The Paladin wanted to arrest grigori the cleric, the soulknife and the rogue wanted to just kill him. As for the paladin he would would make decisions and immediately go back on them or take forever to come to a decision. He did this quite often and the group found him to be wishy washy. The cleric and soulknife wanted him to become more authoritative and when he did the claimed he was becoming a dictator and overstepping his authority by making decisions for their leadership role. To be honest i think it started when the paladin allowed other religions into the country the cleric was pissed off by this. So he and the soulknife started planning a coup. They are in talks with the dwarven city to aid they in taking over the kingdom. I talked to the player of the paladin to tell him how he was overriding the decisions of the characters leadership role. I explained that their leadership roles are their job within the kingdom and if he is doing it then they have nothing to do within the kingdom. As of last session things are calmed down but the group is split into factions. Faction 1
Faction 2
Neutral
Well i will see how it plays out but bringing grigori into this would be bad. When they got back to the city the groups reaction to grigori speaking against them was to kill him on the spot in front of a large group of citizens. They had no idea he was hired and was committing sedition against the crown. As far as they knew he was a citizen voicing an opposing view point.I advised against their reaction due to the unrest it would cause. So bringing Grigori back would likely make them lose their minds lol Thank you all for the advice
My group just started the third book and so far so good mostly. The groups paladin was placed in the Ruler role but he was hesitate about giving orders and members within the group thought his hemming and hawing would be seen as a sign of weakness an thus invite invasions from other countries (meaning pitax and the river kingdoms). So they convinced him to be more authoritative. Fast travel to two months later now the same players who thought him weak are now claiming he is a dictator and overstepping his authority. They have formed a faction and a planning a coup. They assume they can used the armies to overthrow him and claim the throne themselves. What they failed to realized is the general is completely loyal to the Ruler and when he says the armies do. Their coup will only end in their death. I would like to stop this coup before it starts but they players who are involved are stubborn and i haven't been able to convince them yet. I would like to get them to stop this without saying Hey stupid if you do this it will only end with your deaths. Thanks for your help in advance
A player of mine is making a druid for an upcoming game and wants to be from the river kingdoms. He says he saw a druid order known as the River maidens from there but I can find no reference to them in any of the books I own. Has anyone heard of them? I'm about ready to make them up on the fly because i have gone through about 15 books trying to find them and no luck so far. Thanks in advance
Hey all I'm looking for some advice I making an inquisitor of pharasma for a Carrion crown game starting on the 16th of this month and I'm having some trouble since I never played one before. I really like the class and I was trying for an undead hunter type theme but the vampire hunter archetype kinda sucks imho. I'm about to scrap the whole deal and maybe play a paladin with undead scourge or oath of undead archetype. I'm going to be the frontline melee guy since everyone else who is playing is going for spellcaster type thus far. Druid (the player is going for a weird necromancer theme he summons the skeletal remains of animals. Not sure how that is going to work with an undead hunter but whatever lol)
Callister Ashnakov Inquisitor of Pharasma level 1
I haven't settled on a domain yet I'm debating between the healing and the repose domain or the conversion inquisition for the skill bumps in bluff diplomacy and intimidate Any advice would be welcome
I had a cloak fighter in 2E who was fighting a nuckalavee with the "help" of a wildmage. Now i have the thing almost dead the wild mage jumps in and uses this wild magic staff on it and roll randomly for the result. Needless to say he gets the worst possible result and fully heals it. So i continue to fight it and drop it again to a few hp the wildmage tries the staff again and fully heals it again. So I have just long enough before i die to scream stop helping me. lol My favorite character death of all time was my wolven barbarian from mystara who was fighting a wizard. The wizard throws up a prismatic wall and begins taunting me. After a few minutes of this I got so pissed off i said screw it i jump through the wall. I made all the saves vs. the damage effects but fail the others so i ended up an insane statue in another dimension.
I had a cleric in 2e who died in dragon mountain. He fell in a pit trap but l caught the edge of the pit. In the process I dropped my gem of brightness. The DM tells me i can see it slowly sinking in water so I let go to try and retrieve it (not the smartest move on my part but I had just started playing D&D). The DM neglected to tell me that the "water" was 300 feet down. So i fall and hit the acid and pop back up due to a ring of waterwalking. The DM tells me to make a save for all my gear and I made every save except for the ring. So i fall back in and die. I was more than a little upset and complained that i wouldn't have let go if i had known the drop was 300 feet. He points out a window at a street light and says "thats a thirty foot radius of light and you can see that" and i responded " yes your absolutely correct i can see that from here but i can also see that its 300 frickin feet away". Are you sure thats not 300 feet away became a running joke on the DM for the rest of that campaign lol
I have a character who has sort of gone off the deep end. She picks up stray thoughts and her mind perceives them as voices of spirits of the dead. What I'm looking for is ideas how to roleplay someone who isn't playing with a full deck. Basically quirks and idiosyncrasies. does anyone have any ideas? thanks in advance
I added Gun tank and pistolero. I went medium armor + buckler and got my AC to 20 which is a 2 point improvement. The touch AC went down by one though. Overall I like the character a lot better now I was too focused on the slower movement rate to see the other great benefits that he has. Thanks again for all the great advice you guys rock
DwarfsRBest wrote:
lmao. I always carry a handkeg of dwarven ale myself
Egoish wrote:
lol Actually I just proposed a pact agreement for the group as follows Sandpoint lodge pact to keep the peace
Pact Agreement #1
J3Carlisle wrote:
My Character is Kyrrenthal Argentweaver a LG elven magus worshipper of Sarenrae with the Bladebound Archtype (well he will have that as soon as I hit level 3)
I'm leading a group of adventurers in a Rise of the runelords campaign. I was hoping for some advice good tactics for leading a group as I have never done so before. We are establishing a Pathfinder Society lodge in Sandpoint and I am serving as the lodges Venture Captain. My group seems to be resistant to my leadership and I was hoping for some good tactics to change there mind. We have on character who burnt down a house because one goblin was inside, a drug using cavalier, and a half orc fighter who is getting into fights with the townsfolk on a constant basis. While I am personally amused by each of these scenarios my character is far less amused. Thanks in advance for any advice
loaba wrote:
Yup that is it exactly
Having a high intelligence gives you a greater capacity for learning and placing a rank in a skill represents training in said skill. So intelligence makes perfect sense for bonus skills. Its my understanding, at least we do this in our games, that each level you can add a point in either your hp or a rank in a skill beyond what you would normally get for that level. |