The World is as you Create it. [PbP, Pathfinder, Homebrew]


Recruitment

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You are a character in this undefined world... unlike other, the world truly unfurls before you. You don't know where to go, because you don't know the options yet. Every question you ask, the universe's shape becomes more certain, threads of interest are outlined, and you join others as you follow these strings of fate to see what they hold.

System
The game is Pathfinder, a homebrew world. In this game, though, there is no "true" GM. We're using a system called "Mythic, GM Emulator" which functions by asking the world a question, posing a probably answer, and examining the result. For instance, "Are we accosted in the night?" to which, the answer might be yes, no, or something more interesting such as "Exceptional No" which might indicate a surprising but friendly encounter. Myself and another have gone a good deal of posts in, and we'll be ending an arc soon and are seeking another two to join us.
If you're interested and make a character, I'll provide access to my copy of the Mythic GM-Emu system to let you decide more fully to join or not. Otherwise, google might turn up a PDF.
While there is no true GM, i am somewhat in control of the reigns, and if i see the need to pull them in, i do so. This applies mostly in the case of when a power seems a bit too great, or a question is far too cutting in its nature.

The World
While the world is mostly undefined, we're using deities of Golarion despite the world being separate. While outright bigotry between races isn't too common, there is distrust and a tendency to play up stereotypes-- especially away from nation borders. Races form kingdoms in a mostly divided fashion partly because of this. The following is loosely built up, with very little real detail about them. Three human kingdoms (halflings and half-breeds often add to these populations), Huinia (other two unnamed) exist on a massive continent known as Etland, upon the world of Areiin. Also on Etland is the mountainous Dwarven territory to the southwest and a region of held by constantly warring populations of tribes of goblinoids and orcs. To the west, and also hold a series of smaller islands, Elves reside. To the south, a highly sylvan island exists, where gnomes know true home. A few other islands exist, and another smaller continent, though they are a holdin for now. Once will most likely hold more exotic, animal races such as catfolk, tengu, and ratfolk.

Short Story
The story so far traveled, is within a smaller border village named Rence (near the dwarven and elven border) and part of the kingdom of Huinia. A bandit has become a "bandit lord" taking control of small swathes in the region. After over a decade, the town is fighting-back, though only so far against the direct camp of bandits overseeing their town. A large base of bandits that watches over the region is another possible task, though honestly it feels like we'll be leaving Rence after protecting (or failing to do so, if that comes to pass) to try a story elsewhere in the world. If there's something you would like to take such a story, we're open-minded so long as it holds true to his desire to study history and relics, and Bolton's to explore the world at large.

Characters
My character, Bolton Reid, is a Hunter of Erastil, long lived in Rence but also sought to see the world before he loses his chance to age.
The other is an Archeologist (Bard) who happened to be in Rence for the past couple of months, when the tensions between the villagers and bandits reached a peak, and got caught up in the conflict.

.

For characters, we're not really binding races or classes so much but just know we're playing this relatively low power.
15 point-buy
2 traits
Automatic Bonus Progression
Background Skills
Max gold start


Hi I'm interested in joining, not sure what kind of character specifically. I'm up to play almost anything that will work as a 15 point buy. Thinking about what i want to play now, I'm open to what the party might need.

Otherwise I'm building a human fighter. Seems like a tank would be useful. I'll link the sheet as soon as I'm done


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Interested in this but would have to make a couple adjustment to fit but he's a human bloodrager


Sure thing. As i said, we're an archer, and a... well, he's sort of a skill monkey and plays as a switch hitter that i can tell... a bard that buff his own attack only. One of the reasons i decided on what i did was so that i could make the wolf into a makeshift tank. Gave him some barding and the feat to use it.

Really though, just make something interesting, and don't go for raw power.
Also, go ahead and make these characters at level 2, as i imagine that will be what they are when introduced. Add 500 gold to your starting.


I'm interested


This sounds kind of amazing. I am definitely interested in joining this. Offhand, I would really like to play a Cleric or a Fighter. Low-powered sounds like it could be a lot of fun.

Could you post a link to your thread? This might be a cool thing to lurk on, even if I don't get in.

Also, I don't know what automatic bonus progression is. Could you briefly explain that?

Dark Archive

Now when you say mystic gm emulator is that something we would need or that just post on here I've never used it before so don't know much about it.


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I'll provide a copy of the system after a character is made that i approve to join. It's a fairly short read, and the important parts aren't too complex to understand.

This is the gaming thread for those interested in taking a peak. You'll notice half our posts are all discussion in how to move the game forward, or clarifying how we are comprehending answers we weren't expecting.

If you were to google automatic bonus progression, this is the first result


Okay, the whole idea of the automatic bonus progression sounds really cool. As much as I like pathfinder, the whole WBL magic item situation can be a bit of a turn off, especially when players always want the same things (cloak of resistance, rings of protection, belts, headbands, etc.)

I'm reading your discussion thread before I dive into the gameplay. Honestly this is very cool. I am 100% going to build something for this.

Thinking a young dwarf cleric or fighter. Haven't decided yet. I just want to play someone with a little naivete.


When are you closing submissions?

Any character themes we should stay away from?


Just sort of waiting to see some characters i wouldn't mind adding on board. No real close of submissions, but I'm only seeking 3 others (the person I've been doing this with so far is going to opt out after we finish our current arc it seems) So the sooner you submit something, the better for you.

No real characters that are outlawed, races either, but just know that you're not going for power and some races don't really have a place in the world yet (ex. native outsiders) and so would need to have a story more or less created for them, as well as their place in the world defined.


Just finished reading your gameplay thread. Again, I think this is amazing, and am dying to try this out.

I want to build a dwarf inquisitor who was raised in a human community and even adopted a human god--Abadar. He is a believer in law and order as a force for good in the world.

He is naive, but well meaning and wise beyond his years. He also has a hard time identifying with other dwarves since he was raised by human parents. And although he learned Dwarvish, he speaks it with a thick accent that immediately identifies him as an outsider.

Oh, here are his very basic stats with 15 point buy. I have Hero Lab and can build this up pretty quickly. I'll try to get that done tonight or tomorrow.

Stats:

Name: Kurth Silvermug

STR 16
DEX 10
CON 14
INT 8
WIS 15
CHA 10

feat: power attack
skills (5)

Oh, would we start off at level 1 or 2?


2, with max gold start +500


Does the town have a library(near sure thing): 1d100 ⇒ 8Exceptional yes
What about a


There isn't much direction at the moment, as the adventure is going to be moving away from Rence, so don't bind yourself too much to it. Feel free to come up with another creative idea somewhere within Huinia that might become a thread of interest for a group to gather around.

Feel free to name and describe cities as you see fit.


Areiin wrote:

There isn't much direction at the moment, as the adventure is going to be moving away from Rence, so don't bind yourself too much to it. Feel free to come up with another creative idea somewhere within Huinia that might become a thread of interest for a group to gather around.

Feel free to name and describe cities as you see fit.

Ok what about a traveling monk ((sensei) or some other archetype) that meets the others on the way to wherever they are going and comes with them


In automatic bonus progression do masterwork weapons still impart +1 to attacks? Or is that also done away with?


If I was going to play a sensei could I teach other players 'martial arts' and over time using this system (Chaos ranks) they could slowly learn something


Here's the crunch stuff for Kurth Silvermug. The dwarf raised by human merchants.

Crunch:

Kurth Silvermug
Dwarf inquisitor of Abadar 2 (Pathfinder RPG Advanced Player's Guide 38)
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +8 (+10 to notice unusual stonework)
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 19 (2d8+6)
Fort +5, Ref +0, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Melee battleaxe +3 (1d8+5/×3)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks hatred, judgment 1/day
Inquisitor Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—detect alignment
Inquisitor Spells Known (CL 2nd; concentration +4)
. . 1st (3/day)—cure light wounds, protection from evil, shield of faith
. . 0 (at will)—create water, detect magic, light, read magic, stabilize
. . Domain Travel
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 8, Wis 15, Cha 10
Base Atk +1; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Power Attack
Traits adopted, eyes and ears of the city, world traveler
Skills Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +4, Diplomacy +5, Heal +6, Intimidate +5, Knowledge (religion) +3, Perception +8 (+10 to notice unusual stonework), Profession (merchant) +6, Profession (soldier) +6, Sense Motive +7, Survival +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ agile feet (5/day), monster lore +2, stern gaze +1, track +1
Combat Gear potion of cure light wounds, holy water (2); Other Gear mwk breastplate, mwk heavy steel shield, battleaxe, crossbow bolts (15), light crossbow, bandolier[UE], bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Order of Numbers)[UE], manacles, masterwork backpack[APG], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Abadar, 54 gp
--------------------
Special Abilities
--------------------
Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Inquisitor Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to survival checks made to track.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


The same principal applies. Yes you can masterwork your weapon, but that's an enhancement bonus. When your weapon is a +1 that's also an enhancement bonus. If you see what I'm getting at.

The mythic system is a means of generating answers to question, and not meant to take the place of Pathfinder as a system of rules to facilitate play. Chaos Rank is a general indicator of the current state of affairs for the group in terms. More chaotic worlds tend to answer with more "yes". Basically, a player will only learn what his class imparts on him, at least mechanically.


Areiin wrote:

The same principal applies. Yes you can masterwork your weapon, but that's an enhancement bonus. When your weapon is a +1 that's also an enhancement bonus. If you see what I'm getting at.

The mythic system is a means of generating answers to question, and not meant to take the place of Pathfinder as a system of rules to facilitate play. Chaos Rank is a general indicator of the current state of affairs for the group in terms. More chaotic worlds tend to answer with more "yes". Basically, a player will only learn what his class imparts on him, at least mechanically.

Thanks:) I wasn't really expecting anything more

Are we trying to get the world more or less chaotic


Neither. The chaos rank is just a means of changing up the randomness further, more or less chaotic for the moment but not the world as a whole. Sort of when everything isn't going as expected things get more chaotic meaning more events, and more things that weren't what you expect to be.


Once interesting idea for backstories is that there's a (mysterious general of Huinia by the name of Darcell Dayton) or D.D. if your character is only catching breadcrumbs. She has unknown plans for the kingdom, and might have wronged your character or their home in some way. You might go to investigate further back in the capital or something of that like. At least, that seems like what Bolton is going to do after her activities down in Rence.

Just considering a means of binding a group together at least for the short term.


Areiin wrote:

Once interesting idea for backstories is that there's a (mysterious general of Huinia by the name of Darcell Dayton) or D.D. if your character is only catching breadcrumbs. She has unknown plans for the kingdom, and might have wronged your character or their home in some way. You might go to investigate further back in the capital or something of that like. At least, that seems like what Bolton is going to do after her activities down in Rence.

Just considering a means of binding a group together at least for the short term.

Thanks for the plot hook

I'm thinking she conscripted me into the army and killed my Mum when I resisted; she had already killed my dad for being discovered creating poisons for her.
----—--—————––------–—-------——----------–———---------------–————--------–– ––—–
This also explains my levels
Investigator 1 (from my dad)
Lore warden 1 (from the army)
Included Areiin's suggestion


Somewhat established in the world already that alchemy exists in some form or another (due to a question of... intentional mislabeling of poisons vs. potions..) and isn't necessarily considered banned. At least in Huinia.

Potentially the father created all kinds of potions and poisons, and it was the latter that got him in trouble? Potentially said poisons could have been requested on behalf of the kingdom itself, but when it was discovered they threw him under the bus.. er carriage.


Is eastern armor allowed?


I'm going to say no, since i don't envision this land as very eastern, so it's sort of out of place. If you were to justify a character's being an animal race that left for the "other continent" i think it would be more warranted. That wouldn't fit with your current idea of a backstory though.

Same goes for weapons that are obviously "eastern"


Is having a aniimal follow me around without being a companion/familiar allowed i want a mule to carry all the books I plan to buy


As long as it's not intended to be used in combat, there's rules for purchasing animals, and their costs, as well as things like wagons.


Signing up


Do age categories matter? I'm assuming no but if otherwise please let me know


Irrelevant so far as I'm concerned.


Here's my character: sorry about the horrible backstory in advance

Tandar yon:
Tandar Yon
Male Elf Investigator 1/fighter 1 (lore warden)
CN Medium Humanoid (Elf)
Init +6; Senses low-light vision, spell effect; Perception +3
Languages Common,Elven, Draconic, Celestial, Sylvan, Gnome
DEFENSE
AC 10, touch 10, flat-footed 10 (+0 armor, +0 deflection, +4 Dex, +0 natural, +0 shield, +0 size)
hp 9 (1 HD); fast healing 0
Fort +2, Ref +2, Will +2; +0 bonus vs. xyz
Defensive Abilities x, y, z; DR 0/xyz; Immune x, y, z; Resist x 0, y 0, z 0; SR 0
Weaknesses x, y, z
OFFENSE
Speed 30 ft. (6 squares), burrow 0 ft., climb 0 ft., fly 0 ft. (maneuverability), swim 0 ft.
Small elven curve blade +4 (1d8+0) or
secondary attack +0/+0 (0d0+0/19–20) or
tertiary attack +0/+0 (0d0+0/×3)
Ranged mundane attack +0/+0 (0d0+0/×3) or
magical attack +0 touch (xyz)
Space 5 ft.; Reach 5 ft. (10 ft. with reach/enlarge person)
Special Attacks x, y, z
Spell-Like Abilities (CL 0th; Concentration +0)
Constant—x, y, z
At will— x, y, z
1/day— Comprehend languages,Detect magic,Detect poison,Read magic
Extracts Prepared (CL 0th; Concentration +0)
3rd (0/day) – x, y, z
2nd (0/day) – x, y, z
1st (1/day) – Heightened awareness
STATISTICS
Abilities Str 10 (+0), Dex 18 (+4), Con 12 (+1), Int 17 (+3), Wis 8 (-1), Cha 8 (-1)
Base Atk +1; CMB +1 (+5 Sunder, Trip, Disarm); CMD 15 (0 vs. x, y or z)
Feats Weapon focus (elven curve blade), Weapon finesse
Skills: Knowledge (Arcana) +7, Knowledge (Local) +7, Knowledge (Geography) +7, Knowledge (Religion) +7, Knowledge (Planes) +7, Knowledge (History) +7, Knowledge (Dungeoneering) +7, Knowledge (Engineering ) +7, Knowledge (Nature) +7, Knowledge (Nobility) +7, Spellcraft +7, Linguistics +7, Acrobatics +8, Stealth +8, Craft (alchemy) +3,
Perception +3, Artistry (Philosophy) +7
Armor Check Penalty –1; Racial Bonus +0 xyz
SQ x, y, z
Combat Gear Small elven curve blade, y, z; Other Gear Chain shirt, M.Backpack, Pathfinder chronicles (All knowledges)
Formula book 3rd—x, y, z; 2nd—x, y, z; 1st— Heightened awareness, Long arm, See alignment, Ant haul, Crafters fortune, Vocal alteration 730/800
Encumbrance light 43 lb., medium 116 lb., heavy 175 lb.; Weight Carried 43 lb. 0 oz. (excluding tender)

Mule:
Pack saddle,5 books,

Alchemy (Su):
Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.
When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.
In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, then reactivates as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must prepare his extracts anew every day. Mixing an extract takes 1 minute of work.
Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
An investigator uses the alchemist formula list to determine the extracts that he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have an Intelligence score equal to at least 10 + the extract's level. The saving throw DC of an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.
An investigator 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. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula of any level that he can create. An investigator can also add formulae to his book just as a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator 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 investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying formulae.

Inspiration (Ex):
Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in his investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 (his inspiration die) to the result of that check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. An investigator can use inspiration once only per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Scholastic (Ex):
Scholastic (Ex):Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Craft and Knowledge skills are class skills for lore wardens, as are Linguistics and Spellcraft
This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.

Traits:
Traits:
Armor expert: -1 ACP
Defensive strategist:Not flat-footed in the surprise round

First person bad backstory/Harrow card:

I am Tandar yon a 263 year old elf and this is my story. At 20 years of age I was a carefree young child, my parents had moved to a human city and my father had begun instructing me in the arts if alchemy. All was well for a time until that fateful Day when She came. My Father and I were in the workroom, he was explaining <something> to me and <person's name> Swept into the room killing my father quickly and leaving just as fast, I stood there shocked for what seemed like an eternity before I collapsed silently sobbing. My mother found me like that, crying on the floor next to my fathers dead body.
The rabbit prince/The vision

Trapfinding: An investigator adds 1/2 his level (minimum 1) to Perception checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.


Originally envisioned Darcell to be Human, so the 240 year old aspect of her would be a bit out. Maybe not.

[dice=Is D.D. extraordinarily long-lived despite "appearing" Human? No way.]1d100[/dice] No

So a minor adjustment may be in order.


Areiin wrote:

Originally envisioned Darcell to be Human, so the 240 year old aspect of her would be a bit out. Maybe not.

[dice=Is D.D. extraordinarily long-lived despite "appearing" Human? No way.]1d100 [/dice]No

So a minor adjustment may be in order.

Sorry

Completely forgot everybody but Tandar yon when writing his backstory
OK fixed it doesn't specify a age though when it says she came so maybe he was ~220 years old making D.D an old human
is D.D a half-elf that seems human(No way): 1d100 ⇒ 65


Ancient Dragon Master wrote:
Areiin wrote:

Originally envisioned Darcell to be Human, so the 240 year old aspect of her would be a bit out. Maybe not.

[dice=Is D.D. extraordinarily long-lived despite "appearing" Human? No way.]1d100 No

So a minor adjustment may be in order.

Sorry

Completely forgot everybody but Tandar yon when writing his backstory
OK fixed it doesn't specify a age though when it says she came so maybe he was ~220 years old making D.D an old human
[dice=is D.D a half-elf that seems human(No way)]1d100

Changed the name so it might have unlinked past history might not work, for the GMemu game.

As for the rules of Mythic... i do not seem to be able to send a private message to you. I also own a copy of the actual Mythic core game but haven't really looked through that, just focusing on the GM emulation side of things.


Areiin wrote:
Ancient Dragon Master wrote:
Areiin wrote:

Originally envisioned Darcell to be Human, so the 240 year old aspect of her would be a bit out. Maybe not.

[dice=Is D.D. extraordinarily long-lived despite "appearing" Human? No way.]1d100 No

So a minor adjustment may be in order.

Sorry

Completely forgot everybody but Tandar yon when writing his backstory
OK fixed it doesn't specify a age though when it says she came so maybe he was ~220 years old making D.D an old human
[dice=is D.D a half-elf that seems human(No way)]1d100

Changed the name so it might have unlinked past history might not work, for the GMemu game.

As for the rules of Mythic... i do not seem to be able to send a private message to you. I also own a copy of the actual Mythic core game but haven't really looked through that, just focusing on the GM emulation side of things.

Changed the name of who?

And who are you trying to get a PM to?


Ancient Dragon Master wrote:
Areiin wrote:
Ancient Dragon Master wrote:
Areiin wrote:

Originally envisioned Darcell to be Human, so the 240 year old aspect of her would be a bit out. Maybe not.

[dice=Is D.D. extraordinarily long-lived despite "appearing" Human? No way.]1d100 No

So a minor adjustment may be in order.

Sorry

Completely forgot everybody but Tandar yon when writing his backstory
OK fixed it doesn't specify a age though when it says she came so maybe he was ~220 years old making D.D an old human
[dice=is D.D a half-elf that seems human(No way)]1d100

Changed the name so it might have unlinked past history might not work, for the GMemu game.

As for the rules of Mythic... i do not seem to be able to send a private message to you. I also own a copy of the actual Mythic core game but haven't really looked through that, just focusing on the GM emulation side of things.

Changed the name of who?

And who are you trying to get a PM to?

Changed the name of the RP topic.

As for who i was PMing, the person i made the reply to.. You are un-PMable, at least i'm having trouble finding a way to send one.


That's why every time I tried to find the thread it didn't work.
I thought i turned PM on if not...
How do you turn PM on?


Actually I'm going to try to PM you see if it's a problem on your end or if you can reply on PM just reply to me
EDIT:I can't seem to PM you
Maybe you don't have PM turned on?


Would anyone be willing to let me try to send them a random junk PM to see if my PM'ing works (it should)


Very strange. I am able to PM other people, are you able to PM others?
You should be able to see the option under my name under my profile... But i guess it's missing for you like yours is for me. Peculiar, for sure.


Areiin wrote:

Very strange. I am able to PM other people, are you able to PM others?

You should be able to see the option under my name under my profile... But i guess it's missing for you like yours is for me. Peculiar, for sure.

Huh actually no i can't PM others how do you turn PM on?


At the bottom of "My Account" there seems to be a checkbox related to PMs. That's the only thing i can see that you might have checked off.


Areiin wrote:
At the bottom of "My Account" there seems to be a checkbox related to PMs. That's the only thing i can see that you might have checked off.

Never checked it on

Found the answer in a FAQ on turning it off
I guess I just never looked


Areiin wrote:
At the bottom of "My Account" there seems to be a checkbox related to PMs. That's the only thing i can see that you might have checked off.

Sorry for the Junk PM just wanted to see if it really worked


Still looking for anyone that might be interested hopping aboard.


Anybody, anybody at all?


Moving to the top


So many people don't join games already started

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