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Nirmathas seems like a good starting point.

For the half-orc: It shares a border with the Orc stronghold of Belkzen to the north and has lots of work for mercenaries as it is at war with Molthune to the south.

For the Cleric: With the nation of Lastwall and spirits among the woods it isn't unlikely to find celestial blooded people here and there.

For the Monk: So its quite far from Nagajor, the Nagaji homeland, but this can work out to a fascinating backstory. As for the Gnomes the forest culture and traditions of Nirmathas seem perfect for Gnomish life so both adoptees have a home.

For the Sorcerer: There is a place called the Marching Springs where lots of water outsider activity is present so its perfect.

Anyway, there is a lot to do in and around Nirmathas, as I mentioned its at war with Molthune, the main Nirmathi force is made of seperate guerilla militia so it'll be easy to find jobs all over. Varisia, land of adventure is to the north-west, to the east is the evil shadow-country of Nidal, Lastwall and Belkzen are north and north-west (lots of animosity between the two) and Lake Encathen provides travel to the rest of that area of Avistan. They could meet by being a part of the same small militia and have to build it up to a great army or something.

So you can sandbox them, set them up on Rise of the Runelords in Varisia or throw them all over the world in your own campaign. I hope this helps.


Have a rogue pickpocket a guard and place the stolen item on a PC. While they're busy explaining that the illusionist can work a minor image while everyone else saps your wizard and head out.


Don't forget about the vivisectionest alchemist archetype from Ultimate Magic which lets your alchemist levels stack with rogue levels when calculating sneak attack.


If you take the Divine Hunter Paladin archetype (Ultimate Combat) and combine it with an Oathbound Paladin that has taken the Oath of Charity to pump your healing. As you're ranged you won't feel the backlash of reduced healing on yourself as you'll be taking less damage (hopefully).

Otherwise just roll with a Deity that has a ranged weapon and get to shooting.


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You could go more unknown with someone like Geryon, an Arch-devil that specialises in forbidden lore. You could say that the witches are getting access to lore that they don't deserve (at least not in Geryon's eyes) because a witch's magic comes from a patron and through a familiar rather than from a text like Geryon might prefer.

I found him in the Inner Sea World Guide.


A gnome cleric theologian with the fire domain can get quote broken around 5th level when you get access to fireball as a domain spell. This is because theologian (from Ultimate magic) pumps domain powers and spells while the alternative racial trait for gnomes called pyromaniac (in Advanced Player's Guide) pumps fire magic. This means that at 5th you can pump out fireball after fireball (because you don't have to use a domain slot for domain spells with theologian) at a higher level and with a free metemagic feat on the spell. It is a very easy combo for a GM to nerf however so it shouldn't be the only card you have to play.

It works even better for Ifrit (from bestiary 2) I just used gnome as an example cause I killed a player with this exact build.


Is there any way to reduce the penalties of fighting defensively? Its for a sword and board paladin so the Crane Style Feat Path (UM) won't work.


I've seen monks played excellently time and time again but for me their true wealth is their concept. Who didn't watch a Kung Fu movie when they were little and wished they could do all and thats what the monk is about, you get to go all out Asian on your enemies with nothing but your fists then leap through the air, forward-flip and land perfectly on the corpses of fallen foes. You can be Bruce Lee, its awesome


This is all great, thank you so much.
One of the characters has dropped out to help run things leaving the player to gen something new.

I'm going for the idea where the profit is modified by their actions and how well the business runs.

I also decided that necessity, fame and advertising would help dictate how much business they get. They can kill one or two bandit in the area to advertise themselves but if they kill all the bandits then the company will be obsolete. This also means that they can be corrupt and attack caravans while disguised and then advertise to the caravans (most of them are evil).

Thanks everyone.


I DM for some very imaginative players and, after recently clearing out a bandit camp, they set up a protection business that hires out trained cohorts to caravans to protect them from bandit attacks.

Are there any rules or books available that can provide me with stats for running a protection, travel and trade business?