There was a 1st level adventure with pre-gen characters. Main character was a sorcerer and I thought the adventure was named after him. He had some magic item with him and was being pursued. He had light armor proficiency as his feat. Yuck.
The other pre-gens all had descriptions on how they interact with this sorcerer character. Only other pre-gen I remember was some half-orc warrior type who had profession: sailor as a skill.
I know this is all very vague, but this is all I can remember. Hopefully someone out there knows what I am talking about.
It would be great if I could actually print a hard copy for myself instead of constantly coming back to my computer while integrating new material into my KM campaign.
To make matters worse, the illustrations of some items are blocking large amounts of text that describes the items. Is there a way around this?
Four players. Wife and 3 daughters 14,13,11.
First attempt with the "Four Blades"
Aziza, female human Osirian Dervish Dancer Bard
They wiped in the first encounter with a certain sandy worm creature.
Second attempt with the "Wati Warriors"
Nefertary, female Osirian human Cleric of Isis
Just finished round 2 with the certain party wiping creature. Now they are divvying out the loot from their first characters =)
Game night #2 in a few hrs.
Thank you for the advice, and I am sorry to hear about your father in law, GM SolSpiral.
Specifically, this is a Kingmaker campaign. And all 5 players are getting the Leadership feat for free, plus a couple extra cohorts, to represent their knights, followers, apprentices, house guard captains, servants, and other individuals of varying value to a noble lord/lady.
I made several NPCs for them to interact with and recruit, etc. But I am starting to feel awful repetitive. Each player will have at least 5 separate NPCs with PC class levels to use or interact with. All other persons will be NPC class template regulars.
To make up for that, I am including a leper knight of the Sepulchre, at least one physically incapable person that everyone will be overprotective of and probably underestimate (this is where my original question comes from), young squires, and a few children, etc. just to mix it up.
If all followers are 4th-6th lvl fighter types with only differences in name, it will be a quite forgettable experience and a big waste of my time.
My players eat up all the diversity I throw at them and get quite immersed in the lives of memorable NPCs. Makes for great gaming.
For story rich flavor purposes, how does one create a character with physical handicaps?
If I wanted her base speed to be lowered from 30 to 20 or 10, is it as easy as saying such? RAW, am I required to take 1 level in oracle with the lame curse? Is there an example or guideline somewhere that I have missed?
I am free to house rule on this matter, and it could be as easy as making caps on STR or DEX or CON; however, I am interested in hearing your collective thoughts, ideas, or builds for characters with physical handicaps. Has anyone done this before? Are their characters in APs or modules that could be used as a guideline?
For example: deformed legs or arms, cerebral palsy, etc.
I am not interested in hearing condescending or ridiculing remarks of such real life people. No trolls allowed. This is a serious question for a group of middle aged veteran gamers that appreciate diversity and roleplaying opportunities.
Kingdom of Fey Hill. Even though its only Baroney sized.
Ruled by the gnome fey sorceress 5, Sniffles Catdancer, calling herself the Fey Queen, first of her name, of the House Catdancer. Motto is "Landing on Our Feet". Sigil is 2 silver cats standing upright and facing each other on a field of green. She has enlisted Kesten Garess and Akiros Ismort into her Queen's Guard. Akiros also serves as the Kingdom's General in times of war.
Kingdom of Fey Hill currently has a standing army of 1 paultry militia.
Capital city of Caerverde (meaning Castle Green in a combination of Welsh and Latin)on the site of the Stag Lord's Fort.
Second city is the annexed Sootscale Caverns.
The founding of the village of Tatzlwyrm minor event is closely approaching. I pushed it back a little because the timing didn't feel right. Definately will occur during our next RP session.
They have heard of the Candlemere ruins and the Elven ruins from the Narthropple Expedition. They are looking to create new cities there and use the existing structures to house other Lords (PCs). Jubilost Narthropple has been hired as the Royal Cartographer. He frequently flirts with the Fey Queen.
Other party members include:
Emelian von Karstein, Dhampir rogue 4/monk 1, of the Ustalavian House of Karstein, motto is "Valour Beyond Death", sigil is a silver moon over black mountains. Played as an aristocrat with the class abilities/skills/feats used to augment the whole half-vampire thing. He is also the Kingdom's Spymaster.
Emmitt "Mother" Lovell, human Cleric of Milani 5. Half tank and half healer. Decked out in metal armour and carrying an oversized morning star. He is the kingdom's High Priest. Motto and sigil in development.
Batheragorre Longstrider, gnome Alchemist 4, who is looking forward to developing Longstrider Breweries and also has a facination with the Narthropple Expeditions wagon mounted double hackbut. Motto is "Putting the Stride Back in Your Step". Sigil is a reinforced ironbanded wooden door with an alchemical symboled knocker. He is the Kingdom's Magister.
Jeffrey Hawksmoor, human Cad Fighter 3. Took Kressle Van der Meer under his wing using promises of power and sexual seduction. Is a "repentant" bandit. Motto and sigil in development. Serves as the Kingdom's Warden. Kressle as the Kingdom's Marshal. They are frequently found together.
Linny, Elven Treesinger Druid 4. Has a sapling treant as a companion. Frequent party "face" when dealing with fey creatures. She has taken a recent interest in leatherworking. Motto and sigil in development. Serves as the Kingdom's Counciller.
I think the name of the post is misleading. It should be called "How do I clean up the mess we made of my campaign after we were drinking and got out of hand with our fantasy fun?"
The problem is when everyone is drinking and having a good time, one PCs silly actions lead to another. Then they deal with those consequences by making further poor/chaotic decisions.
If you want to run a serious game, or run a game you have put a lot of time, money, and energy into, then I would refrain from overindulging in alcohol.
If you want to just get your friends together and have fun, throw caution to the wind, and make up a campaign or some adventures where you wont find yourself painted into a corner when people make decisions you couldn't anticipate or expect.
Many DMs are way too harsh on Paladin behavior. They look for any reason to strip away the special abilities they have.
That being said, many players are unable to maintain a non-chaotic way of playing and want to act like all of our characters did when we were teenagers.
Here are some examples that may help all of us:
Think of Lancelot. He did not fall because of his lustful thoughts. He did not fall by making mostly-false reasons not to attend court. He did not fall by championing the queen in order to hide their secret feelings. He fell from grace after laying with the queen, abandoning his duties, and absconding from the kingdom.
Think of Anakin Skywalker. He did not fall when he constantly questioned authority. He did not fall when he became emotional. He did not fall when he took vengeance for his mother. He did not fall when he questioned his own morals. He fell when he killed members of his fellow order to join a more powerful and anger driven anti-order.
Now both of these examples detail minor misbehaviors that can be described as a "slippery slope" that eventually led to their fall, however, those examples in and of themselves did NOT cause the fall. The cause was the ultimate choice to indulge in powerful/lustful emotions and abandoning everything they stood for.
My point being, unless the paladin in your party has done something that all reasonable players would agree to be evil or unworthy of a paladin, then let it slide. Quit looking for an opportunity to say "Hahahah, I got you!" That kind of DM-ing is bad for everyone. Use those behaviors as ways to develop plot hooks and/or court/church politics.
As players, if you are not willing or are personally unable to conduct any of your PCs in a paladin-like fashion, then it would be best to create one of the many other character classes.
The solution to the OPs question is two-fold between the GM and player and is so easy that I am stumped by the constant problems with this topic.
I agree. I like your build as well. Neat concept going there. Of course, there are other options too, as previously mentioned.
What are you looking for "improvement-wise"? Better stats, better skill selection, better feat selection, a rocking backstory, better race, better offensive options?
Where do you see your build to be deficient in any way?
These answers would help us to help you.
Oh, yes....I recall a few Ravenloft 3.0 feats that had the prereq of having to have died once, I think there were others of a similar nature involving energy drain, etc..
I cant point you to the source material now cuz I'm at work, but I'm sure it wouldn't be hard to look up Ravenloft d20 feats.
I recall a few cool ones were "Jaded" "Back to the Wall" "Haunted"
I also apologize for sounding overly critical of your build. I used a poor choice of words.
At the time, I was working full time, full time grad school, and had 4 kids, lol.
No time for love Dr. Jones, or to do more than I did =)
Our party consisted of 6 Halfling rogues with all different "kits". This was back when 2nd edition was all the rage. GM took us through Sinister Secret of Saltmarsh.
We kept the house and kept the ship. 3rd-4th level PCs with their own guild house and boat. It was epic. We had sold much of the loot and bribed the town council to allow all of this to happen.
From that point on we based everything out of our house and sailed into various ports at night to follow up on any plot hooks that advanced the stories.
I was a swashbuckler/blade (cant exactly recall). We also had a bounty hunter, a cat burglar, a pickpocket, a thug, and a "generic" rogue. We were all related and had the last name of Hairfoot.
To make it even more silly, one of the guys worked midnights at a gas station and we would go up there all night and play. Eating candy and drinking pop for free of course =)
On nights he was off, we played all night at an Oasis overlooking the expressway into Chicago. Thank you 24 hr Burger King for food at 3am.
I agree that the point buy system is very likely the cause. This is a good point, Marshmellow.
My crew had always preferred rolling the dice, but I had encouraged them to try the point buy system to keep ALL characters on the same playing field.
It was not unusual to see a few guys with 2 18s, while the guy next to him had a high score of 14.
I have done theater work XMorsX. And I apologize that some people's opinions (including my own) cause you some degree of boredom. I will also give you similar advice that you gave me. If mathematical efficiency and probability is more exciting for you, perhaps you should try miniature wargaming. It is very similar to RPG, except that you don't have to talk, think outside of combat, or pretend you are other people. You just roll dice and kill.
That being said, I have played RPGs since 1984 and although some people have come and gone, most of our core group still gets together to play every 3rd or 4th Saturday. Out of all of our fondest memories and moments of brilliance, none of them revolved or depended upon maximizing gaming mechanics or building a dwarven monk to resemble a juvenile hill giant. In fact, when anyone has ever brought a straight 18s character or a STR/CON/DEX 20 and INT/WIS/CHA 8 or less character to the table, they are typically met with eyerolls and ridicule.
In my opinion, there are multiple ways to make your character "efficient". And many of them do not involve min/maxing stats.
We obviously have 2 different play styles, and I encourage you and your friends to continue playing the way that makes everyone happy.
And the importance of these forums is for people to read multiple (and sometimes conflicting) viewpoints and opinions in order to make the best informed decision for themselves and their games.
OP - Look at the iconics as a good baseline.
I am not a big fan of multiple stat dumps or one mega-stat dump. Many of the builds you are being given look fit for a video game. I prefer to roleplay as opposed to roll-play.
I like the second posters suggestion of looking at the iconics. That was a good starting place.
I would not suggest using the builds listed above like the overly antisocial and mildly mentally retarded uber strong dwarf monk. Nor would I use the dim witted paladin that cannot cast spells.
Sometimes less is more. Don't min-max.
I would advise against 9toes idea number 1. Games that are in the style of Dungeons and Dragons still carry a lot of negative stigma, and as an educator (or at least someone representing the school), the last thing you want to do is reinforce that stigma by running an adventure with demons and cultists. Whatever you do, I would keep your adventure in the style of Lord of the Rings or Harry Potter. You want a totally PG themed game.
Have a private conversation with him in RL. Let him know that he is having fun, but his unpredictable and anti-group antics are taking the fun away from you and possibly others.
Perhaps he is a person best suited for less serious RPGs like Paranoia, Toon, or just table top wargames.
I had a similar player in my group years ago. We will call him John Doe. No matter what game we were playing or what character he had, all of his PCs were John Doe. They all had the same personality, his own RL one! Eventually we got tired of his me against the world teenage crap (at age 30-something) and stopped inviting him over.
Would 200 gp even fit in a sock? That would be like 200 quarters...I'm trying to wrap my head around it. Must be a tube sock =)
On a side note, during a 1st edition game in the late 80's,our group was attacked by some aberration that had tentacles with mouths on them. It had grappled me and kept biting me. To make matters worse, it was only effected by silver weapons, which I did not have.
Desperately, I scoured my character sheet during my allies' turns. I decided to forcibly shove my silver coins, one by one, into the mouths that were biting me. My GM was so taken back by my resourcefulness, that he allowed the silver coins to do 1 pt of damage per round. I survived.
I will be shortly running KM for a party of 6. I decided upon six because that would almost guarantee that 5 show up on any given game night.
Out of these 6 players, 3 of them are relatively new, most of the players are going for flavor and roleplay as opposed to roll-play, and the group lacks a proper meat shield, having the swashbuckling cad and the druids treant sapling to share front line duties.
Due to these circumstances, I don't plan on changing anything. At the most, I may add a lower level monster or two to larger encounters, and/or add 20% hit points to major baddies. We will see. Perhaps I won't have to change anything.
Current party makeup:
Gnome Fey Sorceress (11 year old daughter)
and myself as GM (40 yr old male)
First off, as long as you are not evil, I would NEVER prepare healing spells, as you can spontaneously transform anything non-domain into a "cure hit points" spell.
I would also recommend taking the protection channel variant which will allow you to heal allies for 1/2 the normal channel dice PLUS giving your allies a scaling sacred bonus to their AC until your next round.
I would also recommend a few low level wands and/or scrolls for typical buff and help stuff, like bless, cure light, remove fear, remove paralysis, bull's strength and their variant counterparts.
That way, you can take your awesome stuff and other spells for flavor without forgoing the ability to heal and buff your homies =D
We had a similar situation at my home game. A friend of 25+ years was just annoying the heck out of everyone in 3 ways:
1. He was always a healer, but you almost had to beg him for heals. In retrospect, I believe he enjoyed having that power over people.
2. He would sit around and get drunk, then make poor choices, and want to act out certain elements of the game on real people (e.g. touching their faces, arms bars, acting out trying to use intimidation, critiquing other peoples' actions)
3. Despite having the most HP, maxed out scores, and highest AC, he would always linger in the back and hesitate to engage anything he perceived as dangerous to his guy.
One day, he didn't make the season (which was very unusual for him). We had such a great time, played 3-4 hours longer, and had such great group chemistry, that he was asked not to come back anymore for roleplaying days.
He has yet to speak to any of us since. His loss.
My point is, play without him for a game and if it feels like a concrete block has been lifted off your chest, you know what the decision should be.
Of all the possible druid companions (that I am aware of), the sapling Treant is the only creature that has its own unique language that PCs can take. Hence, does it speak Treant inherently? I cannot find where it says so. I don't want to just assume without feedback from fellow gamers.
The druid can't take Wolf as a language to speak to wolves.
The druid can't take Horse as a language to speak to horses.
They either teach these animals to perform certain actions via a command word or two from the common tongue (Handle Animal), or they cast speak with animals and discuss economics, religion, and baseball in the animal's language.
But, they can take Treant to speak with Treants.
Please note that the Raven familiar can speak Common, so my question is not without precedent.
Just to play the Devil's Advocate:
I have seen games where people want to switch up characters because they feel that their character is worthless due to things the GM has done.
1. I have an enchanter and all your monsters are immune to mind effecting spells.
2. I have a sneaky rogue and all your monsters have exceptionally high perception scores.
3. I have an anti-undead cleric build that you said was a great idea, but now I'm 9th level and we have never fought one.
4. I have a 18 STR 1/2 orc barbarian that you beat down with 2 middle aged human farmers in a waystation tavern.
These are all GM vs PCs style, and the "haha I got you!" kind of stuff that players hate and make them want different guys.
Now, if this scenario is not the issue, I agree 100% with 7heprofessor's post.
In a typical mid level fantasy vanilla campaign, I allow only one PC to have it. If they can't unanimously agree who that will be, then nobody will take it.
For something sandbox style like KingMaker, I think the PCs should all take it as they become rulers, landholders, liege lords, important persons, etc...
Those followers could be squires, your house guard, personal assistants, apprentices, far removed relations that are your wards, etc...
If you play with people that over-optimize and cheese to be mathematically superior than others at the expense of "role" playing, then there are probably more things you are banning other than the Leadership feat.
Man, I like this =)
If summoning the same creature were possible.....
If I summoned Mike the dog, and put leather barding on him, would he take it with him when he left? And if so, would he reappear with it again?
I ask this silly question because certain familiars can use magic items and other gear.....made me wonder if a friendly or loyal creature summoned by a spell could "gear up" as well.
That's a neat trick utsutsu. I don't know how I missed that one.
I also recall blackbloodtroll talking a while ago about a 4 armed alchemist weilding a reach weapon, carrying a shield, and using the 4th arm for wands/potions/etc
Thought that was kind of neat.
Thanks for the suggestions so far.
Any other interesting combos?
Gnome Fey Sorceress
This leaves the Alchemist, who actually wants to tank.
Core races only, due to already having 1 special race per GM.
Please recommend feats, feat trees traits, skills, race, spells, etc..
I don't necessarily need completed character sheets.
I would have to disagree with you for flavor purposes.
Maybe something Mongolian (thinking Genghis Khan and his influence on the Klingon's language)due to the ability of being able to say everything like you're mad =), or perhaps some sort of homebrewed Neanderthal language.
Caveat - I am in no way stating that Central Asian people are Neanderthals. Just two distinct examples that could work with the Golarion Orc.