Zorek

Gary Simon Jr's page

RPG Superstar 7 Season Star Voter. Organized Play Member. 15 posts (265 including aliases). 1 review. 1 list. No wishlists. 3 Organized Play characters. 2 aliases.



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I first would like to say how refreshing it is to see a family spending time together. I personally think it is wonderful that you all role play together. It builds creativity, helps hone math skills, reading, and other skills they will use in life.

Now to answer your question. I would advise you keep it to as few books as possible. The nice thing that Pathfinder did is they put almost everything you really need right in their core book.

Follow the "KISS" method, keep it simple stupid. I found that kids, like you said like the battles, but also like to roll dice. So keep the battles moving quick so the children don't get bored while waiting for their turn. Its the GM's job to keep everyone involved and interested.

As for basic party make up that really shouldn't matter, let the kids play whatever character they want as long as they can do it from the CORE BOOK. I have played in a group where all 5 people playing were rogues, the nice thing with Pathfinder is it allows for variety. Each rogue basically filled a niche, one was strength based and was the front line guy, another was a dex based fighter type and used finesse over strength, another used daggers, and we all carried wands of cure light so we could all use the skill "use magic device" to use them to heal.

It is the GM's job to make it work. But by the sounds of it you are kind of new to Pathfinder too so I would advise the following party composition:

Fighter (Includes: Paladin, Ranger, Barbarian, or Monk)
Cleric
Rogue (Includes: Bard but I advise to stay away from this class as a beginner)

Three very straight forward simple classes. The cleric fills the healing need and would be the 2nd best fighter in the group, the rogue fills the trap finding need, and of course the fighter fills the meat shield need. We currently playing in 3 party group and this basically covers most of the needed situations that arise.

Now as the children gain more experience and want to expand their abilities, you could allow them to multi-class so the rogue could eventually become a rogue 5th level/ wizard 3rd level for example. This would open up the children to another class and allow them to learn more of the game.

As for skills which play a very important part the above class make up covers all the knowledge skills except geography and nature. But any class can take any skill they just may not be as proficient with it.

So from my experience the following knowledge skills are most common:
Knowledge- History
Knowledge- Arcane
Knowledge- Local
Knowledge- religion

The nice thing about being a GM is you can adjust to your group, you can usually switch some of the knowledge skills for another so instead of religion if they don't have it try knowledge planes. Or for history try switching it out for knowledge local the key is "KEEP THE GAME interesting" so do what needs to be done to keep the action going.

Other common skills are(no specific order)
Perception
Linguistics (Just a fun one not always taken)
survival
disable device
heal
appraise
acrobatics (Nice one to have as a rogue)
Spellcraft (Goes with knowledge arcana and detect magic)
Stealth
Diplomacy or Intimidate
Bluff (Nice for rogue again) works with faint feat

The main thing to remember is to have fun and as the GM your allowed to fudge rules to keep game interesting and fun.

Good luck to you and your family and hope this helps.

Oh one last thing to remember since their are only 3 people in this adventuring group. Remind them to be patient, they can always run away from a fight but should never rush into one. Also remind them about team work for that goes a long way in helping group to survive at times.


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I just want to thank you for your piece on Magic Item Creation. I found it very insightful and useful and plan on using what I learned from it.

It is just a shame that I did not know you had your own Website or I would of gone to it sooner. I am now kicking myself for not looking sooner.

Keep up the good work been a big fan for some time now and thank you once again.


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Ok, then here are a few tips for you.

1. FLANK, FLANK, FLANK- Flanking is a rogues best friend in combat.
2. Hit is important to rogues so concentrate on feats that increase your hit chance. (Example: Weapon Finesse and Weapon Focus)
3. Dex is a rogues best stat with Int being a close second
4. Teamwork Feats from the Adv. Player's Guide are good feats for the rogue and others in a party to have (Outflank, Precise Strike are just a few good choices for rogue)
5. Sneak Attack is where the rogues damage comes from so don't focus to much on str, don't ignore it but it isn't quite as important as for a fighter.
6. Use rogue talents to good affect
7. Important skills to keep maxed (Perception, Acrobatics, and Disable device) Knowledge skills could be useful since no wizard in party (Knowledge History, Local, Planes, and Religion) So high Int is important.
8. Where the rogue shines is in the little area's like disable traps and as a scout. They are designed to support, normally.
9. Now if you know your DM isn't going to use traps then you may want to look at Swashbuckler in the Advanced Player's Guide as a Archtype choice at 1st level page pg 135, if GM does use traps then he should forgo this option but could still use some of the rogue talent options offered on pg 130-132
10. Remember to have fun you can get into all kinds of mischief with a rogue where it would be a lot more difficult to do as a normal character.

Below is just a general feat progression that your friend could use as a base of comparison.

Example of a General Rogue progression (Feats):
Level Feat Rogue Talent
1st 0 Weapon Finesse
2nd 1 Rogue Talent (Weapon Focus) Weapon Training
3rd 2 Precise Strike
4th 3 Rogue Talent (Combat Expertise) Combat Trick
5th 3 Improved Faint
6th 4 Rogue Talent Detect Magic Minor Magic
7th 5 Outflank
8th 6/1 Rogue Talent True Strike Major Magic
9th 6/1 Dastardly Finish
10th 7/2 Rogue Talent Improved Evasion
11th 8/3 Lighting Reflexes
12th 9/4 Rogue Talent Opportunist

I would generally suggest the following races: Human (Extra feat at 1st level), Elf (+2 Dex & Int but -2 con), 1/2 Elf (+2 to one stat and good option if going to multi-class), Halfling (+2 Dex & Chr, -2 Str). Could also choose Gnome to be a bit different (+2 Chr & Con, -2 Str)

*Note: Small creatures make good rogues and they can be fun. Also in Adv. Player's Guide there are some fun feats that could be chosen that small rogues could use to good affect.

General Stats (Before racial bonuses): These can be adjusted but this will give you a starting point
Str: 14 (5) +2
Dex: 16 (10) +3
Con: 13 (3) +1
Int: 13 (3) +1
Wis: 12 (2) +1
Chr: 12 (2) +1

Magic Item choice: First thought would be to take a weapon but you may want to see if the GM would allow Mithral Chain Shirt cost is 1,100 in Core book and it is considered light armor with no armor check penalty and allows Dex bonus +6 page 446. Otherwise take a +1 weapon of choice.

Hope this helps a little.