Re-Recruitment - Fevered Dreams - a Modern Pathfinder 1ed game


Recruitment

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Noice. Might play a Martial Thaumaturge or Prodigy with that shctick then.


Still working on the sheet (think I've moved on to just being a full-on Incanter now; template is probably set for Nightmare Creature), but the basic story should still be the same:

The Astounding FANTASMO!:
Experience true magic! Mysticism as you've never seen it before...astounding feats of skill and cunning so fabulous even the most jaded will leave amazed. Experience the truth: Fantasmo the astounding! Fantasmo the mystical! FANTASMO: THE EXPERIENCE OF A LIFETIME! reads the old faded poster.

Where did it all go so wrong? It was supposed to be such an easy gig. Get up there in front of the mundanes, put a little razzle dazzle on it, and I'm set for life. But of course that was too easy...

--------------------------
Born Salim Lafayette Agrippa, but better known (for better or worse) as Fantasmo!, Salim was destined for greatness, or so he (and his entire family) thought. Gifted with more than a little magical talent, his family of minor mystics and hedge mages nurtured that ember into a roaring flame, and by the time he was 17, the boy could have been considered a master mage in many circles

But, as teens do, he rebelled against the destiny set before him, to have much power...and little to use it for. He wanted glory! Power! Women! Not necessarily in that order.

And so a scheme was hatched: perform a stage show the likes of which the world had never seen. True magic made to seem false; the power to shape reality used for entertainment.

The plan? Good, in a way. It could certainly have worked.

But for one hitch. Salim's power came with a hitch, a lingering curse in the blood. Many in the family had turned it into a blessing. It made them hard to kill, and granted strange powers to even the most magically talentless...but at a price. The more and more magic you used, the deeper the curse would take root. The sleeping curse. And if you weren't careful...you might never awaken.

But Salim had a handle on it, he thought. He hadn't fallen asleep in years, not while practicing.

He hadn't counted on the raw amount of magic he'd need to use in the average performance. Making the fantastical seem mundane, but also unexplainable was surprisingly difficult, and eventually the young Fantasmo! lost his grip on control.

Truthfully, disaster though the show was, the boy was lucky. He was a laughingstock (what kind of magician falls asleep in the middle of his trick, revealing themselves a fraud in the process?), but he survived, barely.

The boy, now a man, never recovered hsi reputation. His family wanted nothing to do with him (spurning him for turning his back on their hopes) and the "magical" community thought him a hack fraud; and a narcoleptic one at that. Now reduced to running a shop for "occult" goods and performing at children's birthday parties, the Great Fantasmo began to wonder if there was a better use his talents could be put to...

Please, stop me if this is a bit too silly for the game. I didn't see a whole ton of detail on the website as far as setting, but I gathered from some of the existing NPCs that this wouldn't seem too out of place in a setting with a half-vampire who is secretly a vampire pretending to be a vampire-poser. =p


This game has a more tongue in cheek tone, yeah. Occasionally it does get darker, grimmer and more mature. As long as Fantasmo can cope with not making strange puns during a sad scene it should be fine. Think the Dresden Files in the kinda tone we seem to be at.


Should be easy, yeah. Fantasmo! isn't a clown, he's a MASTER OF THE ARCANE!

I figure every "ordinary town with weird happenings" needs at least one guy who's so clearly into magic he couldn't possibly be able to do any himself...unless?


Well I went pretty hard core serious so will have to of course be the straight man during hijinks


By the by, took a quick look at your sheet to see what your serious story was (I see you have good taste in Evil deities!), and I think you have an extra Feat available; Furious Focus doesn't work with Light weapons so you can take something else in that slot if you plan to fight with a short sword all the time.


Jon, would I be able to get a permanencied "Abundant Ammunition" on a revolver's cylinder, and if so, how much would that cost?


GM, would the Elemental Infused template be fine to use?

I'm thinking of an Extemporaneous Channeler Occultist that uses various modern weapons as improved weapons in combat. I guess the actual template doesn't matter too much so I'm just checking what would be ok


GrinningJest3r wrote:
Jon, would I be able to get a permanencied "Abundant Ammunition" on a revolver's cylinder, and if so, how much would that cost?

Let's say 4000 for a pouch with abundant ammunition on it, or 10,000 for a gun with it applied directly. The reloading process is a big downside of some guns, so it should cost some money to jump that process.

Viviana Masters wrote:

GM, would the Elemental Infused template be fine to use?

I'm thinking of an Extemporaneous Channeler Occultist that uses various modern weapons as improved weapons in combat. I guess the actual template doesn't matter too much so I'm just checking what would be ok

I actually have a character with Elemental Infused myself, so go for it!


<< Here is my character.

Still might tweak equipment or backstory, but I think she is pretty much ready.

The crunch is in the profile, but pulled out the background here:

Background:

Median is patient, and thinks things through.

Growing up on a remote ranch in Montana that the locals believed was a "Last Days" cult of extreme preppers, but was actually a well-defended haven for the Lapith community, where a few other supernatural creatures had found a safe haven, Median was well-trained to control her shifting, and also to protect herself. She learned that humans were essentially the enemy, and they needed to be defended against at all times. She was instructed as well as she could be in so sheltered an environment in how to get along in a hostile environment, and one of those main lessons was to stop and think before reacting. Her patience has saved Median from a lot of pain (but perhaps also kept her from other important experiences?).

She left the ranch for college, after being homeschooled through High School, and while she has integrated into society and even made some friends among humans, she is still overly cautious when dealing with them. She always remembers that she is a minority, and would likely not be accepted if her true form were known. She is careful to keep her emotions and bodily presence under tight control.

Perhaps because of these aspects of her personality, when she was eventually introduced to Valda, she was initially cold. However, after learning of her supernatural abilities and of a town where her kind could walk openly, Median was curious, and became Valda's student for a while, learning that she had some limited magical talent, and after she graduated, she moved to Fever.

Median's degree is in English, although she took classes is many other things trying to find out what she was good at, she found that her biggest obstacle was not being able to talk about the real, supernatural world. However, if she framed it as fiction, then people jumped at it. So, she started writing stories, becoming a published fantasy author, as well as a recognized "paranormal researcher," although she isn't really researching anything for the public... just talking about how things really are, with some embellishment. She finds that making the reality of the paranormal seem fictional (and sometimes ridiculous) is just as good a way to hide and protect the unseen minorities as hiding away from the world, and that approach can also be profitable.

There are other character notes in the profile.

Also, I have read part of the story so far, but not all (still working on it), so if I contradicted something in there, or got any of the crunch wrong (there were a lot of things to juggle), let me know. Happy to change whatever it is, or adjust for story or party balance as needed.


> The reloading process is a big downside of some guns, so it should cost some money to jump that process.

With revolvers, it's 6 or 7 shots before needing to reload, and it's a move action automatically (free with rapid reload) to go back to a full cylinder. It's not the reloading I'm worried about, it's just bookkeeping the ammunition lol.


If it's a revolver we can drop it down to 6000, sure. That would be roughly worth the lack of need for Rapid Reload.


On a fifth-ish reading of Narcoleptic, I may just roll with the drawback and keep my three extra Feats; you only fall asleep for one round anyway.

...We'll see if Fantasmo! dies quickly, I suppose.

Semi-complete sheet. Incanter class skills kind of suck so I'm actually considering taking Extra Traits as a good Feat option. Wild. Alias name change pending.


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Here is Lena - Extemporaneous Channeler Occultist

Backstory:

Lena was born to two loving parents, her father, a banker, her mother, a business woman that owned several high end fashion stores. An energetic child, Lena loved to roam the streets and forest nearby, frequently getting into trouble by poking her nose into other people’s business. As she grew older, these habits didn’t exactly fade, although Lena kept her rebellious attitude hidden from any of her teachers in the classroom. Despite having a sharp mind, with a knack for research, Lena didn’t feel a strong drive to excel in her studies, feeling that her career and life was set in eventually following her mother and gradually taking ownership of her businesses.

Unfortunately for Lena, life suddenly throws hurdles, some of the larger than others. Lena returned home one night after a school dance to find her living room in a state of devastation, the bodies of her parents on the floor, ripped apart.

The next few months were a blur of investigations, counselling sessions, legal meetings and funerals. Lena felt isolated – friendships she had maintained effortlessly became difficult to maintain, conversations became awkward. Struggling to come to terms with everything, Lena left Fever to stay with extended family and complete the rest of her schooling.

Time passed before Lena abruptly returned to Fever. Those familiar with Lena before she had left were surprised by the changes in just a few short years. Lena now seemed to be driven by some weird intensity, she had a new direction, a purpose. Despite maintaining ownership over her mother’s fashion business, Lena had no interest in actively managing it at this stage, preferring to instead apply for a job at the local sheriff department. Despite nothing really being available, she was given a desk job, primarily to handle paperwork and maintain any lost items that were occasionally handed in.

To the department’s surprise, Lena was surprisingly apt at returning lost items to their owners – once or twice even helping break open a case by tracing a murder weapon back to its previous owner. Quite how she was able to do this, no-one could quite figure out, but it led her fellow staff to start nicknaming her “Twig” a reference to the old dowsing rods of age. None of them realised the real reason Lena joined the department – she had wanted access to the file on her parents. The case had so far remained unsolved with little real progress. When Lena eventually gained access, she discovered that the police had been unable to explain the unnatural ferocity seen in the house. Despite suspecting something vaguely supernatural, there had been nothing further to go on. Disappointed, but not surprised, Lena persisted in her job, trying to build connections with the local law enforcement, while trying to figure out who the people of significance were in the town.

After a few years of working for the sheriff’s department, Lena announced that she would go private, and try setting up her own private detective business. Privately, no-one gave it much chance of success but Lena proved herself surprisingly capable at managing small cases on her own. It had gone unnoticed that while she had been working in the police force Lena had been building connections after connections, even with the more exotic residents of Fever. Although still small scale, Lena was able to earn grudging respect from many residents while she privately (and secretly) worked towards attempting to solve her parents murder on her own.

Appearance & Personality:

Lena is an attractive female brunette with brown eyes and fair skin. With her upbringing, and fashion and business background as part of her mothers occupation, Lena usually prefers to dress professionally in corporate attire by day - deciding that apperance always helps smooth first impressions with any prospective clients. By night, Lena usually dresses according to how she plans to spend her evening - something casual if staying at home, or perhaps something suitable for the nightclubs if she expects to go out. One constant is Lena's habit of wearing heels - while usually extremely impractical, Lena favors heels due to her ability to use them as improvised weapons should she feel threatened. Lena can afford some expensive tastes due to her mothers business granting her sustainable income as well as fashionable clothing.

Headstrong, and inquisitive, Lena is desperate to uncover as many secrets in the town as she can. To this end, she tries to remain on good terms with as many people as possible. She isn't often the life of the party, but she is capable of preserving friendships or close relationships with a few select individuals.

Lena is resourceful, and her research methods meticulous, however she prefers to be underestimated if at all possible and attempts to carry and present herself accordingly. Anyone who can see through this façade Lena considers 'worth her time' anyone else Lena has little time for. This philosophy has its advantages, but also its disadvantages on occasion. More than once a drunk patron - thinking Lena to be little more than a soft touch - has found himself clocked in the head with a pool cue or anything else within reach. Lena isn't naturally violent but doesn't like to indulge fools or mince words - she might warn a foe once, but not twice.

Crunch:

Lena Eteria
Female air--infused human occultist (extemporaneous channeler) 7 (Pathfinder Campaign Setting: Planes of Power 56, Pathfinder Player Companion: Martial Arts Handbook 8, Pathfinder RPG Occult Adventures 46)
CG Medium outsider (humanoid, air, human, native)
Init +1; Senses aura sight, darkvision 60 ft.; Perception +9
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Defense
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AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex)
hp 59 (7d8+21)
Fort +9, Ref +4, Will +5
Defensive Abilities evasion
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Offense
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Speed 30 ft., fly 30 ft. (average)
Melee +1 improvised melee weapon +12 (3d6+7)
Ranged energy ray +6 touch (4d6)
Special Attacks gusting strike
Implement Schools (19 generic focus)
Divination (Small Black Notebook, 0 points) Resonant—third eye; Focus—danger sight, mind eye, sudden insight
Evocation (Designer gloves, 0 points) Resonant—intense focus; Focus—energy blast, energy ray
Illusion (Ring, 0 points) Resonant—distortion; Focus—minor figment, unseen
Transmutation (Heels, 0 points) Resonant—physical enhancement (constitution); Focus—legacy weapon, size alteration
Occultist (Extemporaneous Channeler) Spells Known (CL 7th; concentration +13)
3rd (2/day)—arcane sight, displacement, fireball (DC 19), haste
2nd (5/day)—frost fall[UC] (DC 18), mirror image, perceive cues[APG], see invisibility
1st (6/day)—burning hands (DC 17), grappling scarf, heightened awareness[ACG], silent image (DC 17)
0 (at will)—dancing lights, ghost sound (DC 16), guidance, mage hand
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Statistics
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Str 22, Dex 12, Con 16, Int 23, Wis 8, Cha 12
Base Atk +5; CMB +11; CMD 23
Feats Implement Focus[OA], Implement Focus[OA], Shikigami Manipulation, Shikigami Mimicry, Shikigami Style
Traits - custom trait -, surprise weapon
Skills Diplomacy +11, Disable Device +12, Knowledge (arcana) +17, Knowledge (Computers) +16, Knowledge (local) +16, Knowledge (nature) +16, Knowledge (planes) +17, Knowledge (religion) +17, Perception +9, Sense Motive +9, Sleight of Hand +10, Use Magic Device +14; Racial Modifiers +1 Knowledge (arcana), +1 Knowledge (planes), +1 Knowledge (religion)
Languages Auran, Common, French, Infernal, Italian, Spanish, Sylvan, Undercommon
SQ comprehensive education, element-infused abilities (evasion, flight, gusting strike, indistinct form), fleeting focus, implements 4, indistinct form, magic item skill, mental focus (19/day), object reading, shift focus, transformative resonance, withdraw focus
Other Gear mwk glamered mithral agile breastplate[APG], improvised melee weapon, sleeves of many garments[UE], traveler's any-tool[UE], masterwork thieves' tools, occultist's implement[OA], occultist's implement[OA], occultist's implement[OA], occultist's implement[OA], sledge, stiletto boots, 4,299 gp
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Special Abilities
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Aura Sight (Su) Read the aura of creatures around you, as aura sight.
Comprehensive Education All knowledge skills are class skills, +1 racial bonus for knowledge skils from classes.
Danger Sight +3 (Sp) 1 focus, imm act: Insight bonus to AC or save.
Darkvision (60 feet) You can see in the dark (black and white only).
Distortion (max 20%) (Su) As standard action, gain miss chance until your next attack.
Divination (Small Black Notebook) Implements of the divination school grant powers related to foresight and remote viewing.

Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Element-Infused Abilities An element-infused creature can select a number of movement abilities (see the Speed section), defensive abilities, and offensive abilities (see the Special Attacks section) based on its Hit Dice, as shown in the chart below. In addition, an element-
Energy Blast (6d6, 100 feet, DC 19) (Sp) 2 focus: Blast does energy damage of type you choose to all creatures in 20 ft. radius (Ref half).
Energy Ray 4d6 (Sp) 1 focus to unelash ray of pure energy as a ranged touch attack.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Evocation (Designer gloves) Implements focused on evocation grant the ability to create and direct energy to protect and to destroy.

Implements: Gloves, rod, staff, wand.
Fleeting Focus (Su) 1 rnd & touch implement to shift any amt of focus. Invested implements lose 1 focus per 10 min.
Fly (30 feet, Average) You can fly!
Gusting Strike (1/round) (Ex) When hit with melee attack, you may attempt a bull rush that does not provoke AoO.
Illusion (Ring) Illusion implements allow the occultist to distort the senses and cloak creatures from sight.

Implements: Crystal, hat, mask, prism, ring.
Implement Focus (Evocation [Designer gloves]) When spend generic foc to act foc pow of sel school imp, the foc pow cost listed amt.
Implement Focus (Transmutation [Heels]) When spend generic foc to act foc pow of sel school imp, the foc pow cost listed amt.
Implements (Su) Gain a series of items which grant access to schools and powers.
Indistinct Form (Ex) You gain a 20% miss chance as if you had concealment.
Intense Focus +4 (Su) Use implement as focus to add damage to instantaneous evocation spells & effects.
Legacy Weapon +2 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (19/day) (Su) You have a pool of points that activate your focus powers.
Mind Eye (7 minutes) (Sp) 1 focus: Create magical eye that scouts for you.
Minor Figment (7 minutes) (Su) 1 focus: create minor figment, as ghost sound or minor image.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Physical Enhancement (Constitution) (Su) Implement grants bearer enhancement to one physical attribute.
Shift Focus (Evocation [Designer gloves], 12 focus) (Su) Shift focus from one implement to another, but lose 1 point.
Shikigami Manipulation Magical item used as imp wpn grants enh bon equal to the item’s CL/4 (min +1, max +5).
Shikigami Mimicry (- custom / magic weapon -, Disarm) -2 atk to imp wpn gain blocking, brace, disarm, distracting, nonlethal, performance, or trip until next turn.
Shikigami Style Deal dmg with imp wpn as if 1 sz cat larger. Other feats with this style as prereq +1 sz cat (max 3).
Size Alteration (Sp) 1 focus: increase or decrease a creature's size by one step.
Sudden Insight +3 (Sp) Swift action & 1 focus: Gain insight bonus to one abil. or skill check, or attack before end of turn.
Third Eye (Su) Gain enhanced senses while implement stores focus.
Transformative Resonance (- custom / magic weapon -) (Su) As swift act give imp wpn +2 enh bon, plus special ability at cost of bon val.
Transmutation (Heels) Transmutation implements can alter the properties of both objects and creatures.

Implements: Belt, boots, sandals, vest, weapon.
Unseen (7 minutes) (Sp) 1 focus: become invisible, as invisibility, 2 focus for willing creature.
Withdraw Focus (Su) As std act shift any amount of focus from any number of implements back into generic focus.


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There is about 6 hours left for folks to get there character applications in. I look forward to seeing all the fun creations.


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One last question for my character before I think I'm really ready. Are we using "guns everywhere" rules, or one of the other availability sets for them? This impacts feats and GP costs for some things, so I want to make sure we're on the same page.


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Guns everywhere. Absolutely everywhere.


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JonGarrett wrote:
Guns everywhere. Absolutely everywhere.

Except Nurai, who should never be near a gun unless she's using it as a melee weapon, apparently. Couldn't hit the broad side of a giant turtle. Repeatedly.

Just to let everyone know, the setting website - https://fevereddreams.weebly.com/ - has had a slight update in the story section. It shouldn't affect any applications, it's minor setting additions that have been part of the game but just not added to the site, but for those who might want some last moment inspiration or ways to connect their backgrounds or traits to the setting, I thought I'd give a heads up.


Alright, folks, time is up. I'm going to consult with the players and see what they think, and will hopefully have some results for you within the next day or so. Thank your for all the attention.


Lucas fluff:

It always seemed like Lucas was destined for military service. The first-born of his generation and following in the footsteps of twelve Marines in the previous three generations on his father's side, and a handful of other service members on his mother's side - many of whom held combat-related military specialties - Lucas grew up hearing stories about James Mattis, Bob Munden, John Wayne, Simo Hayha, and Carlos Hathcock, each of them a legend in his own right and as close to living gods as servicemembers recognize. He was quickly recruited as soon as he turned 18 and was in boot camp within a couple of weeks of graduating high school. He was aggressive in his training, accurate in his rifle qualifications, and in general, he stood out as a perfect Marine. And then he got into combat training.

Lucas had several incidents during his School of Infantry training, unwarranted aggressiveness and multiple instances of injury to others for not following training instructions - specifically during hand-to-hand combat training. Lucas was eventually pushed out of the Marine Corps for "failure to adapt". Brig time was discussed due to the severity and number of instances, but the chain of command concluded that his offenses at the time warranted a prison sentence and as he was still in training, resolved to just let him go.

With his military career ended, and no hope of joining a police force due to the reasons for his dismissal, Lucas figured that getting into weapons as a job sounded appealing. He began by applying for a minor position for Smith and Wesson with the end goal of becoming a weaponsmith. He was accepted under an apprenticeship program, one of a handful of programs currently open simply due to the fact that even in an age of automatic manufacturing, there are always going to be special requests and upgrades which must be done by hand. Wanting to see Lucas make something of himself, even if he wasn't able to do so in the military, Lucas' grandfather called in a favor from one of his old service buddies under the condition that Lucas was never told why he was hired over others and with the understanding that if Lucas couldn't cut it, then he would be dropped. The apprenticeship not only became Lucas's job, but it became his passion as well and it helped him focus and curb his more aggressive tendencies. He threw himself into the menial labor, until his teacher deemed him suitable and steady enough to assist with the crafting, and then eventually Lucas was taking on his own projects and orders with only minimal supervision from his instructor. This became Lucas' life for many years. A side effect of this was a burgeoning interest in weapon and military history. If he wanted to be able to sell his own weapons, he needed to be able to speak intelligently about their history, after all.

Lucas was satisfied with his life until strange occurrences practically ripped through his town. Recently he has taken a leave of absence from his job and thrown himself into trying to identify what has been happening in Fever, and what has caused all of these strange things in the first place. And he's looking forward to fighting whatever it is at the source of all the trouble.

Lucas crunch:

Lucas Hathcock
Male human fighter (trench fighter) 6/gunslinger 1 (Pathfinder RPG Ultimate Combat 9)
Medium humanoid (human)
Init +8; Senses Perception +13
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Defense
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AC 17, touch 17, flat-footed 11 (+1 deflection, +6 Dex)
hp 46 (7d10)
Fort +8, Ref +11, Will +6 (+1 vs Charm and Fear, +2 vs. fear)
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Offense
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Speed 30 ft.
Ranged mwk nagant m1895 revolver +13/+13/+8 (1d8+14/×4) or
. . mwk nagant m1895 revolver +13/+13/+8 (1d8+14/×4)
Special Attacks deeds (deadeye, gunslinger's dodge, quick clear), grit (2), gun training +6 (revolver, nagant m1895), weapon training (firearms +1[UC])
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Statistics
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Str 10, Dex 23, Con 10, Int 14, Wis 14, Cha 10
Base Atk +7; CMB +7; CMD 24
Feats Clustered Shots[UC], Craft Magic Arms & Armor, Deadly Aim, Improved Two-weapon Fighting, Master Craftsman, Point-Blank Shot, Precise Shot, Rapid Shot, Two-weapon Fighting
Traits reactionary, seeker
Skills Craft (firearms) +14, Intimidate +10, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (planes) +9, Perception +13, Spellcraft +9, Survival +6, Use Magic Device +7
Languages Common
SQ cruelty, trench warfare
Other Gear mwk nagant m1895 revolver, mwk nagant m1895 revolver, 9,773 gp, 3 sp, 4 cp
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Special Abilities
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Clustered Shots Total damage from full-round ranged attacks before applying DR
Cruelty If there is a dying or helpless foe within 30 ft, -2 to attack foes that aren't dying or helpless.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Master Craftsman (Craft [firearms]) +2 to chosen craft skill, its ranks count as CL for Craft Magic Arms and Armor and Craft Wondrous Item.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Trench Warfare (Ex) +2 to AC bonuses from cover.
Weapon Training (Firearms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Firearms
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5x6 (lvl) x 5(feat) = 300gp to retrain for crafting feat


Wait, time's up? GMT is only 7 hours ahead of me, I should be right in on the deadline :(


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Hmmm, I'm guessing the whole daylight's saving thing is throwing off stuff. I'll allow the application, I'm not that brutal.

...mostly.


Any time now! [excitement intensifies]


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Apologies for the delay. I struggle to choose things at the best of times. I have to meal plan a week in advance to get dinner cooked on time. And you guys just had to be a bunch of really nice people and make my decision super hard!

Anyway, without futher ado;

Median Maxwell by Zanbabe
Ross Kelver (and Zaoth) By Simeon
The Amazing FANTASMO! Salim Lafayette Agrippa by Storm Dragon
Joseph Zaidel by TheWaskally

Please join me over in the Discussion Thread. To everyone else, I'm sorry we won't be playing together this time. There was a reason this post is about six hours later than attended. But thank you all for applying.


Well, dang. Probably for the best though. I wasn't super satisfied with how Lucas turned out in this iteration. Have fun, all!

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