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Have a purpose that relates to completion of the quest. Being a dick is not role-playing - it's just being a dick. So... Role play your character, regardless of alignment. Your motives and methods can still be evil, but if your purpose is only to sabotage your party members' quest or just ruin the campaign, why would anyone want to play RPSs with you?
I really like the idea of a low level one shot to teach her the basics, but I'm not sure if sending my group on a tangent quest is a good idea. We've done that sort of thing before and its how we ended up switching from a home game to an AP to a different home game.
TPK them in the last encounter, and then have the party in the normal campaign stumble across the battlegrounds and use their higher level characters to avenge their deaths. :)
And, I know I should have said something when she first showed up, but we were playing at their house and I felt rather, what's the word, obligated? Yeah, lets go with that, obligated to let her play.
I understand how this would be an awkward situation if you refused. Still, the BF should have talked to the group about it beforehand.
my newest player's girlfriend showed up to play, no warnings given.
This is the point where you should have done something. But, since it seems that is ancient history now, I endorse the lower level game idea, but running perhaps three sessions instead of one. It will make a better learning tool. Are we to assume that the female player has a character made by her boyfriend? You didn't say which other player made it. For this short-term game, do what you can to make sure she makes it herself or that someone with less personally involved helps her. Bearing more responsibility for the creation of the character herself will also help.
Make sure that the third session ends decisively, and that the players know ahead of time that it has a limited life span. If you are intent on continuing this AP (I know I would be), then make sure it happens. No loose threads to follow. TPK might be fun for the noob too. ;)
We had a MP marathon at home ealier this year and the Lumberjack came together pretty quickly, without the normal hassle of stretching a class to 20 levels. Easiest homebrew I have ever done. After that I toyed with the idea of a Knight of Camelot class where dumping mental ability scores actually helped out in some cases, but abondoned it just as quickly.
Take some of the shared class features and start putting them on the class table, such as when the energy resistance increases. Instead of writing each element independantly, I suggest they each have some class features that work similarly - but not the same - so it will be easier to guage the strength of one vs the other.
And upload the updated document.
Move armor and weapon proficiencies to the base class and grant them all simple weapons, light armor, and shields. If you want to give each specialty a couple of proficencies on top of that (such as shortbow and longbow for air), then put that under the element.
If you want to beef up air, I would start by also granting them good will saves. Under wind shealth, what is a simple action? What I think air is missing is the ability to fly without spending an action to cast a spell. What if he was able to fly for a limiited number of non-consecutive rounds per day, by simply using a move action?
My pleasure. I had a solid concept when I began the knave, but it turned into quite the ordeal to stretch it out to 20 levels. Glad you like it. It began as a companion to the brute class, and are both based on generally unsavory personal qualities. There are art of a trilogy and I will spnd day begin the final piece.
I just noticed my typos in the first post. That should say "mastery". :)
I liked the point pool better. However, because of the fiddly part about GP value of actual poisons, I would separate this from those and make it more like the Bomb class feature. Low powered poisons cost a single point, while those with higher DCs or more significant ability damage or are the inhaled type cost more points. I like the idea of harvesting poison to gain some use em or lose em points
Below are links to PDFs of several of my home-brew creations. I have worked hard to get them into their current state but feel free to critique them, or to use them in your own games.
I feel the same way about any thread that asks for feedback regarding house rules. Ultimately, it's the players that judges whether the rules are fair.
Years ago I would create house rules for games I ran, thinking they would add realism or fun to the game. However, I came to realise that I was the only one at the table who cared about the house rules I wrote and others were generally unmoved by their existance. So, I stopped.
From a purely spellcasting point of view, multi-classing is not a good option. You can cover the increase to AC by spending money on mundane equipment, such as armor and shield. Putting a +1 enhancement bonus on a breastplate and light shield will get you a +9 to AC.
However, from the point of view of achieving your character concept, a level of monk will give you a lot. (+2 to all saves, boost to AC and touch AC, skills, some feats) I would search the archetypes for one you can squeeze the most miliage out of. The standard monk will have some things your cleric will have no use for.
Your guide is kind of hard to follow. It took my looking over it twice to have an idea of what was going on.
Poison Crafting Times
Its gonna take money, or getting lucky with the gear your GM hands out. Improved your dexterity, enchant your armor and shield whenever you can, buy a ring of protection, and an amulet of natural armor. Ask your spell caster to prepare a spell that will add AC bonuses. The Dodge feat is considered by many to be a poor investment for the return, but its an AC bonus that stacks with everything else. If you are a dwarf of half-orc, I think Iron Hide is the name of a feat your can take to give you a natural AC bonus.
You should start casting it on everything you own, even your coins.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, the effect gradually fades in about a month.
Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).
If the play experience is anything like the 3.5 Spell Compendium, then including this book will be lots of fun for the players (the core rules spell selection has some weak spots). Fun it an important consideration, and you should weight it against how increase in power that the spell casters are going to experience, and how much work will be required of you to accomodate it. Allowing it might offset whatever measure of balance your game currenttly has. I encourage you to rewrite the spell lists of NPC spellcasters using the book, especially if they come from a published adventure.
If the feat is granted by a class feature that says you gain the feat even if you do not meet the prerequisites (or that you can ignore the prerequisites, etc), then you can still use it even if your Intelligence drops.
Oh, and Intelligence is properly called an ability score. In Pathfinder, a stat block is a condensed collection of all of a creature's capabilities, not just ability scores.
My group always plays 25 point. It's more fun for the players, and I personally don't feel like anything is a cakewalk. Maybe that's GM tactics, maybe it's the lack of dump scores.
I see no problem with a GM making a list of what is allowed and what is banned. That's just good sense.
As for the pre stocked Magic shops, if your players are fine with it then who cares?
Iron Body Method