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Goblin Squad Member. Organized Play Member. 14 posts. No reviews. No lists. No wishlists. 2 Organized Play characters. 2 aliases.


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Goblin Squad Member

Any chance someone with invites still available? :)
I'll be glad to join you ;)


- Aaasimar/Dwarf Paladin of Torag
- Human Evangelist of Sarenrae
- Human fighter/bard
- Elf Guide ranger
- Elf Wizard

The group is still struggling to reach the surface.

Goblin Squad Member

Hobs the Short wrote:

How are you suggesting that the game determines who your ally is? That is, who should get looting rights without taking a criminal flag for stealing - especially if you died alone and they stumbled across your body? You could give the right to people in your party at the time or to CC-mates, but either opens up the chance for the looter to just as easily keep your stuff. Neither party members nor even CC-mates are always going to be 100% trustworthy. In past games, this opened up more cans of worms than the lost items were worth. People then wanted a means for knowing the names of who opened your corpse or who took items, which seems like an extra burden on the server to track, or it lead to accusations, GM pages, etc.

Guilds and Alliances could be used as w"whitelists" to find is someone would be flagged for stealing of not.

It wouldn't be 100% trustworthy, but if you don't trust your guildmates (or alliance mates), then who? ;)


The Critical chain and a weapon with a good critical threat range, like a falchion or an elven curved blade.


Gifted Adept (+1 caster level on a chosen spell), or Magical Lineage (-1 slot level for spells with metamagic feats) are good traits for casters in general.

Goblin Squad Member

Uthreth Baelcoressitas wrote:
I have a weird work schedule so I'll probably solo half or more of the time. I'm all for soloing being viable but even if it's not I'll still do it and I'll find a way, even if it's just sitting in town crafting or doing some harvesting just outside the settlement.

This.

With work and children I realized that I can manage more short time sessions to play than hours-long session (usually needed to find a group and do dungeons/events/adventures).


A ranger with the Trapper archetype is perfect for an evil Bounty Hunter.


Thanks a lot for the advices!

Inquisitor and Druid are my option right now.

Our GM told us to think about heavy armor in a jungle setting (heat and humidity), so I didn't took in consideration the Paladin (and Cleric too).
And sorry, no Dhampyr (GM hates vampires :P ).

We got the stat rolls and they are 18,15,15,13,9,7.

For druid I'll try the cat lord build you told me, it seems interesting and could be more flexible in case a new player will join us (and hopefuly takes one of the roles).

I'm also intrigued by the inquisitor, I never playerd it and never used teamwork feats a lot, but I'm not sure what build I should use, or at least how to boost healing (and what domains/inquisition to take).

Ps: sorry for the bad english


Hello,

I'm about to start a SS campaign with some friends.
We'll be a 3 chars party, and the other players will play a sorcerer and a rogue.

I'm going play the melee(tankish)/healer, and I need some help in choosing wich class/build I can play and optimizing it.
I can use virtually everything from paizo.

Thanks in advance for you help!


Something I always find missing in the apps I tried is the possibility to add custom condition/bonuses/buffs to my character.

Expanding Mabven and Zonto idea you can prepare a standard list of effects, and give to the user the option to add a custom effect with something like name, type of bonus/malus, entity (ie. "Sad", Willpower, -1).
The expanded list could be shared with all the character you save on the app.

This helps a lot, mostly with GMs who loves to add their custom conditions (like me :P )


You can easily add a new location (or change an existent one) for you cultists.

For example, in book 1 you can

Spoiler:
change the Gold Mine location (loc. L), adding a small shrine of Gyronna inside the (now larger) cave.
Some of the cultists would flee after the likely conflict with the party and come later looking for revenge.

In book 2 you can

Spoiler:
change Candlemere (loc. O) to a ruined tower where these same cultists built a new shrine.


IMC we had an NPC ruler, yet as most of the rulers they are more "honorary" than executive, so the players in the other ruling position took most of the decisions.


In the campaign I've just started to run I'm planning to have a lot of NPCs and minor factions coming to the new colony asking for a place for them. Most of them are from my players' backgrounds, other will have some influence in the course of the campaign too.

These are some of them:

- The refugees of Great Oak
My campaign started in Great Oak, a small town on the western border of Brevoy. The town was attacked by numerian barbarians (the tiger tribe) and was almost razed, and the player had a role in the attack as defenders, helping to repel the attack.
When words of the newly found colony by the "heroes of Great Oak" arrives to what remains of the town, a group of survivor will move to the greebelt to found a new town.
They are led by Darren (NG human bard), ex seneschal of Great Oak and supporter of the party.

- The order of the silver arrow
A religious order of Iomedaean paladins, the'll arrive just after the clearing of Candlemere, asking to build a monastery over it, to watch over it.
They are led by Severus Orlowsky (LG human Paladin of Iomedae), mentor of one of the players.

- The Golden Sail
THis merchant guild will ask to establish a trading post in the new colony, trade routes from and to Brevoy and the river kingdoms.
The agent of the guild is Martyn Callstan (NE human expert).

- The Red Raven company
This mercenary group is planning to base his HQ in the new colony, grow in a larger mercenary force and play a role in the region politics. Their leaders, Nathaniel Shaden (CG human Fighter), Callica of Myr (CG halfelf ranger) and Seamus Collins (LN human cleric of Gorum) planned to become hidden counselors of the ruler and influence their politics.

- The Deepstone clan
This dwarven clan was negotiating with Varnhold (they want to built their home in Varnhold pass) when the third module will start. With the Varnhold rulers vanished, they'll go to the new rulers asking to have them grant the land.
The old Kurag Deepstone is the leader of the clan.

Hope it helps!


You could shift for the role of leader, or choose to install a council-like government where someone (PC or NPC) cover the role of the leader, a representative figure, but without the powers of the leader.
He will add his stat bonus, roll as a leader, yet any decision will be made by the council.