Count Lucinean Galdana

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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


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)
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


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 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?


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