Austrailan Diver

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I recently started writing on a blog, called Halfling's Den. I try to write at least one article per week, and every week I provide the readers with pregenerated characters (PCs and NPCs) to use when in a hurry.
Today I posted a homebrew class I made to satisfy one of my players' cravings for a martial, non-magical, non-divine leader that could, mechanically, grant extra combat actions to allies. Much like 4th edition warlord, but with a few tweaks to make it feel more "at home" in a Pathfinder game.
If you'd like to know more, here's the article: A personal take on a new class: the Warleader
I have tested this class for a couple of sessions, and things seem to go well. You can find a torough description in the article. To answer some questions already:
- Yes, I know the use of warleader's command is heavily limited. Trust me, you don't want to feel like your PC is simply shouting in the fight. We want players to act!
- The picture of the ogre warleader is something I drew last year.
- Although the idea of a ranged warleader archetype seemed really cool, we're still debating on wether it's too strong (or at least, stronger than the base version making it obsolete).
Please let me know your opinion on this!


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13. Magma Wastes Wyvern - This Wyvern is bigger than the average, reaching Huge size category. It is accustomed to the blasted volcanic landscape and its hide is partly made of molten lava. It gains fire resistance 10 and deals 1d6 fire damage to creatures that attack it with natural attacks or end their movement adjacent to it. This wyvern's attacks deal 1d6 additional fire damage, but the wyvern loses its poison ability. Also, the flying speed of a magma wastes wyvern is 40 ft (poor). CR +2


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I agree with Little Skylark, you should really gather some information before handing them pregenerated PCs. On the other hand, you could build about five or six PCs and then let them choose which one they prefer, but you'd end up wasting a lot of time on the ones that won't be used and might even skip the kind of class they want to play (when you talked about your players' interests I immediately thought about a bard or similar class with good roleplaying options).
Although I find the beginner box a great start, playing through an adventure YOU wrote will make them trust (and appreciate) your role as a GM way more than being just the "referee". My suggestion for a first time adventure is: 50% talking, 50% fighting; only two or three combat encounters (the first should be a warmup, while the others could include an interesting location, or a puzzle), and some interesting NPCs (not more than three, I'd say). As has already been said, just throw them into the setting with a brief introduction and make them talk to people: a skill check or two could be great to introduce them to the d20 concept... and then you can plan a little combat because well, kicking ass is always nice for a first timer. No need to explain difficult rules ahead of time!

(by the way, first post here. Happy to join the community, folks!)