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High-Fantasy Pathfinder Online Game
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Campaign Summary
Campaign Summary Genre: Fantasy
Style: 50% Roleplaying / 50% Combat
Desired # of Players: 3
Game Location N/A
Game Times Frequency: Biweekly
Online Game Details Online Game?: Yes
Online Software Used: openRPG
Additional Options Looking for Players?: Yes
Online Game
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Thread: High-Fantasy Pathfinder Online Game

  1. #1
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    High-Fantasy Pathfinder Online Game

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    I am starting a (VERY) high powered pathfinder game. This is to satisfy all of the power gamers out there.

    It will be a homebrew campaign in a homebrew world, but most of the Pathfinder rules will remain unchanged. Spells, items and such will work as listed.

    Here is the link to the program we will be using:

    http://www.rpgobjects.com/index.php?c=orpg

    This campaign will include resources from virtually all 3.5 books, and you may use spells/feats from anything you can find. If you want an obscure feat from an obscure 3.5 book, just tell me the book and where it is (I will probably have the book) and as long as it actually exists, and you meet the prerequisites, you can have it. There is also a few homebrew feats for Fighters and Druids, ask about them if you are interested. You may also want to ask about homebrew spell selections for Sorcerers and Oracles, if you want to be one, because I have (optionally) changed some of their bloodline/mystery bonus spells.

    As I said, it is a VERY high powered campaign. As such, the characters will also be VERY high powered. If you like low fantasy, rolling for stats, or any 'realism', then this is not the campaign for you.

    Characters will all be Gestalt, meaning you pick two classes, and they both level up at the same time, gaining the full benefits of both, taking the better stat where two stats overlap (for example, a fighter/wizard would use the fighters base attack bonus and hit die, because it is better than a wizards). Everything will have maximum health possible, as well. You will start at Lv 1.

    In exchange for the power and versatility of the Gestalt character, players will also be using the slow XP progresion chart, gain Half the XP they should get for each encounter (because they are raising two classes) and will NOT be allowed to multiclass. They may only take ONE Gestalt prestige class combination, if they decide. Basically, you have Two classes that both level up at the same time, and you may pick two prestige classes (one for each base class) to also gain levels in, but that is all. When you gain a level and have prestige classes, you may choose to level up either your base classes or your prestige classes.

    Players will use the Pathfinder Point-Buy system, using 30 points. The DM (me) will give equipment and starting gold.

    PM me if you have any questions. Please post (in this thread) your character, as well as PMing it to me.

    Characters may be any of these races: Human, Elf, Half-Elf, Half-Orc, Gnome, Dwarf, Halfling, Tiefling, Assimar, Orc (the last three races may be found in the Beastiary)

    Players may be any of the Base Pathfinder Classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Rogue, Ranger, Sorcerer, Wizard, Alchemist, Cavalier, Inquisitor, Oracle, Summoner, Witch.

    Prestige classes may be taken from any 3.5 sources, as well as the Pathfinder sources. Prestige classes not from the Pathfinder Core Rulebook will have to be "Pathfinderized" by me, so please PM me your general character advancement plan so I may "Pathfinderize" your prestige classes. For example, a Monk/Wizard or Monk/Sorcerer may want to take the Enlightened Fist prestige class, which I will have to adapt for them, so please let me know stuff like that.

    Player Requirements:

    1. General Friendliness: I don't want any players who will be getting into arguements with other players. I don't need to deal with that crap, and niether does anyone else.

    2. Experienced/Smart: Enemies in this game will be VERY strong, and so do you. You need to make good decisions for your class, feat and spell-wise, or in other words "optimize" your build. Otherwise you may fall behind, and nobody likes a useless party memeber. I will help you when I can with my vast knowledge of feats and such, but I don't like to backseat drive characters.

    3. Punctuality: Being late or absent for an agreed play-time is OK once in a while, but failing to show a couple times in a row without a good reason, or being consistantly late may get you kicked (not to mention the other players may not want to help you in-game). If you cant make it, let me know ahead of time. Play times can be decided by the players needs, but I would prefer to play AT LEAST bi-monthly, so if you cant do that, don't bother. Weekly would be good, bi-weekly would be great, but I don't really NEED that, so just make sure you can play 3 hour or more sessions at least twice a month.

    4. Good Imagination: I want players who can make interesting characters with good backgrounds and reasons for adventuring. There will, of course, be a storyline to push you through the campaign and give you a reason to play, but notice the 50% roleplaying bit. I don't want characters who are so unoriginal that they are "Just the mercenary fighter that likes money and fighting." Be creative.

    5. Accepting of my decisions: I play by the rules, I let the characters do what the rules say they can do. If there is a rule I am unaware of that you want to take advantage of, just show it to me and I will oblige. However, there will be times when I need to bend the rules a little, and you need to accept that as a way to progress the storyline. I will try to do this as little as possible, but sometimes it is unnavoidable. So if you are going to get your panties in a wad about this, then either suck it up for this campaign or don't join.

    6. No CE/NE Characters: Chaotic Evil and Nuetral Evil are just too unpredictable and self serving to really play with a group, and if you are playing with a group but still insist on being CE or NE, then you are not playing the alignment correctly. Lawful Evil is fine, however.

    Anyway, I promise this will be a fun campaign, just roll up a character and join! Please post your character in the thread so people can know what rolls are taken (i.e., we don't need four tanks) or so someone can change their character based on complimenting other characters if they so desire.

    To start you off, here are a few good character combos and why: Monk/Sorcerer or Monk/Wizard. Monks don't use armor to fight, and sorcerers and wizards cant use armor anyway. Niether class is missing out on anything.

    Fighter/Alchemist or Fighter/Druid. They both have good buff spells that compliment their fighting, and alchimests have mutagens, and druids can shapeshift. Assuming the druid takes some of my homebrew feats, they can fight while shapeshifted into something with hands (i.e. monkey, elemental, etc), and it will just work as a huge stat buff.

    Monk/Rogue. The monk can make great use of the rogues sneak attack by using the improved fient feat, and sneak attack even without flanking. Doubled with the fact that monks have lots of attacks and the highest base damage of any weapon in the game (2d10 at later levels) they can dish out MASSIVE amounts of damage.

    Cleric/Paladin. Obvious super-healer.

    Oracle/Summoner. Good mix of buffing and offensive magic with the oracle, and a badass eidolon to cover their physical weaknesses. They can summon a lot, buff their summons, and then hurl fireballs from behind their personal army. They are also both charisma based, so it doesn't hurt to not have to split your stats.

    Paladin/Cavalier, Paladin/Inquisitor, Inquisitor/Cavalier. A leader of the party, able to give everyone battle bonuses, combined with small healing abilities when needed.

    Those are just the ones that came up on the top of my mind. Be creative, find a good combo, plan your character out well, and you should be fine! Above all, play with a class combo you know you will have fun with!

    Again, post or PM me any questions and I will be glad to answer them.
    Last edited by chrono21791; 07-23-2010 at 09:37 PM.
    I don't need reality.

  2. #2
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    I'd like to play a human summoner/rogue. He's going to be CG, and you can expect him to function as a sort of "shadow assault" type of fighter; as in, get in without anybody realizing it, raise all kinds of Hell (with both little "innovations" that he may have in his bag of tricks and his magic), and get out before anyone realizes what's going on. If not fighting seriously, he's going to be likely to do something nuts like pole-vault over the opponent and yell "Ole!" mid-fight, especially if there's a crowd. His eidolon, being a fraction of his own soul sheared off and "crystallized" fairly early in his life (he doesn't realize this yet), is of a similar disposition, although a bit more down-to-business. If you'll allow it, I'd like his alternate plane he goes to when un-summoned be the Ethereal one, with my character being able to see him as normal (but recognizing he's not physical). How's that sound? Also, I'm pretty much open any day of the week past 8 pm or so EST, with less reliable but still good chance of being around on 6 pm EST.

    Also, if at all possible, could you let me have scythe proficiency? I really like those, and something like that would be a good fit for a high-mobility person like my character. Proof? Watch this video; http://www.youtube.com/watch?v=91zWE...os=0Ri-rlhuWa8
    Last edited by Aleucard; 07-22-2010 at 02:22 AM.

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    You can count me in, sir! You had me at "optimize" and truly trapped me with "If it actually exists...you can have it" I'm a rogue. The sneaky-stabby kind.

    Now that all that's done, down to business!

    As for class, i will be playing A rogue/fighter or perhaps rogue/monk
    If I choose Rogue/fighter, I would like to select non-fighter feats if they make sense for my particular fighting style(roguishness).

    If I go for Rogue/monk, I'll be likely to use the Carmendine Monk feat from Champions of Valor to get my Int instead of my wisdom to my AC.

    As for Race, I'll be most likely to play an elf or tiefling, though this can be changed if the group or setting demands.
    Last edited by Zedek; 07-22-2010 at 04:34 AM.

  4. #4
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    And before I forget, what level are we starting at? That's going to help a lot with character creation, which is going to take time.

    EDIT: Also, can you give a link to what we need to play? I have no idea what openRPG is, and I'm probably going to bug my computer trying to find out.
    Last edited by Aleucard; 07-22-2010 at 05:11 AM.

  5. #5
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    Aleucard, thanks for your interest. We will be starting at Lv 1, and the link to OpenRPG is http://www.rpgobjects.com/index.php?c=orpg. Sorry for the confusion, I edited the post to include this information.

    Your character sounds good, but I don't see how rogue abilities complitment summoner abilities. If you can make it work, then more power to ya, but I will warn again, you might have a lot of problems if you don't make your character... ahem... all they can be.

    I found Summoner/Oracle combos work well for a good mix of offensive magic and physical capabilities (eidolon) with some buffing as well, with oracles being divine and whatnot. Or even a druid/summoner would be good (lots of summons and an animal companion as well as an eidolon).

    But, if you REALLY want to play that class combo, and you can make it work, then by all means go ahead. I suppose being able to wear armor and cast will benefit both classes. But then again, there are feats out there you can take to increase the armor capacity you can wear and still cast spells (complete arcane, I believe).

    And yes, you can have scythe proficiency to start with. Just give up a proficiency in one other weapon and we will call it even. Why do I get the feeling you only want it because of the vid...? Your eidolon can go into the ethereal plane if you wish, but he may not be able to see him normally, unless he uses magical means. I have a feeling there will be a way for you to take advantage of that somehow... so just to be safe i'm gonna veto you on that.

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

    Zedek, sounds good. I would probably go with rogue/monk if I were you, for two reasons: 1, you will have a decent AC as a monk without wearing armor, and that will help with your skills (not taking armor skill check penalty and all) and 2, monks can do MUCH more damage than any weapon, and they have a lot of attacks (flurry of blows for 8 attacks at 2d10 + 10d6? ouch).

    The Camendine monk feat is a great idea. Even better if you go Wizard/Rogue (wich will perfectly set you up for a Arcane Archer/Arcane Trickster combo. sneak attack with lightning ). But, whatever floats your boat. Tell me if I get too suggestive for my own good.

    Anyway, send me a PM of your character stats and whatnot, and I will just have to check it to make sure everything is legal. We can start as soon as we have 3 players, but it would be nice to have all 5 before that.
    I don't need reality.

  6. #6
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    I'm still trying to decide definitively, to be honest. The main things I can see of benefit with a summoner/rogue is being able to function exceptionally well even on his lonesome (all those summons make for easy flanking, and he can easily distract someone while he does something else). The main problem I see with him is functioning alongside or against AOE users. I'm still trying to decide between that, and a combo with the Alchemist, Wizard, Sorcerer, Warmage (from Complete Arcane), or Warlock (again from Complete Arcane). One thing I want to know, though; can I do sneak damage with attack spells? Something like that would jack up my effectiveness, too. I'd also like a look at anything relevant you got for alterations.
    Last edited by Aleucard; 07-23-2010 at 11:16 PM.

  7. #7
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    Hmmm. I DID say if it exists, you can have it, but I was trying to limit the classes to the base ones, if you noticed... I'll have to re-read the complete arcane classes first, see if I can effectively "pathfinderize" them.

    The flanking thing makes sense, I didn't think of that. You can sneak attack with spells if you take the Arcane Trickster prestige class (they have an ability that can eventually do that). If you notice though, one of the other people playing was interested in being the 'sneaky stabby' type, so you might want to work something out with him so you can either A. have two sneaky type characters that work well together or B. just decide on who gets to be the rogue-ish one.

    If you were just going for damage though, which is why you wanted the sneak attack, then there are many more options available to you. Preferably another spellcasting class that can wear armor. But I guess you can always take the armored mage feat or whatever its called that lets arcane casters ignore spell failure chance from one armor category higher.

    Being an Alterer Wizard is always fun, because they have that nice little stat boost ability. Look it up if you don't know about it. Depending on the bloodline you took, sorcerers could be interesting... Dragon, maybe? You would have claws and an AC boost, as well as natural breath attack, and you could modify yourself with mutations later on. There are also a goodly number of spells that boost your natural abilities (bulls strength, cats grace, and stuff like elemental shape and dragon form later on). Not to mention a downright unholy amount of spells known for a spontaneous caster. Alchemists could compliment a Summoner well, so you could throw bombs, maybe add some smoke to them, give your eidolon a mage armor potion or something (theres a discovery you can take that lets you give other people potions) and drink a mutagen when things get hairy. Or as I said before, Oracle/Summoners are the shit, I played one before and pretty much nothing ever survived. I had Fire Mystery, by the way (which I made a few changes to so it makes more sense).

    Hopefully that helps. But do keep in mind what kind of prestige combo you want, as well.
    Last edited by chrono21791; 07-24-2010 at 12:34 AM.
    I don't need reality.

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    What, exactly, is the rule on prestige classes here? I generally dislike prestige classes as a matter of course, mainly because they hinder my base class abilities too much. Unless I'm overlooking something, your rules on prestige classes have us picking either the base class or the prestige one to level up. This right or wrong?

    Also, the two main reasons that I like rogue for the class are this; skills, and the rogue-only abilities such as the talents and sneak attack. If you can think of something that lets me play high mobility, versatility, and damage potential then I'm all for it.

    Also, later on, I'm probably going to want to use the Item Familiar from the Unearthed Arcana book. If you read it, you can probably see why. Guess what weapon's going to be mine? ~_^

    EDIT: Also, I've basically narrowed down the classes I'd gestalt with Summoner to Rogue, Fighter, Wizard, Sorcerer, and Alchemist. If possible, I'd like to see something detailing all the house rules you got for those that are different from what I'm looking at on the SRD site. Also, the versions of Summoner and Alchemist I'm looking at are http://www.d20pfsrd.com/extras/commu...rules/summoner and http://www.d20pfsrd.com/extras/advan...test/alchemist if you're wondering. If you got a different version you want me to use, I'll do that.

    EDIT2: Oh, and also; the difference between me being a summoner/rogue and zeke being a monk/rogue is that where he's a melee machine gun I'm a one-man squad with casting ability. See the difference? ~_^
    Last edited by Aleucard; 07-24-2010 at 04:26 AM.

  9. #9
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    Prestige classes are the same as base classes: you get two, and they both level up at the same time. These will be the only other classes you can level up besides your base classes. You are correct, you pick one or the other set to level up. I wouldn't worry about levels, through, I don't plan on ending the campaign until everyone is... around level 40? Don't worry, they will come fast enough. Also expect a bonus feat or spell thrown in here or there.

    If you want high damage, versatility, and mobility, the two most obvious choices would be Sorcerer and Monk. Monk's obviously fit the bill nicely, with their increased speed, high damage output, and ability to heal themselves, defend allies, be where they need to be when they need to be there, etc. A sorcerer with the Dragonic bloodline could also do stuff like that. The mobility will come later when they get wings, and you will be especially mobile if you take the Dragon Disciple prestige class. Fly speed of 90. Their spells have a high damage output, and if you mix it with self-enhancing spells, you could easily turn yourself into something even better than a monk. Also, breath attack The Abyssal bloodline might be good too, for increased strength and better summons, but I suppose spells can take care of that for you. It might not make up for the AC bonus and ability to fly (not to mention breath attack) that the dragonic bloodline gives.

    Fighters would be a bad choice in my opinion. You already have an Eidolon for tanking and physical damage, so it would just seem kind of redundant.

    Wizards would offer a lot of spellcasting versatility, but I don't think that would help you as much as a sorcerers natural abilities.

    We are using the same version of Pathfinder classes, as far as I can tell. I own the books, so mine are the official ones, but as I said (and as you want), there are some house rules.

    The major house rules are that Spontaneous spellcasters get bonus spells known as well as bonus spells per day, based on their main spellcasting stat. So, if a sorcerer has 20 charisma, and would normally get +2 level 1 spells per day to cast, they also KNOW +2 level 1 spells. This gives a lot more incentive to raise one's spellcasting stat past 19 or 20. Also, I will be using a pretty much unmodified rule set for epic levels, as detailed in the Pathfinder Core Rulebook. That is to say, any abilities that go up at certain level intervals continue their course (i.e. sneak attack, armor training, wizard bonus feats, etc). Spellcasters will get higher level spells (10th level spells, etc) that they can use to put normal spells in with metamagic feats on them that wouldn't normally be allowed, such as a quickened Wish, or something like that. Each level, the spellcaster either unlocks one spell slot at a spell level one higher than they can cast, gains two spell slots in the current highest level spell they can cast, or gains spells slots, divided as they choose, equal to the highest level spell they can cast in any spell level. Basically, you either get one 10th level spell slot, 2 9th level spell slots, or (in the case of dividing) 1 8th level spell slot and 1 1st level spell slot, or 2 4th level spell slots and 1 1st level spell slot, or 1 5th level spell slot and one 4th level spell slot, etc. I'm sorry if that was confusing :/

    There are too many class modifications (small ones) to name all at once, so just ask me about the specific classes you are interested in. The major things are that fighters have more feats to further their two weapon fighting and weapon training abilities, druids have feats that let them both wear armor AND use weapons while wild shaped (provided the form has a shape able to wear the armor or wield the weapon, to a reasonable degree), and spontaneous casters get bonus spells known.

    And yes, I see the difference. But being a rogue wouldn't help you as a spellcaster... its generally good to focus on one ability, in my experience.
    I don't need reality.

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    I'm wanting to be a more.... PROACTIVE caster for the group. That is to say, I'm wanting to get in the mix alongside anything I may summon. Rogue is very synergetic with that concept, personally. Also, I think I'll narrow my choices down further to some mix of summoner, sorcerer, alchemist, and rogue. One last question; would you let me select Assassin as a prestige class partner for one of the rogue combinations despite being Good alignment? My character wouldn't be with any sort of special "pay us to kill someone" group like normal, but would be an expert at the one-shot incapacitation (kill if the target's someone my character wants to see turned to a pile of ash, which is a VERY rare occurrence). Considering the character's backstory, there'd be reason for him to want to be able to pull that off.

    EDIT: Oh, yeah. And if I go Sorcerer/Summoner, would the summoner's ability to cast in light armor with no penalty translate to the Sorcerer's casting, too?
    Last edited by Aleucard; 07-25-2010 at 12:34 AM.

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    Count me in!

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    Hmmmm. You would have to give a VERY good backstory for your character for me to let you be assassin and still be of good alignment. Normally I don't care about alignment requirments, but that's pretty extreme.

    Yes, the summoners ability to cast without penalty would also apply to the sorcerer's casting (both being spontaneous and arcane). There were feats in complete arcane that allowed you to cast with even heaver armor, I believe...
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    I was thinking along the lines of a druid/monk, but I'm not sure that's the greatest Idea with so many sneaky types running around. I would probably roll with a paladin/fighter.
    "A gun is a tool. No better, no worse than any other tool. An axe, a shovel, or anything. A gun is as good or as bad as the man using it."



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    I'm trying to find a good place to put the character sheet on. Can you think of anything? Also, for the explanation, I think that reading the backstory for my character would suffice. Just let me find some place to put the thing down on.

    EDIT: One last question. Would you rule the scythe as being a finesse weapon? Considering the dexterity needed to use the weapon period without cutting your OWN head off, I'd personally say yes. However, that's up to you.

    EDIT 2: I've also narrowed down my choices to Summoner/Rogue, Sorcerer/Rogue, and Sorcerer/Summoner. Basically, I'm deciding between one-man-army tactics (Sum/R), sniper tactics (Sor/R), and Controller tactics (Sor/Sum). I'm going to probably be a half-elf, which gives me some additional options (namely, arcane archer and all the random boosts that half elves get). What's your opinions on each of these?

    EDIT 3: Alright, here's my character sheet assuming I pick Summoner/Rogue, still in progress. Personality and general description are a bit further down the list. What do you think?http://www.dndsheets.net/view.php?id=5780
    Last edited by Aleucard; 07-26-2010 at 05:56 AM.

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    Death Rattle did end up rolling a Paladin/Fighter, for those considering being the tank.

    MunchieMadness, just roll up a character and post it here or PM me with it

    Aleucard, I have made an Excel sheet that I think is quite efficient for online character sheets, with a complete listing of all house rules, to boot. That is the sheet we will be using for the game. I can send it to you via e-mail if you provide me with such (just PM me).

    I would definitely rule the Scythe as being a finesse weapon. Also consider a double scythe for your character (yes, they will exist under house rules. Pretty much double everything will exist under house rules).

    As I was saying before with the Sorc/Sum combo, that is also a viable one man army tactic. If you took the Abysal or Dragonic bloodline (probably dragonic) You would get claws, and in the case of dragonic, natural armor. You could use the summoner abilities to give yourself evolutions later on, maybe a bite attack, tail, and tail slap or something like that. If you took feats from the monster manual, you could essentially be a beast fighter with an Eidolon to boot, and some powerful spells (which would help if you learned spells such as beast form or form of dragon). Anyway, that's another viable option, I think. But the Rogue/Sum you rolled up looks fine.

    Being a Sorc/Sum to control would also be great. You could spam summons everywhere, and then blast the enemies you herd up with your summons.

    a Sorc/Rogue doesn't seem as beneficial to me as the other class options you laid out, though. I think a Wiz/Rogue would be better, because you could dump everything into int instead of having to put anything in Cha, provides more versatility, and if you were a Transmuter specialist, you could have a nice boost to dex, as well. That would also set you up perfectly for an Arcane Archer, and maybe Arcane Trickster as your second prestige, since they continue the sneak attack.

    Also, you could be an arcane archer without being an Elf or Half-Elf. I never saw the sensibility in that requirement.

    However, I would have to ask you the same question I asked Death Rattle for his char; why the wis? O.o I don't see the benefit, other than a small increase to will save.
    I don't need reality.

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