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So building characters and progressions isn't exactly my strong point, as such I'm reaching out for help. I'm currently running a solo campaign, Second Darkness AP, for a 20PB elven druidess, of the spellcasting variety, albeit with an animal companion. While this game is still at its very infancy, I realize that at some point I will need to give her some support characters to adventure with/fight alongside. So far introduced is a half-elf ranger (who is the main reason the PC is being dragged to the Gold Goblin's tourney to begin with). I plan to add a halfling rogue, a human sorcerer (harrower), and a human warpriest who has a penchant for drunken barfights. I'm hoping that these characters will remain for a good proportion of the campaign, but at this moment I'll settle for a build progression up to lv 4. And since they're support NPCs, they really don't need to be fantastic. Any help would be appreciated.
So, I was (and frankly still am) very excited about Starfinder and the release of the AotS AP. And though I like the way it runs out of the box, for my own personal flavor of the campaign, in my head I had imagined it having way more of a Starship Troopers/X-Com/Borg feel. In a tabletop campaign I'm currently running, and also a forum-based PbP version, that's exactly what I'm doing. However, I'm finding that some of the brief history of Starfinder had to be modified in order to give the Swarm a bit more mystery and oomph, to make it this implacable enemy I want them to be. In particular, the Swarm are supposed to be a nigh-unstoppable, world devouring species with a hive mind. So if they had the opportunity to invade both the Pact Worlds and Veskarium systems back in 291 AG, why have we 1) not seen more of them since, and 2) not seen significant devastation in either system as a result of this invasion? After all, the Swarm was this implacable force that drove a two and a half century long period of hostilities to put aside their difference and make peace. Furthermore, if this event was merely 25-30 years ago, why are the Pact Worlds and Veskarium not doing anything about bolstering their own defenses and researching Swarm stuff to prevent what they likely would see as an devastating eventuality, seeing how the Swarm simply will not stop coming? I thought that didn't make sense in how I was to envision the Starfinder timeline. So, in my version, I decided that the Swarm invasion of 291 AG had to change. The Swarm would not have invaded either of the Pact Worlds system or Veskarium directly, rather it would invade a contested world in the Vast that the two governments were skirmishing over. Eventually (details need to be fleshed out here) the two governments decide that they were both on the losing side, and that they needed to band together to stop the Swarm from encroaching any further, and they are forced to bombard the planet, rendering it (hopefully) lifeless and uninhabitable, even for Swarm components. They cover up the incident and place warning beacons against visiting that system. This would've been in my mind a better way to introduce the Swarm for the enormous threat that they are. However my trouble now is to fill in the necessary details, and make these details fit with the remainder of the timeline. 1) What exactly happened on this planet? What made the two governments decide they needed to band together? What forced them to destroy the planet? 2) How much information should be revealed? In order to keep they mystery about the Swarm, what should be known to the players regarding how the end of the Silent War came about in this case? And how can this secrecy be kept and justified?
So, Batman. Yeah. I went there. Lv 20, teisatsu, need the traits, feats and talents, and class feature stuff filled in... Thinking it's gonna be a very close mix between the knightmare batman, wild west batman, and samurai batman from Batman Ninja. Definitely not modern Earth 1 tech, more close to low-mid Golarion tech. Any help and suggestions are appreciated. :)
So, I've been running a Jade Regent campaign on 2 fronts (one live group and one PbP group), and I'm starting to look a little more into the story, and what I want out of the eventual outcome. No spoilers, just what I'd like to change. Currently, in all of the instances of Ameiko's statblock that I've seen, she's listed as an Aristocrat 1 / Bard 3 / Rogue (Rake) 1. There's no notes that I know of that suggest how she can/should be advanced as she travels with the PCs. So... I wanted to do something different. I'm basically building in elements of Batman Ninja into Jade Regent (along with a lot of other things), and I wanted to make Ameiko (not only what she's supposed to be in the storyline), my version of Catwoman as well. I've rewritten the following so far: Abils: 25pb equivalent, str 7, dex 18+2, Con 13, Int 12, Wis 14, Cha 12.
I now need feats and talents and such to fill in all the nitty gritty. Please contribute. :)
So, I'm currently running a RotRL/Jade Regent mashup, and I was reading up for some information on Sandpoint, while I came across a snippit from the Pathfinder Comics from Dynamite, which are obviously licensed. The events in the comics (in specific, the ones dealing with the iconics being in Sandpoint) are probably not even considered canon, but if I were to consider them to be part of *MY* Golarion, when would they occur in the timeline? It seems likely to be some time between 4707 to 4712, just not sure when...
Currently looking to build out an elemental blaster druid to lv 20. Basically a spell caster that does very minimal wildshaping. Manipulates the weather and the elements primarily. PB 20, Human, Menhir Savant archetype. Currently statted out at Lv 1 as follows (open to suggestions even for this): Str 7, Dex 15, Con 12, Int 12, Wis 20 (Human Bonus +2 applied here), Cha 7 Alternate Racial Trait: Heart of the Fey
Traits: Gifted Adept (Use this for Entangle, or Flaming Sphere?), Student of Faith (Campaign Trait) Feats: Improved Initiative, Spell Focus (Conjuration) Nature Bond (Lightning? or Weather? Domain) Also, good spell choices?
Warning: Spoilers ahead I'm currently debating an idea, and that is to run a Jade Regent + Rise of the Rune Lords mash up, slightly modifying the first 2 chapters of RotRL as a prequel to JR. However, I've only skimmed a bit of both the AP's and haven't given them a thorough read. I'm nailing down some fine points of how to manage this whole thing, and I've got a couple of things I'd like to have a few other brains to bounce off of. The idea is this: We make assumptions that RotRL begins approximately in 4707AR, and that JR does not begin until 4711. JR specifically warns against recycling the heroes of RotRL AFTER they have completed the AP, however does not preclude that some adventurers may have participated in part of the events and never followed through. So, enter Aldern Foxglove. The backstory sounds remarkably similar to a weird Batman origin story turned bad. What if I made Foxglove two separate people instead of just the one? Say, a Foxglove who turns into the skinsaw man, and a, shall we name him Bryce Euwan, who defied the Brothers of the Seven and became Batman? This way, in Burnt Offerings, the PC's actually encounter Bryce Euwan at the Swallowtail festival, and he somehow ends up revealing his identity to the PCs. (Major point: How?) During the rest of BO and Skinsaw Murders then, Batman will then have to have a major part to play, probably as the primary detective, somewhat overshadowing the PCs in order for them to not be able to finish RotRL. (How do these events play out?) Now, skip forward 4 years... (What do the PCs do in the intervening years?) We're now at 4711 AR and Ameiko is now a friend and fixture in the PCs' lives, and she has a destiny. This will take the whole party to Tian, and, well, Batman's gonna come along, but this time he'll have enough other things to keep him busy than to be the main hero. (How will he play into the events of JR?) Any advice will be helpful.
Warning: Spoilers ahead I'm currently debating an idea, and that is to run a Jade Regent + Rise of the Rune Lords mash up, slightly modifying the first 2 chapters of RotRL as a prequel to JR. However, I've only skimmed a bit of both the AP's and haven't given them a thorough read. I'm nailing down some fine points of how to manage this whole thing, and I've got a couple of things I'd like to have a few other brains to bounce off of. The idea is this: We make assumptions that RotRL begins approximately in 4707AR, and that JR does not begin until 4711. JR specifically warns against recycling the heroes of RotRL AFTER they have completed the AP, however does not preclude that some adventurers may have participated in part of the events and never followed through. So, enter Aldern Foxglove. The backstory sounds remarkably similar to a weird Batman origin story turned bad. What if I made Foxglove two separate people instead of just the one? Say, a Foxglove who turns into the skinsaw man, and a, shall we name him Bryce Euwan, who defied the Brothers of the Seven and became Batman? This way, in Burnt Offerings, the PC's actually encounter Bryce Euwan at the Swallowtail festival, and he somehow ends up revealing his identity to the PCs. (Major point: How?) During the rest of BO and Skinsaw Murders then, Batman will then have to have a major part to play, probably as the primary detective, somewhat overshadowing the PCs in order for them to not be able to finish RotRL. (How do these events play out?) Now, skip forward 4 years... (What do the PCs do in the intervening years?) We're now at 4711 AR and Ameiko is now a friend and fixture in the PCs' lives, and she has a destiny. This will take the whole party to Tian, and, well, Batman's gonna come along, but this time he'll have enough other things to keep him busy than to be the main hero. (How will he play into the events of JR?) Any advice will be helpful.
The idea was inspired from two separate conversations with my current group. One involved two of my group's current players having the idea to create "bro fighters", the other involving another player/gm wanting to create a closed quarters combatant for perhaps an upcoming game. I was then contemplating the practicality of building a samurai or sohei inspired character, just not necessarily built with that class or that archetype respectively. Equally, I'm not wanting to build this character with any kind of ninja/rogue/sneaky business. Necessarily, I wanted to build a katana wielding combatant that follows some form of a moral code, but doesn't necessarily rely on mounted combat or challenges. Enter, One Piece's Monk Zoro... (Nope, I haven't watched OP for years, I have no idea what's going on or what these new character restylings are even about. I just think the pictures look cool.) So, to solidify my idea a little better then, I believe my version of a "monk zoro" to be a nihonto wielding combatant. Human probably, unless there's any compelling reason to be otherwise. He will either be adept in the traditional styles of kenjutsu, wielding the katana as a two-handed weapon, or perhaps in niten ichi ryu, wielding a katana and wakizashi with TWF. Also, like the sohei, he should be able to become spiritually invested with his weapon, therefore having the weapon becoming an extension of his own body. Being able to flurry with it would be nice (and the only reason to go with monk versus some form of fighter in my opinion). So here's a couple of questions: Without having to use the sohei archetype, can I somehow make the monk be able to flurry with his sword(s)? Also, for the purposes of grabbing a free exotic WP from the deity's favored weapon (Shizuru), is there any downside to dipping warpriest versus cleric? How would a one-sword build look like versus a TWF build, and how do they stack up?
So in the game I'm DMing, my players are categorically overzealous, I know this. They're a great bunch of guys, just they go above and beyond to try to get their way (as no doubt every player group does.) I just finished wrapping up Book 1 (Shadow in the Sky) with them. The fight with Depora got above ground, where they were fighting Depora on top of the cyphergate. I had wanted to have Depora's body wash away with the tsunami, but these guys dragged the body up with them when they were escaping the tide. I told them that the drow (Depora) is dead, and they had the cleric cast gentle repose on her body, they fully intend on (possibly raising her as undead) and interrogating her. How would you as fellow DMs handle this? Would you let them interrogate Depora? If so, what would she even know? And besides escape and return as an undead villain, do you see any other way?
So, because of a need of role filling for the party, and also hilariousness, I have decided to shelf the John Constantine styled Gun-quisitor in favor for a whip-wielding Catfolk Cabalist Vigilante named... Catcat! That said, I'm having trouble wrapping my head around how to build this character, with regard to feat and talent selections. The ability to slap debuffs on enemies is extremely important (This is why I'm choosing the cabalist over the gunquisitor), and the whole build should pretty much revolve around that. Bleed damage is cool, if I can make it work, and doing that with whips? Even better. Besides that, I don't much care about the whole dual identity thing, as being catfolk in Ustalav (it's a Carrion Crown campaign) is pretty unusual on its own as it is. Hating the fact that as a cabalist I'd pretty much have to give up 1/2 of the vigilante talents, and can't multiclass out without risk of losing more. Also, under spellcasting, it says that "A cabalist casts arcane spells and cantrips as a magus. He prepares spells using a spellbook, choosing them from the 6th-level and lower spells from the witch spell list; higher-level witch spells are not on the cabalist’s spell list." I'm a little confused by that. I mean, other than a slower spells/day progression and needing a spellbook, what's the difference? Also, does the cabalist cast magus cantrips, or witch cantrips?
Not sure this is the right place to put it, but here goes. I am currently running an instance of Second Darkness for a home tabletop group. Rather than sticking to the AP 100%, my players know me for my reputation of adding in little bits and pieces of my own creation. This is an attempt to do more of that. My current thought is this: My players are just about wrapping up Book 1: Shadow in the Sky, clearing through the water tunnels, just nearing the final fight. Inside these tunnels, I had left a dreamstone for them to discover, which has, in only half a session of play, made the PCs question their reality, and the players curse me in the worst sense. They have no choice but to try and either return this dreamstone to the Dimension of Dreams, or (little do they know they can), deactivate it and pray that it stays inactive for a long time. Eventually the plan is this: They will be hunted by an Elder Mythos cult (whom they've already seen a very small glimpse of, but have no idea what they were actually fighting), for being in possession of this dreamstone. By way of a meeting with Cayden Caylean, they will realize the connection of this all these elements to the main storyline, and will have to go disrupt the cult's activities (in order to find the focus component to deactivate the stone). After that is done, I plan for the stone to take on an intelligent persona... That of, wait for it... SIMKIN! Those who have read Margaret Weis and Tracy Hickman's Darksword Trilogy will know who I'm talking about. The rest who haven't... EGAD man, what a bunch of louts! (jokes) So that leaves me a problem: I need to build Simkin as an NPC. And seeing how the Phantasia RPG system that was included in one of the splat books that the authors wrote after the trilogy didn't realistically give me much in the ways of statting out the guy (Seriously, he had height 61, movement 5, and the rest of his stats were all N/A), I have to rely on you all to lend me a helping hand. So here goes: Simkin is basically the embodiment of magic. He is absolutely nothing and everything. He is the fool who knows everyone and every trend, yet his combat capabilities are next to nil. He occasionally disappears just before bad things happen, or turns himself into a teapot. He's liable of everything from lying, getting his companions into trouble, betraying and switching loyalties, more lying, and leading his companions into a circle of mushrooms that is the portal to the faeries domain. I'm imagining this guy to be some mix of illusionist sorcerer or bard with harrower (and perhaps veiled illusionist) PrC levels.
So, I'm trying to build a John Constantine styled character for a Carrion Crown AP (which will likely get reincarnated as Strange Aeons at some point down the line), with his holy symbol drum magazine shotgun (from afar, hopefully never actually having to use his brass knuckles), and just flipping the proverbial bird at every occult/undead/demonic/generally weird thing in his way. So far the build looks as follows: Human (+2 Dex)
Traits: Blessed touch or Strength of Submission? 1 (I1) - Point-blank shot, Precise shot
Rationale for going 1st level Inquisitor is that I want him to have a connection to the church as part of the background, the guns, well they can be delivered to Lorrimor's by his contacts. Where this build starts to get hazy for me is around level 13, where I've got most of all the staple things for a musket-toting build, and my head was swimming from long hours and lack of sleep and I'm like "and THEN what?" Please feel free to offer advice, it will be appreciated. |