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That was my first composition for the breakdown but I also want to play off my player's personalities. And, with most of the party playing good, I was actually thinking of assigning based on the virtues their characters presents. The most humble will be tempted with the power of pride, the chaste with lust, etc. Though your characterization is pretty perfect and part of my idea of doing this. Except the monk, who still mostly fits sloth because he is a meditative and contemplative character and a bit hesitant in battle.


TheGreatWot wrote:

So one of the sins isn't represented, or one player has two sins? 7 sins and 6 players.

That party makeup is a huge surprise to me. No full arcane or full divine casters... that's gonna make the game a living hell at high levels. Maybe they plan on taking cohorts? That's a way to keep things stable, but it adds even more characters to an already bloated party.

No cohorts, no followers. I am going to be playing the 7th character, a cleric. It's about that time I will 'introduce' them to their trinket and let them awaken these items into full artifact mode.

I haven't firmly allocated the sin to the character but I'm leaning towards: bard/lust or pride, barbarian/wrath or gluttony, monk/sloth, rogue/lust or greed, cavalier/pride or wrath, ranger/envy.

PS, I ran a 10-person (usually 7 or 8 at the table) Kingmaker campaign for years. A 6 man party in nothing.


Estaban, great ideas. I'm going to be tweaking it slightly but mostly they'll work 9ff the shelf.

My party: rogue, ranger, bard, barbarian, cavalier, monk. I haven't decided who is who yet, and the basic powers I've listed are the only ones they have access to for now. Soon I'm going to have the party 'awaken' the items and gain the equivalent of tier 1 powers, they are only level 3 right now. I'm playing it by ear who's being which sin embodiment.


Okay, background is that I'm running a WotR campaign with a heavily modified story. The party of 6 have no memory of who they are and are being forced together to survive. The campaign has most of the same progression in the first few books but the major twists are that the players, along with an unrevealed 7th NPC, are the true cause of the demon invasion. Since the PCs are playing characters of their choice I wanted to really develop their evil alter-egos that caused this mess as I see how they progress. Don't worry, I'm not going to make the players into bad guys.

Anyway, each of the characters has a specific Focus item that is connected to one of the seven classic deadly sins. My items are a small coin purse that either double or destroy any an item to put inside it (greed), a pocket watch that disappears from time and memory depending how long you set it only to reappear in the possession of whoever set the timer (sloth), a flask that separates liquids into their components like purifying water or turning a potion into its basic ingredients (gluttony), glasses that make the wearer blind only while wearing it (evny), a pair of rings that can let the wearers control each others hands (pride), a mirror that shows a split reflection of half from minutes ago and half of minutes in the future (lust), and a letter opener that cuts on one edge and reassembled whatever it cut with the other (wrath, doesn't work on living people).

What I'm looking for is other powers that would thematically work with the sins as they players level up. Artifacts that will grow with the players. I've got plenty of ideas of spells per day or bonuses for them, I just really need a brainstorm for what kind of wacky powers, useful or not, would fit the theme of the items themselves.


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A big benefit of the touch and flat-footed ACs is that you lower the number you're trying to hit. Rolling twice, once you get to mid levels, is going to really mess with enemy CRs. Let's say a PC is up against a high-Dex (+5 bonus) enemy and they need a 16+ to hit. Having them flat-footed changes the odds from 25% to 50% for a hit. In your rule change, the odds are only about 44%. Conversely when you have an enemy that has a FF at or near it's normal AC, like an Adult Red Dragon, giving your PCs an extra roll is actually very powerful.

A +5 bonus against touch AC has the exact same problem. A +5 when there is no difference in ACs is a powerful ability, but let's instead look at that Dragon from above. There is a 21 point difference, 29 to 8, in regular vs touch ACs. It completely negates the use of touch abilities against enemies like this, which is a cornerstone strategy for non-martial characters.

It's an interesting idea but I see it as a huge mistake without a whole heck of a lot of in-depth balancing. And since every single monster Paizo has produced has the math already done in their entries, I don't see how this sort of fix could be a benefit.