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With SF2 coming out, I'm trying to compile a detailed timeline in order to help my players understand the universe a little bit better (especially players new to SF lore).

I'm having a real hard time finding data, with Core Rulebook and Near Space being pretty much the only source of data. I haven't played most AP, so I don't know much about those events and when they happened. Same goes for the Drift Crisis, which is stated lasted 1 year but not which year exactly (315? 316? 317?).

If some other nerd has already done this, or if any of you has more knowledge about this, I'd love to get some help.

Here's what I got so far:
0 AG - The Gap Ends
3 AG - Triune reveals itself and gifts the Drift technology to the universe
7 AG - Bone Sages attack Absalom
10 AG - Veskarium completes its reconquest of Ghavaniska system
12 AG - First contact between Golarion system and Veskarium
13 AG - A colony of vesk renunciants is established on Gaskar III
36 AG to 291 AG - War between Golarion system and Veskarium breaks out (Battle of Aledra)
41 AG - The Absalom Pact is signed
47 AG - The first Conqueror's Forge is completed (Veskarium)
67 AG - Stardust Plague (any clue how long this lasts?)
83 AG - First contact with Shirren
- [big lack of information]-
154 AG - Androids gain citizen rights
- [big lack of information]-
223 AG - Burning Archipelago discovered
240 AG - First contact with Kasathas
259 AG - First contact between Vesk and Azlanti Star Empire, Najin-Korozayas is destroyed
269 AG - First contact between Pact Worlds and Azlanti Star Empire
287 AG - Lashuntas and Formians sign peace deal
291 AG to 296 AG - The Swarm attacks (Swarm War), Conqueror's Forge is destroyed by the Swarm
296 AG - Dreadnaught Emperor Dmarangor I abdicates at the end of the Swarm War
301 AG - Morilux is founded
- [big lack of information]-
316 AG - First Seeker elected, Scoured Stars incident
317 AG - SFS launched a rescue mission after the Scoured Stars incident
318 AG - SFS fights the Jinsul menace unleashed after the rescue mission
319 AG - Smear campaign against the First Seeker
320 AG - New First Seeker election
321 AG - Digital attack across the Pact Worlds (SFS gets involved)


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Hello, I'm working on a new build for a possible campaign, but I'm not sure about a few things. I'm building it around the concept of Yosemite Sam. I know dual wielding pistols is REALLY feat intensive, but I'm not going for a power-play build. I would still like to optimise what I have, though.
Here's what I have so far:

[The character begins at level 7, so the order of feats below 7 is not optimised]
[For 3PP stuff, I'll have to ask the DM]

Race:
- Human, for the obvious bonus feat
- with Permanent Reduce Person, for the small size (and bonuses)

STATS: 20 points buy, +2 DEX for human, +2 DEX -2 STR from reduce person permanent, +1 DEX at level 4. Not sure what to increase at 8th.
I would have 10, 22, 12, 12, 14, 7
I know 22 is a lot of DEX, and could go with more WIS to get grit, but my reason for such a high DEX is that TWF gives me a -4 / -4 (once I have the feat) already, so I really need to increase my hit chances, especially if I go with a DB pistol (another -4) and/or with improved/greater TWF (-5 second attack, -10 third attack)

Classes:
- Gunslinger 5, Pistolero Archetype
- Fighter 3, Trench Fighter Archetype + Drill Sergeant Archetype (should be able to pick both, since they don't touch the same skills)

After level 8, I'm considering 2 more levels in Fighter, to get the Weapon Training (Firearms) and to be able to pick Weapon Specialisation as a feat. That brings me at 10th level.

I'm not much interested in increasing my Fighter or Gunslinger level anymore, so I'm thinking what can I get?
- Ranger: fav. enemy and terrain can be useful, bond useless. Maybe an archetype like corpse hunter, if the campaign is heavy on undead (dunno yet)
- Rogue: love the rogue talents, they add a lot of interesting options. Not so much sneak attack, I don't see it coming up that often (unless my DM agrees that u can flank without a bonus even with ranged attacks)
- PrC: I haven't found anything interesting, but I'm up for suggestions
What would you do?

Feats:
01. Quick Draw
01. (Human) Weapon Focus (Pistol or Double-Barrel Pistol)
01. (Gunslinger) Gunsmithing
03. Dazzling Display
04. (Gunslinger) Gun Twirling
05. Point Blank Shot
06. (1st Fighter) Rapid Reload (at this point, I can reload alchemical ammo as a free action, without dropping the guns)
07. Precise Shot
07. (2nd Fighter) Two-Weapon Fighting

After that I'm not sure which way to go. Feats I am considering are:
- Weapon Specialisation
- Improved Two Weapon Fighting
- Greater Two Weapon Fighting
- Improved Critical (not sure about it)
- Clustered Shot
I'm also not sure because it really depends on what I want to get after level 10. Depending on it, I might go for different feats

As for Traits, I don't have any idea yet. Probably something that gives me Initiative, but I might look for something related to poison use, since I like the idea of poisonous bullets.

Another thing I'm considering, since I'm small after all, is taking a medium mount to move around. I'm not sure how it works yet, but it would be neat to shoot while riding a wolf or something... Not sure if I need feats for that, or if they are just for melee/ride-by combat

One more thing. Other than buying my pistols and the permanent reduce person, I have like 6-7k to spend. Any suggestion what I shouldn't live without?


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The followings are all classes with a +1 BAB at 1st level, and without great alignment limitations (actually the only one is non-lawful for the barbarian).
- Ranger
- Fighter
- Slayer | Vanguard (Could go with Sniper, but I focus more on close-mid range, and vanguard gives a +1 to INIT which is always nice)
- Bloodrager | Bloodline Arcana (Bonded item or familiar, also the only bloodline not linked to CHA)
- Brawler | Mutagenic Mauler (bonus on DEX is nice)
- Samurai
- Barbarian | Primal Hunter (Exceptional Pull, +2 on ranged attack rolls while raging)
- Cavalier | Luring Cavalier (Far Challenge, Friendly Fire teamwork feat)
- Gunslinger | (I would pick Pistolero, because your firearm wouldn't be your main weapon, and the pistol is the only one easy to conceal and to carry around without giving up other items/weapons)
- Swashbuckler | (I would pick Picaroon, because it works well with the Pistolero Gunslinger)

That's 10 classes with +1 BAB each. Those without an archetype it's because I didn't find any archetype that I believe works better than the standard class on a ranged build (with longbow)

You could give up barbarian, and pick both Paladin and UC Monk, by being Lawful Good, having one more class with +1 BAB. I didn't choose this path because I believe CHA is most likely going to be your first dump stat, which makes paladin skills very limited.
You could also pick the Anti-Paladin class, if your DM lets you play a Chaotic Evil character. So that would be another +1 BAB that works with the Barbarian.

Then there is the Vigilante Avenger, which has +1 BAB at 1st level..

The list is in no particular order, and I don't really know which order would be better if you had to start from level 1.

That makes 10 (or 11 if you go the Paladin/UC Monk way) levels with full BAB. After that it's up to you: you can keep going with new classes, stopping your BAB progression, or you could pick one (or more) of the classes above and level it up to keep having full BAB.

I personally would not give up BAB to have a few more lvl1 powers. I would either go full fighter/ranger from that point on, or get lvl2-3 of a few of those classes to unlock even more powers (which would eventually open up different archetypes too, since some archetypes like Fighter-Archer begin with changes at lvl 2 or 3)


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Lately I've been thinking about a bunch of character concepts for future adventures. Every time I begin building a new character, a major issue comes to mind:

"Should I give up power and usefulness to play something funny and memorable, or should I go for a more classic build at the risk of being forgotten?"

This question comes to me mostly when I'm building for a small group. In a large group, roles are always filled and you can afford to concentrate on a smaller role.. if you don't max your damage, it's not going to be a big issue; if you picked some spells just to joke around, giving up more useful ones, the party will manage anyway.
When it comes to small parties, things change. Playing with a party of 3, you can easily fall short on stuff..

Let's take a fighter as an example:
- You could go for a 2HW build, or a 1H+S build. The classic builds, strong and reliable, but you will be just like any other fighter you'll ever encounter in your campaign.
- You could go for a 2WF build. It's a little bit different than the old boring 2HW fighter, but when you look at things you notice it also does it doesn't work as well as 2HW.
- Even worse, you could go for an epic ImprovW build. Grab things around, smash them on your enemies, and then use their corpses as weapons too! Sounds fun, right? Too bad that as you level up, everyone will do a ton of dmg and have magic weapons, while you'll be stuck with your random items with nearly no critical chance and basic dmg. (Of course you could enchant an improv weapon and even get weapon focus for it, but then you are not building to use objects as weapons, you are building around one specific object..)

And I'm not talking just about builds. Choosing or creating a race works the same: should I pick the best race-class combo, or go for what sounds fun even if it makes little sense (or it's even works against a good build)?

In my short experience, a character built around a concept, ignoring it's strength and weaknesses, it's fun, but can get frustrating; when the combat begins, you are going to be a lot less useful than your friends, and probably either force them to avoid bigger dangers, or die trying. On the other hand, going for a strong/optimised build makes combat more interesting, allowing you to face stronger enemies and feeling useful to your party when danger comes by.

In other words, it comes to "Remember when I smashed that goblin with a table?" vs "Remember when we saved the village by slaying that red dragon?"

How do you mix those two things? What do you value the most? How do you build your character?


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Here I am again in need for your advice. This time it's about a wagon and how to make it even better.

I'll give you some information about it's current setting, and I hope you'll be able to give me more great ideas!

The wagon has been built by our characters, with the help of local carpenter and blacksmith, by fixing up an old "fortune-teller wagon" (medium size).

Inside, it features:
- A cage (taken from a prison wagon and fixed up to our need) taking about 1/3 of the area, currently used to store our most precious possession (treasure chest, some other container with our valuables), but eventually able to hold a medium-sized humanoid.
- A workbench, with some basic tools
- A barrel of water
- A couple of bedrolls
- A collapsable bathtub
- A secret compartment, to eventually store valuables and/or illegal stuff. Currently holding some "disguise items" for the wagon, such as banners, small signs, a camouflage net and outfits for us, in case we need to disguise.
- A Heatstone protects us from the cold winter

Outside, it features:
- A lamp, on the front, next to the "driver" seat
- A stick with a small mirror on it, in case we want to check the sides and/or see if someone is following us, without the need to climb or jump down
- A stair, to get on top of the wagon (flat top, with a small wooden wall that helps keep the stuff in place and could be used as half-cover if seated/crouched
- A chest on the back, with the animal feed
- A couple of small cages, for our chickens (yes, we carry live chickens)
- A spare wheel is tied to the bottom of the cart, in case we break one.
- A bell to use as alarm if at night we get attacked and need to wake everyone fast
- Thinking about some kind of firework or other mean of long-distance signal visible both day and night

The door has been built on the front, so that it stands right behind the driver. Outside can be locked with an average lock, from the inside can be closed with lock and/or with a metal bar or wooden plank.

There is another exit, a hidden trapdoor, on the bottom of the cart. It probably won't ever be used, since it's not a great way to get out, but it's there just in case we need it.

Now, our defence systems:
- On the back of the wagon, just a couple of feet from the ground, there is a wooden log, tied with some ropes. If needed, we can cut the rope from inside the wagon, to let the log fall and block the road.
- On the sides, we can mount a 3-bladed (daggers) cover to each wheel. Of course it's something that has to be placed before we need it, but we made it so that we could remove it if we travel in safe lands. The reason for the blades is merely defensive, to make it harder for someone to get close to our sides without getting hurt, especially if riding a horse..
- On both sides, we have 2 horizontal loopholes, with loaded-crossbows placed right next to them. Loopholes can be closed with a simple plank, so that nobody can look inside if we are not using it.
- On both sides, a small chest filled with caltrops can be opened from the inside. It can be useful if chased by someone, or while standing still to make it harder for anyone to assault the wagon.
- On the front, we added a quick release mechanism to separate the wagon from the beasts (currently horses, might go for a more aggressive animal able to fend for himself)
- We added two small wooden "flaps", that normally rest on the sides, but can be pulled towards to cover the sides of the driver. It grants cover from both sides to the driver, in case we can't stop if attacked, and it's also covered in nails from the outside, meaning it's harder for someone to climb on it to jump aboard.
- Inside, we have a keg filled with oil, which can be opened to pour it on the ground below/behind us. With a decent throw, we can light it on fire with a torch or flaming-arrow. A good way to make it harder to be followed, and way cheaper than alchemical fire.
- We have reinforced the sides with some metal, to avoid arrows piercing in.
- We also hired two guards, to travel with us so that it can be guarded if we have to leave it to get into a dungeon or something.

I believe we did a pretty good job to make it easily defensible from both attackers and thieves.

If there is anything else you would add (useful tools, forniture, more defensive mechanism, decorations..), let us know!

ps. We decided NOT to place a balista on the roof, because its purpose is to be a storage area for large items. We also didn't place any enchantment on it, because we can't afford it. Most of those modifications has been made by spending our few money and building a lot ourselves / taking from broken stuff..