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![]() So I'm running a homebrew campaign in Brevoy, and I plan on doing a lot with the Grozni woods. I created a group of people that are dedicated to protecting the interests of the woods, composed of treants, pixies, and centaurs. They function to keep outsiders from doing too much harm to the forest, and insiders that have passed over from the first world from running rampant. The leader of this group of nature wardens is a higher level (probably 15) centaur druid, and I'm just not sure how I want to build him. So, paizo community, with your vast knowledge of optimization please help me make this leader not a pushover in the event that my pcs ever come to blows with this organization. I'd like to keep most of the features and feats to APG and Core, but if that's too constricting then I'll take anything. ![]()
![]() I can't help on the elven nobility aspect, but maybe I could have a suggestion on the reason for joining the society. This snobbish elf could perhaps see the society as an opportunity to reclaim lost elven artifacts or knowledge, and wants to make sure it gets back to kyonin where it belongs and not in some rich human's manor. ![]()
![]() The idea, thematically, behind the character is that he started out telling these grand tales of heroes, and singing songs of their feats, and then decided he wanted to become the hero that he's always sang of. The bard level represents the obvious, and the fighter level is supposed to represent the time he spent training to prepare himself for his adventures. The concept is still pretty fresh and I haven't fleshed out any REAL backstory yet.
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![]() So I wanted to draft up a character. The concept is pretty much a gnome that wants a life worth writing a novel about. So he is all about experiencing life, and being generally adventurous (page taken from desnan faith). As for the build, I'm not looking for purly optimised DPR, I'm just looking for a good build to keep this gnome viable. As for restrictions, its just 20 point buy, and level five (any combination of fighter and bard, but must have both). Thanks for the potential help. ![]()
![]() 567: Castles of ash:tells how Chorral claimed the people of issia and rostland, conquered them and unified them under his banner. A nation that used to be divided came together to form Brevoy. The book is Chocked full of philosophical debate of whether his murderous conquest was the best thing to ever befall brevoy. ![]()
![]() I'm going into Environmental science so I feel a connection to Gozreh and I respect his faith, that in mind I also really like everything about Desna and her adventurous clergy. If I were a character I'd probably be a druid with a lifestyle influenced by the desnan faith. Which to me sounds like a fun character to roleplay ![]()
![]() I'm asking this because we are playing a homebrew in Brevoy and my players just recently hit a milestone in the campaign and have gained some minor minor nobility and a small wealth of gold. My player is interested in buying some land outside of the capital of new stetven for his pc and said the cost for an acre of land in Michigan (where we live) is about $2100, so I figured gold is worth more than dollars so I said 500gp, but I feel as though even that number might be a little high. Have you had any experiences with this/how much should I be charging? (He only has 1000 gold to work with) ![]()
![]() My favorite character concept is a dwarven ancestors Oracle. Get the ability to summon weapons, and roleplay it as the spirits of your ancestors possessing you to fight like they did in their prime. Ex: "Brinoff the hammer, TO ME!" (A spectral warhammer forms in your palm, and your eyes shine with a pale light) "alright, let's show these maggots how a real dwarf fights!" ![]()
![]() Try not to get too hung up on the details. Have a pool or names that are readily available and use them as the players encounter them. You don't need the city to be crazily speced out if you only plan on having 2-3 sessions in it. The only reason I suggest not fleshing it out to the max is because it would be a bummer if you burned yourself out on it. ![]()
![]() Anzyr wrote:
Pathfinder can accommodate all sorts of campaigns. Combat driven ones are the easiest as every class has the ability to do it, and killing monsters often gives more exp than you would get from RP. Someone once provided the example that a solid RPG session is 33% combat, 33% RP, and 33% adventuring (making use of skill checks and the sort). Other variants to those percentages are more appealing to certain groups of gamers. For example I just ran the first session of my new campaign and it was all mostly RP and adventuring with a combat at the end, and my players loved it because they enjoy their classes for their RP purposes. (I have a fighter and a rogue that more than contributed in that combat at the end) TL;DR: pathfinder more than accommodates sessions of non combat related fun, lore oracle sounds like a blast to play. ![]()
![]() Eltacolibre wrote:
I've talked to one of my players about what kind of game they wanted play and he said (and I concur) that he wanted to play something that had a major goal but also had this separate quest line that has to be dealt with. He referenced skyrim when talking about this, because in that game there is the immediate problem of alduin and the return of the dragons, but there is also the Nord's fighting against the imperials for power. Long story short I plan on doing something similar with solving the vanishing as the big end goal, while also dealing with the potential civil war that's been brewing. ![]()
![]() So I've been planning this campaign set in Brevoy for my players and everyone seems interested. I've promised, political intrigue (something I've never dealt with) , dynamic player involvement in the plot (meaning I want it to be more sandboxy rather than a railroaded story (something we've never really done)), and a relatively low fantasy version of Brevoy (not that brevoy isn't already low fantasy esqe). That being said, I would like some input on how to deal with the political stuff and how the players can get involved. I've stated the rule that only one player should be a noble from one the established houses of Brevoy, as to limit an inner party struggle a bit. But the real issue lies in playing the political parts out. Should there be diplomacy checks? Should it rely purely on roleplaying skills? If I do have checks, how much weight does a natural 20 have? These are things that I believe are a little more complicated than simple dialouge, and diplomacy. Do you guys think I am wrong? Would making it play out differently just bog the game down and make it less fun? Any and all thoughts and questions are appreciated, thank you ![]()
![]() I tend to have trouble thinking of ways to make dungeons challenging and enjoyable at the same time. I know puzzles are okay, monsters are a part of it, and traps are integral as well. However I find whenever I try to design a dungeon it becomes too linear, and ends up feeling relatively dull. That being said I would like to see what you guys would recommend for making dungeons feel more exciting/interesting to explore. ![]()
![]() First let me start off by saying I read your initial question but none of the responses so I'm sorry if this is redundant. I am currently running RotR and my group just finished burnt offerings. I had my group describe in detail why they came to Sandpoint on this particular day, and how they went about it. (Only had 3 players, two of which were in-game traveling brothers) and that alone added about 3 hours of game time before the festival even began. This helped the players get introduced to some of the NPCs, the layout of the town, and ultimately improved their connection to the town. Once the festival began the next day, I wrote out things to do at the festival (it gives a brief idea of what goes on) and wrote out speeches for when the notable NPCs took the stage. My players told me that it did in fact improve the quality of the assault, and made it more fun to play. As for shops and stuff, I make them roleplay buying things and that also introduces them to the world and builds connections. ![]()
![]() The players wanted to talk to the town sage for information on an unknown enemy. So they find this man named Eldar on the outskirts of town. Turns out this man was just a raving lunatic and his cat was actually the wise sage. A curious thing though, Edldar could still cast spells but when his spell book was examined they found nothing but pages covered with cat S***. A very interesting encounter to say the least. ![]()
![]() Allow me to introduce to you: Deden Elslayer. This guy's first character (brother to one of my best buds) I sat down and tried to make a backstory with this guy. I informed him that its good for the character to not just be a badass but have negative traits too, fears, insecurities etc. So he's like "yeah alright, my level 4 ranger has a wolf companion and sort of understands animals better than humans (how trite lol but that's not what makes it bad) he has a crippling fear of whales and bees." "Why?" "Oh @#$% ummmmm... Because his whole family was on a boat and he watched a whale eat it. And he hunted some stuff for this dude and he payed him with a handyhaversack.... Full of BEES!" Then he proceeded to be nothing but a hindrance to the group, refused to fight with the group because "I'm chaotic neutral and I think about myself and only myself". Very disruptive, and I won't be asking for him to return. ![]()
![]() He understands the power of the "control" mage. We had a great encounter using grease in our last campaign and he even has it as one of his spells because of it. His chosen school is illusion and two forbidden schools are abjuration and necromancy. I know that he wants to deal damage (he was stoked to play his cheesy cavalier with a lance last campaign) but its just not going to happen, i m going to talk to him about changing his class to something more instantly gratifying. We do need an arcane caster in the group but I'd rather he have something that he won't moan about in game. ![]()
![]() So my friends and I are starting up the rise of the runelords adventure path and I already see problems brewing. We all met up last night in order to flesh out everyone's back story and character sheets. After we got all of that settled we decided that it would be beneficial to run a little practice session with the team. I used the little premade adventure that I got from the beginner box and we ran it, and it was fun. Problem: my friend is playing a wizard and he feels absolutely useless (and was very vocal about it) next to the two handed ranger. I told him that this was gonna happen for the first few levels that he will feel weak but eventually come into his character, which I thought he grasped the concept of because he played a sorc in my last campaign. Is there any advice that I can get for this situation. I know that's just how the game works that martials overshadow casters for a good while, but I seriously don't want to listen to him whine for the next X sessions about how weak he is. I understand if there's nothing really substantial that you guys could tell me but I'd appreciate any help in the matter. Thank you
About Edison WyattCharacter Sheet:
Male Human Paladin 5, Ranger 1
LG Medium humanoid (human) Initiative: +3; Perception: +7 ------------------------- Defenses ------------------------- AC: 22 (/w Buckler); Flat-footed:19; Touch:13 (10 base +7armor +3Dex +2Shield) HP: 57 Fort:+11 Ref:+9 Will:+7 ------------------------- Offense ------------------------- Speed: 30ft. ; 20 in armor Melee: +1 Bastard Sword (one-handed) +10 (1d10+4, 19-20x2) OR +1 Bastard Sword (2-handed) +10 (d10+5, 19-20x2) OR +1 Bastard Sword (2-handed w/Buckler) +10 (d10+5, 19-20x2) OR Light Mace +9 (1d6+3, 20x2), OR Dagger +9 (1d4+3, 19-20x2) Ranged: +1 Composite Longbow(+3STR) +10 (d8+4, 20x3) OR w/ Silver Arrows +10 (1d8+3, 20x3) Special Attacks: Smite Evil (2/day), Lay on Hands (vs Undead), Channel Energy (vs. Undead) -------------------------- Statistics -------------------------- STR 16, DEX 16, CON 14, INT 08, WIS 10, CHA 14 Base Attack: +6; CMB: +9; CMD: 22 Feats: Point Blank Shot, Precise Shot, Quick Draw, Exotic Weapon Proficiency (Bastard Sword) Traits: Making Good on Promises, Militia Veteran Skills: Craft (Cooking) +3, Diplomacy +6, Knowledge (Geography) +3, Knowledge (Religion) +4, Perception +7, Sense Motive +4, Stealth +5, Survival +9 (+10 to follow tracks) Languages: Common SQ: Aura of Good, Detect Evil, Divine Grace, Lay on Hands (4/day), Aura of Courage, Divine Health, Mercy (Shaken), Channel Positive Energy, Divine Bond, Favored Enemy: Undead +2, Track, Wild Empathy ---------------------------- Spells ---------------------------- 1st Level (2/day): Lesser Restoration, Protection from Evil ---------------------------- Combat Gear: +1 Bastard Sword, +1 Composite Longbow (+3 STR bonus), +1 Buckler, +1 Breastplate, Light Mace, Dagger, 20 arrows, 20 silvered arrows, Cloak of Resistance +1, Potion of Lesser Restoration, Potion of Cure Moderate Wounds, 2 Potions of Cure Light Wounds, Potion of Bull's Strength, Wooden Holy Symbol of Erastil Other Gear: Bedroll, 2 Blankets, 50ft. Hemp Rope, Whetstone, 3 Sunrods, 6 torches, 10 days trail rations, half pound jar of honey, Mwk Backpack, 2 waterskins, 3 belt pouches, Flint and Steel, 10 Pitons, Hammer, Journal, 2 units of Ink, 2 pieces of chalk, 2 Inkpens, Waterproof Bag, 25pp, 70gp, 36sp, 2cp. Background:
Our world is a world of predators. They circle their prey, endlessly stalking, tirelessly anticipating their chance to strike at the sign of weakened guard.
Edison Wyatt wasn't a predator in his youth, but he was a terror. He and his two friends Egelmore and Rodrick were the bane of their small farming community outside Lepistadt, stealing mail, sabotaging equipment, and starting fires. Eventually getting himself caught -and with no more goodwill from the village or his parents to draw on- Edison was placed in the reformative care of the local clergy of Erastil. Like any proper youth, young Edison rebelled against that too, and was dangerously close to getting himself sent to the county jail in Lepistadt until a pack of wolves started preying on the farm animals and folk of the town. Father Barrok, the senior priest of Erastil, took Edison into the woods in pursuit of the beasts to teach him the role of duty in a community. The first couple days in the woods were miserable for the teenager, and Barrok's proselytizing made it no better, but when they finally found the pack of wolves, the young man had his eyes opened. Barrok's magic empowered his bow and guided his arrows, taking two wolves before the pack could even think to scatter. Edison watched in awe as the Father studied the remains of the wolves and their last meal, a young girl taken from the village at night. Barrok pointed out the size of the wolves, how healthy they were. They weren't desperate creatures, they were smart, preying on the bountiful fields and young population. Edison's eyes had been opened to duty and purpose sharpened and utilized. He raised no more challenge as he helped Barrok track down and remove the rest of the wolf pack, and asked on return to be taught the ways of duty, and of service. Since then, he has been a hunter for the village, tagging predators nearby, and addressing those that get too close to home. Through it all he's seen some things; monsters in the night, beasts controlled by malign intent, and the cruelties if man -often coming in from the cities to practice debased sport on rural folk. Through it all, Edison has only become more resolved in his -admittedly limited- views on Old Deadeye, duty, and the relationship between a person and their community. He's also grown up. Having broken forty some winters passed, he's married, a wonderful and smart woman with whom he has had two remarkable boys. All of them are smart, capable of doing things Edison had never dreamed for himself; his wife runs the household, plans the field structures, and handles the finances. His eldest, Tavick, is a year away from going into town and taking an aptitude test that could pave the way to being a wizard or alchemist. And Dura, the younger, has myriad talents that already strain at the confines of the wooded village. His family is the love and focus of Edison's life, and he smiles blissfully thinking of them as he works the fields as his wife's blunt instrument, when he isn't hunting predators. But there's been more of those of late. He has felt the night coming earlier than it should, and the shroud if darkness clings stubbornly before finally conceding the day to light. He has felt the creatures in the woods shifting and snarling, and feels them studying the world with manufactured dark intent. He thinks back to a man he helped once, long ago, a Petros Lorrimor, who had mentioned his prior experience fighting against such vile design. Edison had made a promise to support the man in his efforts, should ever he pass this way again. Years later, there may not be a sign of Professor Lorrimor, but the 'Beast of Lepistadt' -as the idiot city folk call it- has been caught, and now he's told some folk might be coming his way who could use his help getting to the bottom of something in his neck of the woods, woods whose darkness worries Edison more than ever... Appearance:
Edison Wyatt puts in appropriate effort to look after his appearance, though sometimes the time isn't there for so frivolous an activity. He keeps his salt and pepper hair cut short, and tries to manage his beard enough so that it doesn't wind up in his food. His otherwise fair skin is dark and weathered from working and living under the sun for so long, and his hands are rough from toil. His gear sees more care than his physical appearance; his sword is always sharpened and oiled, his bow well-attended, and his armor and buckler free of dents. He carries a cloak from Father Brokthan, a dark brown thing to match his general attire. It has seen much use, as one can tell from the earthy smell that constantly hangs about it, no matter how recently Edison has bathed. Hanging from his neck on a chord braided from the hair of the family's favorite mare, is a hand-carved wooden holy symbol of Erastil made by Sombren. Through all his adventures, Edison's bright blue eyes peer out into the world, looking for foes and dangers. Personality:
Edison is a gruff man. He operates in straight lines. If something is wrong, he says it. If he appreciates something, but words would get in the way, he may sit on his haunches. He is not unkind, he simply doesn't voice his appreciation often. He brooks no insult to his family or his faith, and to a lesser extent, his allies.
He is a lover of the natural world. Despite being his wife's blunt instrument on the farm, there is nothing that he loves more than getting dirty doing something meaningful for people he knows and cares about. He comes alive when he's 'on the job', and reorients his intensity from observation to activity in such times. He has a soft spot for children, especially those well-behaved. He dislikes wastefulness, adding to his general distaste for cities. Skill Breakdown:
Armor Check Penalty: -3 Craft (Cooking) +3 (+1 rank, +3 trained, -1 INT) Diplomacy +6 (+1 rank, +3 trained, +2 CHA) Knowledge (Geography) +3 (+1 rank, +3 trained, -1 INT) Knowledge (Religion) +4 (+2 ranks, +3 trained, -1 INT) Perception +7 (+4 ranks, +3 trained) Sense Motive +4 (+1 rank, +3 trained) Stealth +5 (+2 ranks, +3 trained, +3 dex, -3 armor check penalty) Survival +9 (+4 ranks, +3 trained, +2 trait) |