I have a small problem, I'm hoping someone at goblinworks can help me. I pledged on the newest kickstarter for goblinworks, but due too other withdrawals and such when my pledge payment was taken out it got declined. Now due to all the notices sent getting automatically put in my junk mail I wasn't aware of it being declined. I found out 5 hours too late past the deadline to fix it. I'm hoping that Goblinworks will hopefully help me reinstate my pledge.
I was at my gaming store about 3 weeks ago and found out the store co-owner had never heard of PFS till a week earlier. I was a bit shocked,and we talked about it and he said it could be something to look into. Now I'm guessing I might have to end up organizing or at least put a bit of phone work into setting things up. I know there's a province wide gaming organization, but it doesn't have any pathfinder event, a couple 4th edition but its mostly card and boardgames.
Well the great thing about the pirate them plot hooks to lead to those side quests are easy to come up with. Roll perception they find a message in a bottle about a side quest item, from a dying sailor talking about what island its on. Storm throws them of course need repairs search the island they land at. A map with vague hints in a captured ships captains quarters. Rumours in a bar. Rescue a stranded sailor he rewards you with a general description of the island that a side quest item is on. That clockwork toucan have it somewhere they land on the coast to get fresh water. Have it follow them cawking at them till they devise a good plan to varies it.
I would think witches are more common then most spellcasters. It seems they get chosen by something or wish for power and something grants it or its inherent or something. Witches have been in every culture for centuries. Just think how many people you've seen talking to their "pets".
You have to remember the creation process. If the cleric player hasn't made one before, the amount of things to decide is hefty. A cleric has to pick a god which leads to picking domains, domain spells. And after that still has to pick their daily spells which isn't limited by how many he can know, but by how many you have access to in books. 62 spells to pick from level 1 spells. Plus the choice of god colours your whole character. It might just be he doesn't know where to start and needs help.
Well orc and dhampir are allowed according to the players guide. The orc has a full helm to hide his face. The dhampir is a cleric of pharasma, and the drow is a paladin of pharasma (don't ask). The catfolk is a cat burglar uses disguises. And the players guide said to be original with characters to represent the professors career of adventures. So I'm not going to punish them for doing it.
I took the Viking concept: ulfen sea reaver barbarian, multiclassed into bucaneer gunslinger. An grenadier alchemist is a fun idea too. Just a straight bucaneer gunslinger would be great for a jack of all trades as well as an inquisitor of the pirate queen. The inquisitor is more of a character you can take in any direction to.
So I'm wondering how far I should take the bias and distrust towards the pcs? The party has a drow, a catfolk, an orc, a damphir and a half elf, so not only are they outsiders, but strange races too. So I realize the bigger cities aren't going to as bias, but all these small rural towns are going to react differently. Do I just raise prices and increase the difficulty of skill checks like the trust chart in HoH or be meaner? Just looking for some advice on this, thanks in advance.
So not knowing when I'll get to start due to the start up plan. But when I do start my goal will be the Ravens Song Inn.
I can see the physical stats having an effect on your character, that makes sense. But charisma and the other mental shouldn't affect your appearance. I mean your head isn't going to get bigger the more intelligence you have.
Surprisingly, not to some but still, the divine classes are all good solid character options. Paladins are good all around if you are a solid roleplayer. Inquisitor is a jack of all trades give them a level of rogue and they can do anything. Clerics and oracles are solid buffers and blasters (depending on what you pick) with armoured staying power. On a lesser respect cavaliers, alchemists and gunslingers, but they are more specialized.
My wife plays as well and she has been enjoying playing a monk a lot and is thinking of a rogue next for carrion crown. Both are good solid characters that would fit with the quiet, logical folk. As well both can be built to follow an archery path. Rogue also fits with her being able to problem solve, but not quite vocal. Monk also fits there as a monk may know what to do, but not how to speak their mind due to their training. So if she wants to have a good concept I'd try one if those two.
Just going for a generalized theme here, but I would love to see a AP that has heavy mounted combat. I love my cavaliers but most of the time their steed is sorely under used. There is a large amount of mounted options now. Nature oracles can have a mount, summoners can ride there eidolons. Paladins with their holy mount. Barbarians with the rage talents for mounts. Plus all the new archetypes and feats in ultimate combat and the advanced race guide it just seems logical. And the big plus...when the prestige class book comes out...you need some where to ride a mammoth lol.
So I built myself an Ulfen barbarian, based off a Viking of course. I gave him dodge and two weapon fighting and the shield bearer trait. I'm planing on shield bashing a lot so I know I'm going to need improved shield bash and shield focus. I took the archetype sea traverse and plan on taking those five levels then switching to a fighter/corsair. And taking some siege weapon feats. Is this a good idea? The party has a bard, a sorcerer, a rogue and a monk so not too worried about anything but combat. So looking for advice on my build, things to change and so on.
I have to admit I loves the small characters, especially if i can convince the GM to let me play more then one. Goblins, Gnomes and Ewoks (hey! no laughing) are great to play just because you don't have to worry about common sense getting in the way sometimes. My True Primitive goblin barbarian was priceless as was my gnomish titan mauler barbarian (just so he could use medium size weapons lol), My gnomish cavalier, goblin alchemist, my short lived goblin cavalier, a CE halfing fighter (decked out in demon armour)and the Ewok twins in Star Wars.
The idea is a simple one:
Free goblin plushy toy with every collectors edition.
People have been wanting to get their hands on a plush goblin since Rise of the Runelords. So what better extra from a "Goblinworks" game, then a plush goblin of their very own. But thats my opinion what do you guys think.
I'm running the old Age of Worms campaign, and one of my players took a lot of points in intimidate. But I'm not really sure if even with his high scores, named monsters and such would be intimidated by him?
I'm just going to add the most seemingly obvious, to me at least, answer: a paladin of Abadar. A lawful good leader focused on cities, wealth, merchants and law. How much more ideal if a leader could you want? A high cha, a desire to protect people and they can't lie to you. Sounds pretty good to me.