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Old 11-29-2017, 04:48 PM
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The Knights of Justice

Please Ignore Thread Length.

I need some more Knights.

Please do apply: https://www.rpgcrossing.com/showthre...06#post8109406


Thank you!

Game NameThe Knights of Justice
Game SystemPathfinder
ThemeMystery, Politics, Grim Dangers, Good vs Evil
FlavourLest Darkness should Fall
Plot SummaryIn the Empire of Takasharr, an order of paladins was begun centuries ago. It was an order of religious zeal and utmost, sworn loyalty to their cause and to one another. Their lives were bound by strict ritual, protocol, and military discipline, such as it was. They called themselves the Knights of Justice.

The Knights of Justice were forged from the exigencies of life in some of the harsher parts of the south. All kinds of humanoids, various creatures, and evil men who wished to grow their power in relative peace called the inhospitable marshes and forests of the south lands home. It was the Knights who pledged themselves to the defense of the free races. What started as a small cadre of bodyguards that escorted travelers and caravans soon grew into a martial order. Fortifications and outposts were built. Soldiers were trained. Before long, the Knights of Justice were a wall of magic and steel separating Takasharr from the darkness that, left unchecked, would gradually engulf her.

But time erodes all things, and as the Knights drove away the darkness with their light, there became less and less reason for their existence. Membership waned. Provinces that once felt a sense of urgency to keep the Knights staffed began to divert their funds and manpower to other projects. Outposts were abandoned for lack of soldiers to staff them, and many of the Knights holdings, today, are staffed with a skeleton crew that can are only able to keep up the barest minimum of patrol circuits.


The Knights remain true to their charter and continue to keep the ways safe for travelers and serve as a buffer against the odd incursion of goblin tribes or the predations of lycanthropes, but the religious roots have long since faded into the past. No one in the Knights of Justice, today, could even tell you what their religious origins are, and their spiritual roots have become sublimated into the day to day task of trying to eke out a survival with low supplies. Some vesitages of this heritage are still seen, however, as many of the rituals continue to live on, although many have forgotten what they might have once meant.



About Takasharr:
The Empire of Takasharr was once a great and powerful nation with magics that defied description. Now it is a number of dukedoms and petty politics with little power left in the Emperor's name.

Details can be found here as well: https://www.rpgcrossing.com/showthread.php?t=178462

History as you know it:
A thousand years ago the Empire of Takasharr was overrun by a demonic horde. The most catastrophic of these invasions destroyed the capital city itself and utterly rocked the entire empire. The Knights of Justice were created to fight the demons. Consecrated to a goddess whose name has been lost to history the knights fought and won the empire back, but not without great sacrifice.

When the war was over the Empire was not the same as it had been. Magics failed, roads slowly decayed and entropy seemed to set in. It has been a slow elongated decay into petty squabbles that just seem to grind everything down. The Empire is on it's last legs and little seems to be able to prevent it all from collapsing.

If you take knowledge history or the like I will provide you with more information based on the number of ranks you take in that knowledge. The same goes for other knowledge skills.

Synopsis Dome of the Starry Lady
Cassiel and Athena depart The Dome of The Starry Lady on a quest from Commander Steverin, a half-orc, and Mother Anaslee an elderly halfling cleric of the Goddess. Count Fortin, the closest Noble sponsor of the Knights at Starry Lady was in his sick bed and Duke Wessix was claiming that the Isle ought to be long to him. The matter was due to be heard before the Imperial council and so Cassiel and Athena were sent to aid Fortin and ask him to speak on Starry Lady's behalf. If, for some reason, he could not be reached they were to go to Duchess Wyn'neth of Fallhold.

The last words Mother Anaslee spoke were, "Follow the threads on this path. Each of you has been chosen for a reason."

The two were provided 400 gold and passage on the Thistledawn a ship that serves the Knights on oracle lake and is one of the last three Knights of Justice Anti-piracy ships.

A ship bearing the colors of The Duke of Wesix ended up meeting the Thistledawn with a group of Imperial Soldiers. The Imperial soldiers were dropped aboard the Thistledawn and the Wessix ship was on its way elsewhere. The Imperial troops were however a ruse instead beholden to the Queen of Karnariss who wished to stop the knights from saving Lord Fortin. The Knights were able to overcome the Imposters and prevent them from using explosives to sink the Thistledawn. The Captain of the imposters was apparently under a Geas and the Queen of Karnariss offered the knights a deal to return to Starry Lady and she'd ensure Wessix didn;t take the isle. The KNights did not take the deal and killed the undead creature that the Captain of the Imposters had become. His two flunkes were put in the brig and would, in time, be brought before the authorities for crimes of piracy.

Thistledawn dropped the Athena and Cassiel in Fortin and they sought out Lord Fortin. They discovered that he had a demonic disease which was cured only to explose into a portal to the hells which was barely closed before a Succubus escaped. Lord fortin's Daughter Elaine spoe with the knights, "The Mayor was given his post before I was born. From what I know he is a forty or so year old man. I know he was given his position soon after coming to my father. I know that my father has, as long as I have known him, relied upon the Mayor for his advice on how to run his affairs and how to run the city and surrounding area. The man has charge of the City Guard and is part and parcel of the very fiber of this city. If he is indeed a foul creature, then he has been spreading his corruption through the city for decades."

This lead them to begin investigating the Mayor of Fortin at Elaine and Lord Fortin's bequest. They have been staying at The Feathered Nest Inn, a local establishment mostly catering to highborn ladies and wealthy women.

Athena learned about the Mayor one evening and It turned out he likes one of the women at the local house or negotiable affections. When Athena was aiding the woman, she had scratches and bites that were not human, nor animal. She was sure that they were claws from some type of demon and is quite certain the Mayor is a demon. I am uncertain what type though she does suspect that perrhaps an incubus since the woman's youthful appearance was masked by a powerful illusion. The illusion hid her real body which looked much more like a very old woman. Her life essence felt so faint because it has been fed upon so much she may only have three more years of life left within her.

Meanwhile Cassiel had been attacked during the night by a Necromancer staying in the basement area. His name was Bernard Rivin and he was employed by the Mayor to seduce the Damme General Clarice of the 45th Imperial Legion. It seems he was meeting with some difficulty but the ingredients for a love potion have arrived and he was supposed to pick them up tonight from a herbalist in town known as Aranella and owner of The Mint and Thyme shop. The Necromancer also had a very deadly and evil wand which had been created by a man named Imilvrin, the magical advisor to the mayor. He has a shop where he employs orphans. Some of the young ones end up missing, but no one cares. He provides those who serve the mayor with our wands and other items.

This along with evidence that the Mayor and his advisors were enslaving people to work at his Weaving House was enough evidence that they decided to ask the Mayor to come meet Lord Fortin. The mayor came and with evidence of his grevious misdeeds the Mayor and his trusted advisor attacked the party prooving that the mayor was indeed an Incubus and that his advisor was a vampire.

The two were defeated in combat with the Mayor dying, but his advisor escaped by turning into mist form. The party has tracked the Advisor to his home and intends to defeat the vampire



Synopsis Wethills Outpost
The party started at the Wethills Outpost where they were first assigned with a task to see what was happening at Easthills Outpost and then to deliver a message to the Duchess of Fallhold. The prty found out that Easthills Outpost was attacked by Lycanthropic Goblins and was nearly destroyed by them. They sent a raven back to Wethills with this information and began a journey to Fallhold to tell the Duchess about what was happening.

The journey to Fallhold saw the party deal with Imperial Guards who were acting as bandits and the City of Smallport being attacked by its local lord and those same bandits for refusal to continue paying what the citizens of that city unanimously beleived was ransom. There were also issues because the city was the only haven for Half-Orcs, Gnomes, and Halflings in the area with the local lord and Imperial forces treating them as lesser beings. Some members of the Party The Players depated so their characters are NPCs assisting Smallport nowstayed in Smallport to assist while the rest continued on to Fallhold.

At sea they were attacked by a demon and undead pirates, but prevailed. Once on land and on the way to Fallhold the group found that Lord Elrin was in open rebellion against the Duchess of Fallhold and was also affected by the same hatred for any creature that was not a human. They also noted that Lord Elrin's lands seemed to have Imps infesting them. The group traveled over a strange wall that seperated the Forests of Fallhold from Lord Elrin's land. In the forests they found a village populated by Halflings and Goblins living peacefully and heard about other races also living in Fallhold peacefully. The city itself was a sight to behold and apparently had an entire gate made from Mithral.

The group delivered its message to the Duchess, was provided supplies and armaments and was then asked to help her with Lord Elrin and then to return.



About Magic:
Magic has been failing to work for a very long time. Any spells, spell like abilities, magical abilities, etcetera do not always work. If you intend to play a spell casting calls not that the failure rate of your spells is 10% at first level and increases by 10% per spell level up to 90% failure rate for 9th level spells.

Dieties and divine magic:
The goddess of Justice sacrificed herself to end the war a long time ago. Her name has been lost to time. Evil demons are worshipped by some, but their taint is usually obvious to most people. This is not to say you can't be a Paladin, Cleric, Ranger, or Druid. Just that at the beginning of this story the holy powers don't always work as well as you might like. This has a high likelyhood of change later in the game.

About Races:
Humans - The vast majority of what is left of the empire are humans. They live in towns, villages and cities that all seem to be decaying and suffering from crime, corruption, and bandit raids.

Elves - The elves were the central part of the empire. Their magic and construction held magical portals, roads and devices together. Most of the major elven races and people died when the empire fell. What is left live in small wooded groves and keep to themselves.

Dwarves - The dwarves were just as much part of the empire as the other races, but as with elves were hit hard by the destruction of the empire. Those who are left live in small caverns and societies which often owe their existance to a Duke or Duchess.

Halflings - Most live among the humans. There are rumors that a halfling land once was part of the empire, but no one can say where it might have been.

Gnomes - The few gnomes left usually live in the scattered dwarven communities.

Half-Orcs - Half-orcs live on the outskirts. They are usually not accepted in either human or orc society.

Drow - The Drow are known to be raiders. Their Duchy broke from the empire and continues to harry and raid other communities.

What I am looking for:
- I am looking for four characters who belong to the knighthood

- Only Pathfinder Core classes are allowed

- Level 6 to begin

- The character's alignment should be Good although I would be willing to consider Lawful Nuetral at the most divergent.

- I will have a slight preference for female characters over male ones.

- Core races only (exceptions for Drow, Tiefling, Aasimar with good background)

- 25 point buy

- Starting gold = 10 gp you will be provisioned by the Commander as deemed necessary

- One trait allowed

- Archetypes allowed

- Max health at first level and 1/2+1 each additional level or a roll whichever you prefer




Combat and dice rolling: I know combat goes slow in this format so we will be rolling any saving throws or passive checks (such as spot, track, sense motive) and when the game begins it would greatly assist me if you put your saves and any passive skill check numbers at the top of your post. I will also post a full sheet of the creature you are fighting's stats, saves, etcetera. If you cast a spell or do something that requires the creature to save feel free to roll that save for me and if you hit, then feel free to do your damage and repost the creature's sheet with the new hitpoints etcetera. This will vastly speed up combat and it will assist me greatly.


Final Comments: So, I have four of my knights on their mission for this and as I was building more into this world I realized that I need another set of Knights, however this set needs to include Divine Casters and Mages or in other words classes that will have major negatives when they first start play. This means things will be even HARDER for this group, but if there is still any interest feel free to add a character in.

Please include your posting rate on any applications.

Thank you!

Last edited by Ysolde; 12-06-2018 at 03:17 PM.
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Old 11-29-2017, 05:19 PM
FlyingJenny FlyingJenny is offline
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Interested for sure. We're level 1, I'm guessing? Also, what rules for character creation do you have in mind?
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Old 11-29-2017, 06:07 PM
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As you're limiting to core classes I assume that also extends to meaning core races only as well? How do you feel about archetypes as well?
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Old 11-29-2017, 06:18 PM
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Updated post and Archetypes are allowed
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Old 11-30-2017, 07:23 AM
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right-aligned image

Name: Brunhilda
Race: Human
Class: Fighter
Gender: Female
Alignment: Lawful Good
Appearance: Brunhilda is a strong woman in her late thirties. She has sandy-colored hair that she keeps shoulder length, freckles on her cheeks, and a determined look in her eyes. She wears armor and carries a long sword and shield. She carries herself with dignity and authority, rarely smiling or letting her guard down.

Personality: Due to the loss of her family, home, and career, Brunhilda struggles with depression, falling into a state of melancholy when alone. In public she puts on a strong face. Some think her overly strict, but I'm truth she's a soft touch.

In combat she is a cautious fighter, favoring defense over offense. She lives with the hope of one day reconciling with her daughters.

Background: Brunhilda was born and raised in the city where she received an education, though she often neglected her studies to roughhouse with the boys. Get rambunctious nature and stubborn attitude eventually led to run one with the law. Rather than throw her in a stockade, a generous captain who saw her potential took Brunhilda under his wing and trained her as a town guardswoman.

With her energy directed in a more productive way, Brunhilda distinguished herself as tough and efficient, and would go on to marry the man who helped turn her life around. They had two children together, both daughters, before Brunhilda husband would fall in the line of duty.

Left to raise their children alone while still performing her duties, life became very difficult for Brunhilda, but she pushed herself hard and rise to the rank of captain.

Sadly her family life was more troubles. Her elder daughter Hilda idolized her mother and desperately tried to earn her approval by joining the town guard herself. Though Brunhilda was proud of her daughter’s ability, she also worried that Hilda was making her job her life and had no friends due to get overly strict personality.

Brunhilda’s younger daughter Hildi in the other hand took after her mother’s younger self, disrespecting authority and running with the wrong crowd. Things came to a head when Hilda arrested Hildi for robbery.

Put in an impossible position, Brunhilda covered up the crime and sent Hildi to live with her aunt and uncle outside of the city.

Both daughters were outraged by this decision. Hilda for letting Hildi get away with her crime, and Hildi for sending her away.

The cover up caused a scandal, and soon after Brunhilda was reassigned to the knights, out of sight, and out of mind.

Her career over and disowned by her children, Brunhilda has nothing left but her duty.

Quote: If you’re not going to do your best, don’t bother doing it at all.
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Last edited by Togot; 11-30-2017 at 05:58 PM.
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Old 11-30-2017, 03:28 PM
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Small updates related to questions and such. If anyone needs more information just ask here or send a PM.
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Old 11-30-2017, 05:58 PM
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what about traits and starting health?
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Old 11-30-2017, 07:18 PM
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Name: Valiannah Carradon
Race: Drow
Age: 123
Class:Fighter
Appearance: Silver hair, Green eyes rimmed in red, dusky colored skin.
 


Personality: Valiannah is know to love, live and revel with the rest of the world when it comes to celebrating. She celebrates life, but does not hesitate to take life, if the need calls for it. She loves to joke with the rest of the party, even if the joke is on her.

Background: Valliannah is an orphan, raised on an island. Her "parents" were elves, who viewed that a being's personality and their disposition in life is reflected in how they were raised. At first, the 2 year old Valiannah did not have any inclination that she was any different than her adopted parents. Her parents, Varna and Delia, were fishers of the island. One day, when Valiannah was 7, she visited her father down at the shore. When she saw her reflection in the water, she asked her father why she was different. Sitting her down, right there, Varna explained that in the world, there were different people. Her people, the Drow, lived mainly under the surface of the world. While many were raiders and slavers, there were some that felt different, and they chose to live above ground. Varna explained that he found her by a small stream, bundled up and asleep. Keeping watch, Varna made sure no animals came upon her and made sure that she was indeed alone before bringing her home to his wife, he new mother. Varna and Delia could not bear children, as they were cursed with infertility.

She seemed to understand this. When she was 15, a girl in her parent's village, began making fun of her, and tormenting her. In retaliation, she struck the girl, knocking her down. Her parents were saddened by this, hoping the fighting rage was not part of their daughter's heart. When talked to about this, Valiannah was very distraught. She ran (her parents thinking she had run away) and went to the girl's hut. Pleading with her, she begged forgivness. It seemed that the girl and Valiannah had a lot in common, despite the difference in skin.

Returning home, her parents were worried. They yelled, threatened punishment, cried. They finally came up with a suitable solution. They would have her trained. As Valiannah scoffed and snickered at the thought of her father training her as a fisher of the sea, he went to a spot on the floor and pulled the boards up, revealing a chest about 7 feet long and 3 feet high. As her mother helped him, the removed the chest from the hole and opened it. Inside were several swords, a suit of chainmail, a chain shirt and a couple of shields. That was the day that her real training began.

RP Sample:

Gods be damned, girl, get your shield up, or your head will be forever riddled with bumps yelled the elf in front of the dusky colored young elf. The older elf had seen many years at sea, fishing. Yet he held the sword and the shield as if he were born to it. These aren't tools, nor are they to be seen as weapons. They are extensions of your body.

The young elf nodded, and raised her shield and then came at the older elf. Swiftly deflecting each blow as it was easy, and they were light as leaves, he moved his feet and set himself. As he moved to defend in a certain area, she came to a stop and went the other way. Catching him off guard, the young elf smacked him across the hip and stepped back, beaming in pride. The smile faded as she saw the back swing of the sword coming at her head. She looked up as she lay on the cold ground and saw the sky, then the face of the older elf.

Don't ever think the fight is over until you know the other is no longer breathing. He moved away and took a drink from the water skin. You must remember, not all your opponents are going to old, or less experienced than you. And none are going to be honorable. You must understand that in order to survive, you have to kill, or seriously maim in order for them not to get back up, ever.

The young elf nodded again, and took a drink from her water skin. Do all elves fight as you do, father.

Frowning at the question, Varna shook his head. Most elves fight with stealth, with the lay of the land and with bow. I never really cared for the bow. But your people. Your blood people. They are different. Shaking his head again, he looks around. Drow fight dirty. Shadows. They raid, and they pillage. They are pirates.

Hearing these words, Valiannah looks a bit distressed. Will I ever be a pirate, or find myself being in such a dishonorable state?

Gods, I hope not. Nor do I think you are destined for that. You are as much a product of your upbringing as you are your blood heritage. More so, maybe.

Looking out over the ocean, listening to the waves, a thought occurred to Valiannah. Does it bother you, father, that I am a fighter, instead of a fisherman...er... woman?

Laughing wholeheartedly, Varna gathered their things. You are a fighter, a warrior. To try and mold you into something you are not at the moment, would be a crime against your mind and soul. Tousling her hair, he picked up their gear. Come, your mother has a special dinner planned! No fish tonight!

Last edited by RacesWild; 12-03-2017 at 07:42 PM.
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Old 11-30-2017, 10:07 PM
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I would love to join this game. I am new to PbP but not pathfinder.

I just joined the site so i have no character designed...but have been kicking around an Ecclesitheurge Cleric idea for some time. (some Monk levels too)
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Old 11-30-2017, 11:28 PM
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Quote:
Originally Posted by Togot View Post
what about traits and starting health?
One trait and max health to start.
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Old 12-01-2017, 09:48 AM
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I'll drop a placeholder. Need to think of a character concept thats more than my weapon.

Name: Grissen
Alignment: Chaotic Good, follows orders and ideals of justice but thinks outside the box and voices her opinion as necessary.
Age: 26
Race: Human
Class: TBD

Personality: Grissen is a tough as nails soldier when it comes to blows and a light hearted joker in between fights. She thinks of herself as the voice of reason amidst the narrow minds of the Knights but begrudgingly secedes to the regimen and protocol for a greater good. Grissen believes in improvisation in difficult times and is willing to break convention if it means protecting something important, much to the chagrin of her superiors.
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Last edited by Seasons End; 12-01-2017 at 10:11 AM.
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Old 12-01-2017, 10:59 AM
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How much failure chance do Paladin abilities have? Lay on Hands and Summon Mount doesn’t exactly have a spell level. LoH is (Su) and not (Sp) anyways.

Or what about the Bard’s performances? Definitely magical in nature, but aren’t spells. Are all (Su) and (Sp) abilities screwed? Even Barbarians have some (Su) stuff.

Last edited by TYL; 12-01-2017 at 12:12 PM.
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Old 12-01-2017, 12:04 PM
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Ysolde Ysolde is offline
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Quote:
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How much failure chance do Paladin abilities have? Lay on Hands and Summon Mount doesn’t exactly have a spell level. LoH is (Su) and not (Sp) anyways.

Or what about the Bard’s performances? Definitely magical in nature, but aren’t spells. Are all (Su) and (Sp) abilities screwed? Even Barr arians have some (Su) stuff,
Lay on Hands about 10%, summon mount would be more like the summon monster spell and so around 30% depending on the situation. Bard performances are unnaffected and Barbarian abilities function fine.

Also I know I'm giving it a long amount of time before applications are finalized, but I want to ensure that A) There are good applications and B) Those of you who have applications at least think about contacting other applicants and thinking about how your characters might interact and know each other.

Last edited by Ysolde; 12-01-2017 at 12:05 PM.
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Old 12-01-2017, 12:12 PM
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Cool. Does anyone know of any spell-less bard variants?
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Old 12-01-2017, 02:06 PM
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Not really. But Skirmisher for Ranger is decent. I know, not a bard, but just saying.
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