Hello Fast question. I was the last person to enter into a campaigne that just started. Homebrew 25 point buy in. No class restrictions no race restiction.
5 member party
I'm leaning towards a melee monster to balance out the party like a bbn or pal. Another line of thought would be synergy with the shooters and set up a switch hitting urban ranger.
Hello, This is a DM question. How far should you let an Inquisitor go when dealing with NPC's ?
Here is my example. Currently Running a Council of Thieves Campaign and I did not allow evil characters but allowed the rest of the alignment spectrum. The Party consists of.
Now myself and the player of the Inquisitor sat down to figure out some guidelines on how far the line is for what his character can do when it comes to dealing with "heretics" as he likes to call them. We're in Cheliax there are strict rules in place but not as ardent as I thought. There is a lot of Grey areas on how you can deal with other races if you are not Cheliaxian and human. There are also the tenants of his religion and that of the nation eg. Asmodeus. There is also the corruption in the Dotori or the "the lazy lawmen" as some would put it. Now without getting into spoilers. Interrogating captured enemies has lead to some lets just say colorful narrative. Also certain interactions with key individuals can be a tight rope walk for the most part. All my players are veterans and we all have a great deal of fun with this discussion. I would like some outside thoughts to see where this will go in future games.
I'll take a poke at it. Take the dust off the old character folder.
Stats. I won't throw numbers down because that would be presumptuous #1
Race Human for extra skill point and extra feat. Feat allocation
#2
Race Elf for access to elf feats and Int bump. Feat Allocation
Best of luck there are few rogue purists left in PFS.
For me the AP the first 3 books are like crack to my group they loved Riddleport and all the Plots that going on in that little city. Being to easily flesh out the place with what they give you in the book is gold but left you the GM something to tweak and build on. Children of the void was a great horror module. What the hell are those? What do you mean we can't get off the Island. Tower scene.... Armageddon Echo. If you flesh out the city add some creepy perils to taste and voila Myth Drannor with less epic craziness. The last 3 really let the first 3 down.
Number 5 Not going to even give it back its name. Holy plot dump and just unfun to run and play. If you get the chance grab one of Paizo's modules and insert here it would make just as much sense. Number 6 is epic in scope and may redeem the series if done right. Make sure the crew eat a good breakfast and bring some extra weapons because this can get really action oriented.
SwnyNerdgasm wrote:
Druid animal companion or extra spells?
Cheapy wrote:
master arminas wrote:
+1 if you are going to use it a lot -1 if you are using it sporadicallyYou can also cheaply recharge the staff and it doesn't soak up a ring slot |