Count Lucinean Galdana

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@Secane

They party is comprised of the following

Human Paladin of the Silver Flame
Human Rogue of House Denieth
Changeling Soulknife (who started out as human then was killed and reincarnated into a changeling)
Gnome illusionist (who started out as human then was killed and reincarnated into a gnome) (both were killed at the same time)
Elven Archery Cleric of the Silver Flame
Human pyromaniac Sorcerer (new player who joined two sessions ago)

@GM_Solspiral

I have he said he will be less heavy handed. I also took the time to write out the rights and responsibilities of each leadership role so their would be less confusion as to whom is in charge of what in the future.


Thank you that helps a lot. I did something similar I expanded the councilor role into Councilor and High Councilor. The mayor of every village serves as a councilor and for the capital there is a High councilor


Spymaster is an NPC as is the General, Councilor, Treasurer, and the Warden. The Sorcerer is a recently added player to the game as of last session and I have no idea what role to put him in as they are all currently filled. Are there any home brewed leadership roles?


Actually they haven't walked up to the general yet I think they plan on determining his loyalty and doing the same with the other npc Charter Lords (their name for the leadership of the kingdom)


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
Paladin
Rogue (who serves as the paladin's body guard and royal assassin)

Faction 2
cleric
Soulknife

Neutral
illusionist
barbarian
sorcerer


That's what I said lol. If you want to run a police state we will call the game Tyrantmaker and it will be a vastly different game.


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


I was wondering what level the PC's should be when starting this module. My group ended up skipping a few encounters and they are just about at the end of seven days to the grave and they are level 4. I searched the module for a level range but could not find it

Thanks in advance


In my KM campaign the PC's made an alliance with them,expanded the spider cave into a new lair for them, and got the sootscale tribe to set up a moon radish farm. They then bult a settlement over the lair turning into a above ground and underground village.


Thank you for looking but the player in question just told me he made them up. I wanted to kill him i spent several hours looking for this order because he told me he read about them in the river kingdoms book.

thank you for looking


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


I like that subdomain but with my wisdom at 16 the conversion inquisition is like getting skill focus in three skills that I see myself using a lot Bluff, diplomacy, and intimidate.


lol misread the cost on fullplate (whoops) changed it to a breastplate and took the favored judgement. Good call on both thanks


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)
alchemist (mad bomber type)
Sorcerer (not sure on this one as he is still undecided)
and possibly a cleric

Callister Ashnakov Inquisitor of Pharasma level 1
(we rolled 4d6 - the lowest result for abilities and reroll anything 9 or below I did pretty good on this)
S 20 (18 +2 racial)
D 14
C 15
I 12
W 16
C 11
AC 22 (9 full plate + 2 for heavy shield +1 dex)
Touch 11
Flatfoot 19
Saves: fort 4, ref 2, will 5
Traits: Armor expert and Chance savior (we were asked to take one from the ap so we would have a reason to be in the adventure)
Feats: armor prof, Heavy
Additional traits (I took ustalavic noble and corpse hutner to establish my background as a noble from Caliphas and a undead hunter cause all the archetypes suck except for the preacher one which didnt fit what I was going for my buddies think I'm wasting a feat on this)

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
Thanks in advance


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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


You could have one of the Sandpoint's garrison guards be corrupt and aid her in escaping. If Tsuto is still alive he would have a keen interest in rescuing her.


Thanks for the suggestions there great.

any more ideas?


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


A man woke up in a hospital after a serious accident. He shouted,
“Doctor, doctor, I can’t feel my legs!” The doctor replied, “I know you
can’t – I’ve cut off your arms!”


I'll take you all on single handed

We all have the right to bare arms, well except you.


Sorry I meant treantmonk


Well I would check out Treemonks site

https://docs.google.com/Doc?id=0AcNyxDTKvAmqZGRtZzhzdjZfMTFmNXdwM2ZjeA

Conjurers can be really powerful and the site has some great advice on what spells, magic items, skills, and prestige classes are your best options


Nephil makes some good points but otherwise awesome advice thanks for taking the time to do this


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


I feel a lot better about this character now thanks for all the help

Huzzah


DwarfsRBest wrote:

One may carry things in a hand equipped with a Light Shield, thusly, may use spell components, reload a weapon, all that jazz, one is only restricted from wielding a weapon with said hand.

How else would a Dwarf carry a flask at the ready?!?

lmao. I always carry a handkeg of dwarven ale myself


blackbloodtroll wrote:
Get a salve of the second chance, give it to someone you trust. Next, get killed, and use the item to reincarnate.

lol I don't think I'll go to that extreme but thanks


Does wielding a shield count towards leaving a hand free for reloading purposes?

My AC shot up 3 points this is awesome


Thanks for the advice.

I have taken the pistelero archtype I didn't know you could take multiple archtypes that is awesome.


I had my race and class picked for me in the a game I am currently playing. I'm playing a dwarven gunslinger and it just seems like a really bad combo as he has limited range with his pistols and has a movement rate 20 ft. Does anyone have any suggestion?


This pact agreement is just the a proposal all of it is up for debate and I agree that some of it needs to be reworded. Thanks for the advice


Guidelines for creating and running a stronghold or pathfinder lodge
New materials such as meteoric metals, iron wood, and etc.
more vehicles


Does anyone else have any advice? I'm curious how I should handle things. I have tried being diplomatic and I have tried to lead by example.


If its truly frustrating him that much he should go elsewhere. Its a game its supposed to be about having fun. If he can't do that it sounds like you are better off without him.


Egoish wrote:

Part of the trick is building a strong foundation, my character in our current group just took over and no one argued. I made everyone agree to a party charter on loot splitting, party interaction (no stealing, no pvp) and expenses (getting arrested for fighting in the street is not an expense, unless it was preplanned).

I'm playing a LE wizard and i get my party to do things via the illusion of freedom of choice, enlightened self interest or just plain cash. I wouldn't have bothered with the party contract other than there being a few chaotic party members who are leaning toward evil.

The main trick is that people can't argue with success, keep them busy adventuring and get the treasure rolling in then they won't have time to ask annoying questions about weather it was really neccessary to summon a soul eater or why they shouldn't go in your room.

lol Actually I just proposed a pact agreement for the group as follows

Sandpoint lodge pact to keep the peace
Under the auspices of the Pathfinder society I have compiled this pact for us to sign and agree to. Obviously addendums can be made and we should all agree to any pact rules it is my hope that we can live by these guidelines.

Pact Agreement #1
No burning or destruction of property: Due to recent events I am forced to place this at the top of our pact. The destruction of Sandpoint homes and property will not be tolerated. Offenders will be expected to repay any and all damages that come from violation of this agreement. Criminal punishment may also be taken but that is up to the purview of the town Sheriff.
Pact Agreement #2
Artifact appraisal: Due to the nature of our work and it cultural and societal significance all artifacts will be examined and catalogued by our more scholarly natured pathfinders. At the time of this writing this includes Kyrren, Mystique, Mikal, and Rinabi. Other less learned individuals could unknowingly damage these artifacts.
Pact Agreement #3
Family relations: All pathfinders with family are required to have their family live offsite. The lodge is for pathfinder use only. Exceptions can be made if all members of said family are pathfinders.
Pact Agreement #4
No theft: No pathfinder may steal from another member or the lodge. Those found in violation of this agreement will be expelled from the Society. No exceptions will be made.
Pact Agreement #5
No mercy: No pathfinder may be forced to except the surrender of an enemy. Please note that while you are not forced to except their surrender it is often in our best interest to interrogate such individuals. This agreement does not give any pathfinder carte blanche to execute anyone. Those found in violation of this stipulation will be handed over to the town sheriff to be prosecuted as the law demands.
Pact Agreement #6
No aid to those who oppose the Pathfinders: Under no circumstances shall any member offer aid to the Aspis Consortium or other groups that oppose the Pathfinder society. Any member found in violation of this agreement will face severe consequences up to and including expulsion from the Pathfinders.
Pact Agreement #7
No faction wars: No pathfinder of any faction may single out a member of another faction. No actions may be taken against other members regardless of their faction. We are all pathfinders’ first members of a faction second. Any disputes will be resolved by a Venture captain or acting venture captain. No exceptions will be made,
Pact agreement #8
No attacking other Pathfinders: Due to recent events I came to the conclusion that that this agreement must be stated. No pathfinder may attack another period. Any and all disputes will be settled by the lodges Venture captain or acting venture captain. No exceptions will be made.
Pact Agreement #9
Competition: While disputes may arise no grudge matches will be allowed. A healthy competitive spirit is allowed and encouraged. However this will not be allowed to be taken to extremes. Unless otherwise noted by a venture captain or acting venture captain as means of conflict resolution that both parties agree to, no grudge matches will be tolerated.
Pact Agreement #10
Laws of the land: All pathfinders are expected to follow the laws as dictated by the government of the land that our lodge resides in. While there are those of us who are less morally restricted any violations of the law will be met with the appropriate punishment as dictated by the Sandpoint sheriff and the law enforcement agencies of Varisia. The Pathfinders will defend you to our best ability but we will not shelter lawbreakers. No exceptions will be made.
Pact Agreement #11
Slavery: No pathfinder may own or purchase a slave or indentured servant. No exceptions will be tolerated.
Addendum: Purchasing a slave in order to free said slave is the sole exception to this agreement.
If you agree to abide by the agreements within this pact please sign your name below.
Venture captains and acting venture captains can make addendums to this agreement providing a majority of its members agree


J3Carlisle wrote:

I am wondering what you are playing, that way we know what your limitations are.

I would say a night of getting them drunk, or whores, or drugs or whatever party favor you can provide, so as to allow them see that you are someone they can get along with. You will also need to show these characters that you know how to keep yourself and others out of trouble, even if that means you have to pay some officials to act like they are going to arrest them, until you come in and "save" the day.

These are a bit quick and dirty, so a lawful character wouldnt be likely to do it, but it could be good

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:
Kaedian wrote:
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.
I think you're talking about the "floating" Favored Class point.

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.