Halfling Bard can do accidental quite well.
High Cha and take Childlike at first level so you're simply a 'human child'. High Cha and a the more traditional Spoony Bard spells and it's like you're doing nothing at all.
As you level things like Charm Person and Lucky Halfling keep you usefull and you're still 'not really doing anything'.
Bardic music can be anything really, throwing a tantrum, crying, mocking the enemy.
While I don't have him completely plotted out I call him Thad, Thad Actor (star as stage and perhaps you've seen his pirate themed adaptation of Tequila Mockingbird).
This sounds much like an idea from Darksun, where it was so lethal that you were started at lv 3, and had a stable of characters because they *will* die.
I don't remember the specifics, but it was along the lines of equal XP for all, swapping out was only permitted upon death and/or between adventures... Honestly I can't remember much of it.
How I would do it, is all the characters would level at the same time, but enforce a training time to level. This would offer downtime for the characters going on 'break' and be a convenient way to add new adventure hooks.
A squat man (5’4), he is surprisingly nimble for his size with hair so dark red it’s only noticed not to be black in daylight. Having been scarred from numerous fights with his little brother he looks injured even when perfectly healthy. He keeps his body angled behind his shield in any situation that may become hostile unconsciously, well before he would draw his weapon.
A man always admiring ingenuity and looking to make his mark in the world with nothing more than his sword and a few friends at his side. Ever since childhood he’s wanted to make a place of his own just like in the frontier stories, told by Brice, about men taming the wilderness of distant lands expeditions to the Mwangi expanse, and accounts of survival in the stolen lands and beyond.
His dream is to be the blade’s edge of civilization, slicing away at the wild lands, building small villages and communities before moving on to the next unconquered stretch of land, though the recent announcement has him thinking about making a place suitable for a softer woman...
The bad son:
Enemy: Gourry Belmont. Male Human (likely barbarian)
A hulking giant of a man with black wavy hair and narrow set mahogany eyes, he carries few scars aside from one down his right forearm from just outside the elbow to his palm.
Gourry is Simon’s younger half-brother, a natural hothead that’s had a hatred for Simon’s love of building and craft as long as either can remember. He quickly took the chance to leave home with their father, Grant, on a training journey to heal his arm after Simon’s only victory.
Having traveled the world Gourry has experienced many cultures, but fell prey to a heretical faction of Sarenrae. Now committed to purging the world of non-believers, he roams the world with a flaming great sword sundering shrines, and temples where ever he finds them, taking special delight in rendering Erastil’s houses of worship heaps of ash.
For Simon’s part he’s never understood why the two are enemies, but has always kept a vigilant defense whenever his friends were around Gourry. The only time Simon initiated combat with his brother was when he discovered the then teenaged Gourry attacking Felicit. The battle was swift, but nearly fatal to the younger when Simon disarmed Gourry and slashed his arm deeply.
The good girl:
Good Friend: Felicity, Female Human (possibly wizard)
Felicity is slightly below average height, and a little pudgy. She wears her hair long in back, with bangs that cover her large auburn eyes.
Felicity is Simon’s childhood playmate, pseudo sibling, and briefly lover. The two had lived together since his father had come to live with her mother after a courtship lasting all of one drunken night. She was only a year younger than Simon, making them perfect playmates. Her poor health kept her from leaving the manor grounds often before she became an adult. She would always be ready for story time with Brice, or an idle game with Simon.
As they grew older Felicity’s health improved allowing the two to secret out of the manor together on special occasions. One night shortly before Gourry’s attack she led Simon to the local tavern where their parents had met for a drink to celebrate her birthday. As the night drew on the two still undiscovered missing made their way to the manor’s stable loft for an uncomfortable and embarrassing foray into adulthood. Come morning the two find that Gourry had witnessed their affair, causing the two to be severely punished. Felicity was locked in her room for a month, Simon banished from the manor for a year. The two did not reunite for well over a year, as Simon had taken to guard work for a merchant that took a liking to Andoran trade routes.
Simon had not always liked Felicity. At first Simon felt pity for Felicity, practically a prisoner within her own home. Simon would come to her room only in the hopes of cheering her up when he caught her spying on him from the window of her room. Her look always carried a sadness that compelled him to her side no matter how exciting the activity he was pursuing had been.
As Simon learned more about Felicity from Brice he came to her room more frequently, bearing a sweet treat from Brice, or some new game they could play in her bed. As they continued to spend time together friendship eventually blossomed, Simon was awed by her knowledge on every subject and quick wit, asking if she would teach him about the world outside the small city they lived.
Though their one night together was a disaster, he still wants her nearby as a friend, and might give up everything he has for her sake if she would only request it.
Friend: “Brice” Male Halfling (probably a bard or rogue)
Brice is tall, for a Halfling anyway, and very lean aside from a notable paunch around the belly. His wavy hair cropped short frames a round face with eyes that hint a smirk at some hidden joke only he knows.
Brice as he calls himself is Gracia’s primary servant, a combination of butler, cook, nanny, and occasionally bodyguard. Gregarious to the point of obnoxiousness, he’s always interested in everyone else’s lives, but keeps his past before coming to the small manor a secret. He often spent hours with the children teaching them all manner of obscure tricks and trivia, usually in the form of stories and games.
As Simon grew up Brice would teach him the art of swordsmanship during their play. After a couple years of practice Brice gifted his ‘halfling greatsword’ to Simon, a fine blade Brice claimed had slew a dozen traitors and countless fey before it had reached him, and possibly a score or more mice in the kitchen since Brice came upon it.
Simon was greatly enamored with the Halfling as soon as they met. After all what kid could resist a grown up his size that makes treats and tells stories so easily? With his guidance Simon grew to be a bolder man than his father would have raised.
Simon loves the little round man, but having grown up and been away from the manor for several years now he’s rarely had contact with him. If the expedition to the stolen lands goes well he would love to have Brice over to tell of his own adventures to the strangely adventurous cook.
The wicked step mother:
Acquaintance: Gracia Belmont, female human (most likely expert or aristocrat)
Gracia is everything one could wish for in a noble’s wife, tall and slender, with blonde hair that falls past her waist. Piercing blue eyes that weigh each person’s worth lay behind a delicate pair of glasses.
A woman overly concerned with her status as a branch of the Orlovsky family. The only time she strays from her ambitious path towards high nobility is when it concerns her lover, Simon and Gourry’s father, Grant. She finds his rustic charms and insatiable hunger for life her sole source of amusement outside of the realm of politics. Though she kept him, and the children, hidden away for fear of scandal she would clear at least a weekend every fortnight for Grant and herself.
Whenever an opportunity arises for her to improve her standing within court she jumps at the chance. Cool and aloof under most circumstances she only warms to most people as a way to lower their social guard. She uses seduction and surveillance with equal ease.
Simon sees her as the woman who bore his best friend and remains thankful for that, but remains guarded whenever she requests one of her ‘simple favors’. Distant since their initial meeting, and estranged for years since his banishment, he has since made amends for his indiscretion with Felicity. Though he isn’t suited to the world of noble court, he has taken several odd jobs from Gracia as an excuse to spend time with Felicity.
Meet the father:
Average height and build, constantly has a few days growth of facial hair, but never enough to be a full beard. He has a mop top, and strange boyish charm even well into his forties.
Happy go lucky and a bit of a bum Grant had wandered from city to city looking for odd jobs and a place for he and his kid to spend the night with no plans further than the night.
His luck changed when he met the mother of Simon, a village girl that captured his heart long enough to see their son to his first birthday. Soon after Simon’s first birthday Grant was caught with his hand in the proverbial cookie jar, sending him and his son on the run with a wagon of pickled vegetables.
By the time Simon was five he had learned his father was a bum, but hadn’t known what he could do about it. With a sudden urge to leave the kid strayed from the tavern Grant decided to sample heading towards a large manor with a single lighted window. The window belonged to Felicity’s room, and the two met long enough for him to receive a snack from Brice before returning to his father’s room at the tavern.
When Simon made it back to the tavern he found his father had found a new woman, and all their lives had changed.
Grant favored Gourry, but was not much of a father to either boy. When Gourry was injured Grant had decided it was time to teach his younger son how to be a man. Embarking on what he called a training journey Grant led Gourry around from city to city looking for a way to heal Gourry’s wound. Though Gourry has been seen since the training journey he has not mentioned Grant, and would not speak of him when questioned.
Potions are same cost as 3.5 so I'm not sure what your issue is. Being spell in a can I think they should have a cost to them.
If it's mainly for RP give him a nice shop in their home town and be done with it. The business takes care of itself with perhaps a small profit, but the majority of any income goes to running and improving the shop.
If you want to give mechanical advantage have him contribute to a slush fund of sorts. When the need for a particular potion he doesn't have on hand comes up drain the gold from his fund to 'purchase' the item he suddenly remembered brewing up some time back.
For example: player 1: Darn it the treasure just fell off the boat...
Ignoring the possibility this may be a trolling attempt, I will say this: I prefer to have fun, but it decreases my fun when I'm planning on playing by the rules and the GM gets them wrong. Over the years I've gotten better at handling it, but it can still be frustrating.
I was just thinking sword and board for my next pfs guy and this cinches it. He'll be captain above average with 12 in most stats, sword+board, all the standard hero package, but I'm probably going to give him an odd reason for being a pathfinder. Perhaps tracking down my other 2hand fighter to kill him for his crimes.
I'm fairly sure your reasoning is why pathfinder doesn't handle drugs that way. When it becomes 'another +2' you invite many more people to take up the habit. Not only is it a poor message to send, it's also not very heroic when every adventurer and his dog is on shiver.
Quick and dirty rules for pot. Int and wis drops by 4 per dose, suffer additional negative 8 penalty to will saves for resisting food. On the plus side they are immune to mind affecting effects. When int or wis hit 0 couch lock ensues.
And here I thought I'd have a really good excuse to take up smoking!
Deadly critical seems a bit much to replace traps ense, though I get the feeling you're in the camp that believe Rogues get no respect.
After Shock would probably do better as a Talent than just automatically replacing a Talent.
And since I've already thought it was a good idea, you may want to consider an ability that allows you to add sneak attack dice on a critical hit.
Sounds fair enough to me. Though I suppose I'll wait till I upgrade computers (or get a laptop, not sure yet) first quarter 2012.
Before musket master, muskets were limited to a much slower rate of fire. W/ the archetype, its not a problem.
Can't remember what makes the musket master such a great option, but I find it poor design that you *must* choose an archetype to be effective as often (every round) as every other class without an archetype.
Unless I'm mistaken (only took a single look and shook my head), the only way to fire *once* every round is to have rapid reload, alchemical cartridges, and not move. This trade off involves spending a feat, increasing your chance to misfire (and blow your party up) and paying 1,200 times as much for ammunition as an archer does.
Now for the same feat an archer (ranger, fighter, even a barbarian) can attack twice in a round, and after an adventure or two can add some strength bonus to their attacks.
I'd advise against it, the shot every other round bit (and the GMs that will penalize a player for having a gun 'readied' before combat) is a terrible burden to bear. All the firearm hate on the forums really killed what could've been a mechanically sound choice.
If you want something that can *almost* beat out a caster mechanically go for the HMG archer with a pair (or trio) of efficient quivers and bow painted gunmetal.
Without going into the real life economics of home ownership and the difference between an asset and a liability (short story assests bring cash in and liabilities draw cash out), if you and the GM agree this is a 'fluff' piece and will not play an important role within the campaign I'd say handwave the whole affair and be done with it.
On the other hand I can see quite a bit of potential for such a base of operations, providing numerous boons and plot hooks. If this were the case, as GM I'd expect there to be an initial payout of party resources (PC labor, planning, other assets, and cold hard GP) and as time progressed the base would provide dividends in various manners (security, free lodging, base of operations, attracting followers, perhaps the ability to tax the local population) enough to eventually pay for itself, or even turn a profit after a sufficient invest of time and resources.
There are several games that go into the latter line of thinking, notabily the Suikoden series of RPGs for the playstation platforms goes into a certain depth on maintaining a base, attracting followers, and the return on investment in several forms from access to better weapons, convenient shops, and respect from allies and opposition alike.
I've not seen Kingmaker in action, but I hear it's quite a good AP and am interested in seeing more building options within Pathfinder.
You're going to an awful lot of work to just name your character Marty McFly.
Just a thought experiment for now, but if I get back into GMing I may end up with another character 'starting' above first level.
Currently have a 30' dwarf barbarian (named Shamus McNugget) and understand I make poor choices when not feeling well.
Currently the fastest player at our local games is a 45' cleric, and the quickest an init 17 rogue/PFS delver.
I trot this story out far too often, but it's the most, if not the only, act of bravery this particular rogue has done, and it paid off in spades.
Kicking down the door our Ulfen HMG archer spots an invisible stalker (and made the knowledge check), unloading about half a dozen arrows into the beast (drank a see invis potion beforehand) for well over 50 points of damage. Since the monster was still standing he looks back to the party and says 'run'. Quinn (Rogue 5 at the time) replies 'can't do that' and charges the stack of arrows, passing miss chance, threatening, and confirming a critical for... 5 damage (2 of which was from the +1 rapier). Did not get the sneack attack because it was invisible, but those 5hp still downed it, and the rest of the party had to find out second hand what happened.
Line of electricity from huge creature (never identified it, but guessing either a dragon or something similar), would have made the save on a -2... Roll a 1. Due to temporary boon had a reroll, another 1, dropped to under 20hp. Attempt to tumble past creature to get flank, knowing I'd probably need 12+ to get by and another 1. Eat the op attack and go limp, later saved by DM fiat.
lawful evil could be the lawful extremist that considers himself something like judge dredd. "i find you guilty and the punishment is termination" instead of a full trial.
I'm... not entirely sure how you get LE from Judge Dredd. Trials may be as evil as the system that spawned them, and in the case of Judge Dredd, it's not only lawful, but also good.
Rogues certainly got shafted in PFS play. At least if you at any point thought you'd be a tomb-robbing/dungeon-delving rogue. Doubly so if your GM likes to 'roleplay' searches so your monster perception (mid 20's) means jack and squat. Even outside of that role they're not going to do much damage except under ideal conditions, and even then you're asking a wiz/sorc to cast Imp. Invis. on you to be effective.
I hear there's something in the pathfinder field guide to help, but I've yet to look, and Ultimate Disappointment was well...