at the very least, if you would like to go ahead but I would worry the party would be a bit arcane heavy with not enough divine healing or straight up melee based character not including zurai eidilon and the Jon Common the half orc cavalier

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