Baron Hannis Drelev

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Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber. FullStarFullStarFullStar Pathfinder Society GM. 95 posts. No reviews. No lists. 1 wishlist. 21 Organized Play characters.


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Scarab Sages

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For a little more context for my specific use-case, I'm looking for things to do with a dog companion of a ranged hunter. The teamwork feats the hunter will be provide are pretty much taken care of, so I'm not too worried there. I'm looking for more for the dog to do than just stand there and provide flanking bonuses to other party members and Coordinated Shot benefits.

I have a melee hunter built around a big cat mount with all the bells and whistles for creating AoO's through Pack Flanking, Paired Opportunist, and Broken Wing Gambit. Looking to try the other path.

Scarab Sages

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Most of the guides and discussions that are easier to find for animal companion builds are either older and don't incorporate Ultimate Wilderness options, or they're focused more around damage output. My hope here is to get some discussion going for more ideas.

The idea is more along the lines of utility options and tactics for a companion rather than outright damage from the companion. Things like battlefield control/disruption, buffs or debuffs.

Some examples:
-Menacing enchantment on an Amulet of Mighty Fists: provides an additional +2 bonus to allies if a creature is flanked
-Disruptive Companion feat: A mini version of the Disruptive feat, plus makes it harder to Take 10, even with abilities that allow for it.
-Broken Wing/Wounded Paw Gambit teamwork feats: Creates attacks of opportunity
-Skirmisher tricks: For hunters or skirmisher rangers. A lot of options here.
-Vine Strike spell: Not PFS legal, but otherwise an option. Potential for the entangled condition.

While there are Combat Maneuver options, I'm looking outside of them as I've found they tend to lose steam for a companion after the early levels. The lower BAB progression doesn't seem keep up well with the increased HD/BAB and Strength progression of creatures.

Scarab Sages

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Archives of Nethys wrote:

I talk a bit about this in my announcement in the "Pathfinder Backlog" section:

"Rules: For a long time I chose not to post this longer content as Paizo’s own PRD had it covered; generally, I focused on mechanics which were reproduced across multiple volumes, like Feats and Spells. Since the discussion of this partnership, however, we’ve made large strides towards bringing that same content onto the Archives. Still, this is the one area in which we’re behind the original PRD, but that gap is closing every day. We’ve already finished ingesting the rules from the Advanced Player’s Guide, and the Gamemastery Guide is next on the list."

I'll admit that I didn't get that far. The way the section was formatted made it look like a magic item entry, so I subconsciously decided it wasn't important information and skipped past it.

Scarab Sages

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As a long-time user of AON, this is pretty exciting!

A concern that has come to mind, but I didn't see mentioned here or on the AON front-page announcement:

To date my understanding is that AON has primarily consisted of character options and encounters, with little in the way of core game mechanics. Will core game mechanics be added to the AON?

Scarab Sages

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If you're familiar with the Legend of the Five Rings setting, the warrior poet and Order of the Songbird essentially make up a Crane Clan samurai. A lot of focus around dexterity, charisma, mobility, the arts, and courtly etiquette.

I'm super stoked about it. Since the release of sword saint, I have been trying to figure out a build around what this archetype does with much better grace.

Scarab Sages

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I've found it difficult to get players to commit to a full six book AP, given the amount of time it takes to get through one. I've had much better success with getting interest and play through a number of super modules that have been released for Pathfinder (Ire of the Storm, Dragon's Demand, etc).

A three-book series feels a lot more manageable for players to commit to. Having another series set to be able to continue right into allows for player and/or character shuffle as needed without anyone losing out on story bits.

My only Starfinder play thus far has been through organized play events, so I'm looking forward to potentially being able to put together a home game with Aeon Throne.

Scarab Sages

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I recently retired an Iroran Paladin from PFS play (via reaching level 12). I did a sort of postmortem review to see if there might have been a better way to build. It essentially came down to deciding on what you want to do.

With the Iroran Paladin (Strength focused), I found it had much better encounter versatility, between spell access and Personal Trial. Where it fell short was in the skills department.

In the experimental build I did as a Champion of Irori prestige class path, I managed to make it much more generally versatile using the Nornkith monk archetype and going with a Dex-based route, allowing ability focus on Dex and Cha. While it did not have a much in base hit points, it had higher saves and AC, plus ended up with solid Knowledge skill base with the help of Deific Obedience (Irori's is +4 to Knowledge skills). While it did not pack as much offensive versatility, it would be able to hold its own in fights involving evil or chaotic creatures.

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Name: Mitsu, the Sunstone Sage
Alignment: Lawful Good
Race: Suli
Class: Iroran Paladin 12 (retired upon completion of Salvation)
Description:A tall, bald man who at first glance looks to be of Qadiran descent. He is typically only wearing leggings, sandals, and a fine-linked chainmail armor. He is mostly covered in tattoos, though they are only fully visible when he is not in armor. He carries a traveling pack with a sansetsukan tied to it. Almost always seen with a smile on his face, he will talk with anyone about anything, treating it as a new experience to learn from.

Scarab Sages

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For inquisitor, the sanctified slayer archetype is pretty solid for solo adventuring. You essentially trade out Judgements for sneak attack and the Slayer's Studied Target ability. While the sneak attack may not be so helpful for solo work, Studied Target is likely to get more mileage than Judgement due to having no limit of usage. You also get some Slayer talents along the way, which can add to utility.

The only teamwork feat that really works without additional allies is Broken Wing Gambit, but that can make things a bit dicey when you're on your own. There are a couple of additional archetypes that could pair with the Sanctified Slayer archetype that trade out teamwork feats and Solo Tactics. The Cloaked Wolf gets bonus abilities to avoid surprises and betrayal (potentially good for mercenary entanglements). The Spellbreaker gets some abilities that help with combating arcane magic.

As an additional option, there's also the Eldrich Scoundrel rogue archetype, which is a rogue with arcane casting capabilities. However, if you expect to be operating on your own most of the time, the archaeologist bard may be more ideal as once again, sneak attack isn't quite as effective without flanking partners.

Scarab Sages

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666bender wrote:

also - if a full cavalier.

i never use challenge with charges - it's mostly over kill and annoy the party and DM.
i save the smites for when i CANT charge or even dismounted.

Of note, while not using a challenge with a charge to avoid overkill is good for avoiding anti-climactic endings, as Order of the Dragon, you will still want to use your challenge on pretty much any boss-like encounter or creatures with jumbo AC. Providing bonuses to attack to your allies goes a long way and depending on how you decide to work your level progression, you'll likely to be providing a +2 or +3 for the campaign.

Scarab Sages

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Zaister wrote:
If you've ever wanted a keytar that looks like a space gun, now is the time!

I did have the thought recently on whether there were currently mechanics to make something along the lines of a Noise Marine from WH40K.

Scarab Sages

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My anticipation for this puts the voice of Marcus Kincaid from the Borderlands series in my head whenever it comes to mind.

"Guns! Guns! Guns!"

"Guns! I've got them, you need them!"

Scarab Sages ***

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This may have already been addressed elsewhere, but what's the viewpoint on a sort of "community library" of unofficial player or organizer created pre-gens? While there will be plenty of individual postings and discussions of various character creations, these are often scattered among multiple locations and posts, which can be difficult to easily review quickly. As not all communities or groups will have the means to allow for additional character creation time, it seems like having a somewhat centralized place of reference would be a helpful community resource to fill in the level gaps around the official Level 1 and Level 5 pregens.

Scarab Sages

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Rysky wrote:
Oooo, the Dwarven stuff is pretty cool, Sky Seeker style rocks (f!%* you reach users) and Dwarven Scholar is a Wisdom based battle Bard :3

I haven't yet been able to find clarification on whether attacks at reach are considered to be with a reach weapon or if "reach weapon" specifically means a weapon with the reach property, but the nuance is significant for this style chain.

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Pirate Rob wrote:

After 1.5 years it'll be nice to finally get Seers of the Drowned City Sanctioned.

Ruins of Azlant sanctioning is exciting as well.

"Seers of the Drowned City" sounds quite similar to "Hearing of the Bound Ditty". This is one I've been waiting for as well, so I'm hopeful that this is what is being referenced.

I've been piecing together prepwork for Strange Aeons for a while now as I eventually wanted to run it regardless of sanctioned state. This just gives a bonus.

Scarab Sages

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I had a character (barbarian at the time) who was a bit more reckless in his early adventuring days and frequently tried to convince the rest of the party that launching him from a catapult was the best course of action. It only happened once to get him closer to the opposing army's leadership, but the plan worked out well enough in the end.

Scarab Sages

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By RAW, yes, they can use it. However, if your GM doesn't want to allow it for Summoners, that's his call to make regardless of design intent.

Scarab Sages ***

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At this point there's a lot mentioned that hasn't been seen, so I figure I'll provide some of my own rarity characters.

-Iroran paladin (I made this more complicated than it should have been and really goofed up the build, but the character is fun and it's still playable.)
-Armored hulk barbarian specialized in Overrun
-Melee hunter built around AoO's -This was an accidental beast that started with ACG playtest. I don't play him very often because it can be disruptive for flow of gameplay, so I limit it to specific scenarios or playgroups and apologize repeatedly to those who aren't familiar with what's going on with it. I haven't seen anyone else in my area with a hunter and it's a large play area.
-Tactician Fighter/Student of War - Looks a bit like an Order of the Dragon bodyguard cavalier, but with skills.
-Savage Barbarian/Savage Technologist barbarian aka GunBarian - Inspired by Sean Connery's character in Zardoz.

Scarab Sages ***

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Collapsible Plank 4sp, AA - For when those who aren't athletically inclined need to get across a gap. Theoretically you could get two to split the load for more heavily armored individuals.

Scarab Sages

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Offering more for flavor ideas, I ended up doing something similar along the Bodyguard lines with a tactician fighter/Student of War. I had wanted something different and better rounded in the skills department than a typical fighter or cavalier would be. The teamwork feats I have to share are Swap Places and Harrying Partners.

Scarab Sages

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Benjamin Medrano wrote:
I personally have very, very few of the various companions and other supplements, so I have no idea what was reprinted and what wasn't. I just know the viking looks quite fun, though I'm personally not a huge fan of Rage in general.

The rage feature is what actually got better in UW, compared to the original People of the North version.

Scarab Sages

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There are two archetypes I'm particularly interested in:

The filidh bard casts as a divine caster instead of arcane. Sort of a druidic bard.

The jungle stalker hunter. Gives up animal companion for "double" animal focus as if its companion were dead, and a number of party utility abilities like tactician and breath of life, and the ranger's survival suite.

Scarab Sages

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The Vorpal aspect doesn't come into play until level 17, so how impacting it will be depends on whether you expect the campaign to go that long and if so what you expect them to be encountering at that point.

Scarab Sages

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Here's a back-of-a-napkin math breakdown on how a bard can benefit the party in that level range. This breakdown focuses more on the attack bonuses than the damage bonuses.

Level 11 bard bonuses
Inspire Courage +3 (competence)
Flagbearer (after Banner of Ancient Kings), Good Hope, or Heroism +2 (morale)
Haste +1
Total: +6

Level 11 fighter
Bab +11
22 strength +6
Weapon training +2
Greater Weapon Focus +2
Magic weapon +2 (low-balling this)
Full-attack Totals without buffs: +23/+18/+13
with buffs: +29/+29(haste)/+24/+19

Using the average AC of CR+15, so 28 for a single CR 13 (challenging):

Die rolls needed without buffs: 5/10/15

die rolls needed with buffs: 2/2/4/9

It's effectively a %30 improvement on each iterative roll.

Scarab Sages

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The Seasoned Commander or Tactician fighter archetypes could potentially work.

The Castellan has its strengths, but is highly situational.

Scarab Sages

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The attack bonuses a bard is able to provide become a lot more meaningful once party members start getting multiple attacks per round. Here's a little math to help in case anyone wants to dispute a bard's impact in combat.

Level 11 bard bonuses
Inspire Courage +3 (competence)
Flagbearer (after Banner of Ancient Kings), Good Hope, or Heroism +2 (morale)
Haste +1
Total: +6

Level 11 fighter
Bab +11
22 strength +5
Weapon training +2
Greater Weapon Focus +2
Magic weapon +2 (low-balling this)
Full-attack Totals w/o buffs: +22/+17/+12
with buffs: +28/+28(haste)/+23/+18

Using the average AC of CR+15, so 28 for a single CR 13 (challenging):

Attack rolls needed w/o buffs: 6/11/16

Attack rolls needed with buffs: 2/5/10

It's effectively a %30 improvement on each iterative roll.

Scarab Sages

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Depending on what you're looking to make your character's style, building around Overrun could be a way to accomplish getting past something and into flanking position.

Scarab Sages

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That's a fair point on yourself being considered an ally. I had forgotten about that ruling.

Scarab Sages

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The problem with Broken Wing Gambit is that it absolutely requires two (or more) separate individuals with the feat for it to function. One has to leave themselves open to attack for the other to benefit. If you are the only one who has it, you do not have anyone to benefit from the attacks of opportunity if you leave yourself open, nor someone else to leave themselves open for you to potentially get attacks of opportunity.

Scarab Sages

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While Flagbearer with Banner of the Ancient Kings does create a redundancy with Heroism and Good Hope, the fact that the bonuses are always active allows more freedom of utility for spell usage.

While this is more for a later level selection, Discordant Voice is another to keep in mind.

Scarab Sages

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It really depends on the party makeup. It would make sense to have Outflank and Precise Strike if the rest of your party consists of ranged attacks.

One thing to consider would be dipping a level in cavalier for the Tactician ability to share teamwork feats. A number of the better ones still require everyone in the situation to have the feat, such as Broken Wing Gambit.

Scarab Sages

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Quote:
4 Bard/1 Lore Master/1 Bard/1 Lore Master and rest straight Bard

Are you meaning Lore Warden the fighter archetype and not Loremaster the prestige class?

Scarab Sages

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It looks like I mixed up the previous comments and thought it was mentioned that tue Banner could be carried with a heavy shield. Carry on!

Scarab Sages

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Of note, Banner of Ancient Kings specifically says it must be weilded "firmly in two hands" for most of the benefits to apply.

Scarab Sages

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Penumbra Bard wrote:
Second, at lvl 5, the Arcane Duelist must take a weapon for the Arcane Bond. The weapon must be one-handed (so it cannot be the longspear) and you must make a concentration check to cast a spell without touching your bonded weapon.

I don't see anything restricting the type of weapon selected for Arcane Bond, either from the Arcane Duelist or Wizard descriptions.

Scarab Sages

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One consideration to go with is to use a longspear and pick up the Flagbearer feat. The longspear helps with keeping some distance and still being able to provide Bodyguard benefits, allows you to put a banner on it for Flagbearer, and eventually gives you a means to pick up a Banner of Ancient Kings.

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Sorry if this has been answered elsewhere (it hasn't been addressed on the module's product page): Is there an ETA for sanctioned content for Seers of the Drowned City?

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MidknightDiamond wrote:
I don't see Steven Gabel's name on that list - I sat at his 5 star qualifying table at Paizocon this year for the special...

I believe he was recognized in the post-Paizocon entry.

Scarab Sages

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Ravingdork wrote:
Woodenman wrote:
Also, is everything in this character PFS legal?
Probably not. I keep PFS legal characters in a separate folder in my character archive (master link in the first post). I didn't bother to check the feats and other abilities for this character while building it, and I know the 25-point buy ability scores and current hit...

As far as character selections go, other than the point-buy total the only thing I see that is not PFS legal is the deathless spell.

Scarab Sages ***

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Expanding on Snapleaf: at 750g, it can be obtained with 2pp. It's slotless, immediate activation, and provides both Feather Fall AND Invisibility.

Scarab Sages

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I've found that, while usually situational, Swap Places with Tactician or a similar party-share ability can be very useful in tight-quarters combat.

This could be just the way I view it, but I find just about anything that causes an opponent's "normal tactics" to go out the window to be enjoyable yet underrated. It's easy to get into tunnel vision of, "I walk up and hit it," which gets pretty boring and one-dimensional after four or five levels. Things like Step Up, Combat Patrol, or Swap Places can spice things up a bit.

Scarab Sages

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Ah, yes, I did miss what exactly it was in reference to. My apologies. I've had similar discussions where the nuance was missed and there had been initial disagreement over an AC being able to take Combat Patrol.

Scarab Sages

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Grandlounge wrote:
Quote:


Animal companions can select from the following feats:

Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus.

There's some conflicting wording under the Druid class writeup. Emphasis mine.

From CRB wrote:
Feats: This is the total number of feats possessed by an animal companion. Animal companions should select their feats from those listed under Animal Feats. Animal companions can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.

Scarab Sages

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I have a similar build that I am using in PFS, however, I've put more focus on taking Attacks of Opportunity by taking Combat Reflexes, Paired Opportunist, and Broken Wing Gambit, the tiger has Combat Patrol, and a Fortuitous weapon for the hunter and Amulet of Mighty Fists with the Fortuitous enchantment for the tiger.

Paired Opportunist is equally as key as Combat Reflexes for the setup. If either the tiger or hunter make an attack of opportunity, the other gets to do so as well at the same target. Both Broken Wing Gambit and Combat Patrol provide you with incredibly easy means to trigger AoO's.

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Pirate Rob wrote:
Try clicking the link and seeing what the issue is.

Yes, I get what the FAQ thread is for, but the equipment cost entry as written doesn't stipulate "base cost", simply a cost modifier.

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Exton_Land wrote:
Color me confused why a Faerie Dragon and a pseudodragon (both listed as subtype (Dragon) are in different categories.

Faerie dragon has hands, Pseudodragon does not.

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Bigguyinblack wrote:
Nefreet wrote:
Bigguyinblack wrote:
On a related topic what is the cost for armors for a large animal companion?
You could be the 200th person to FAQ it!
Done.

The cost modifiers are listed in the "Armor for Unusual Creatures" portion of the armor section in the Core Rulebook. Large, non-humanoid armor costs 4x cost and have 2x weight.

Scarab Sages

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Max walking along Fury Road wrote:

While I'm glad L5R will live on i just dont get AEG. Wete the rpg lines doing so badly. I'm also not too enthusiastic anout FFG acquiring the IP. The last thing I want to see is whst theu did with the 40K rog line. Multiple core books that were 90% rehashed, recycled materials with 20% or more new material.

Im going to give it a chance to be fair if it follows the same business model I'm not interested.

AEG addressed this at the time of the transition. Their business model and game focus has evolved to a point where they are now focused on board games and CCG/LCG's are no longer getting the support they need. They felt that the transition of the L5R property to FFG was the best option for the long-term continuation of the property.

Scarab Sages

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I've been brainstorming ideas along this line, but I have been wanting to keep character pre-building out of the hands of the players for the sake of getting more out of the amnesia aspect. At the same time I am also keeping in mind avoiding too much halt in play and looking for ways to reveal character details to the players organically.

A couple ideas I have come up with so far, one of which came to mind reading through comments here. The concept behind these ideas is intended to play up the "Jason Bourne" factor with muscle memory or subconscious reaction revealing more what the character is capable of. Both would involve some note-passing so that only the player knows and can be given an opportunity to play it up.

Idea one: A player's responses to the environment and encounters during play would shape the direction of the character. Pro: Allows for the most organic process of progression from the player's perspective. Con: It could prove difficult for trying to incorporate casters, plus the GM would need to be on their toes for on-the-spot decision making.

Idea two (one I will likely go with): Have some of the character randomly pre-decided, such as drawn from a hat or rolled on a chart, but the information is withheld from the player and slowly revealed over time. Pro: Providing prompts to the player is easier on the GM. Con: GM would need to do a bit more pre-campaign prep with creating cards to draw and various other character specifics, such as starting equipment.

Scarab Sages

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Alaryth wrote:
Edit: I can answer one of my own questions; the setting seems to be a few years before The Coup and the Clan Wars, but with some diferences. I like that age. Just please...no more stupid Crab/Shadowlands alliance. Please.

As far as I can tell, it's taking place around where the original card game storyline started. A few changes have been made to the story or characters, such as the Crane champion being female instead of male. I haven't seen anything to indicate that it will follow the same Day of Thunder plot arc, however.

Having been a long time player of the original game, even having been on playtest teams and collaborated with developers, I'm pretty excited for the new edition. It looks like it should have a lot of the same feel as the CCG.

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