Yeah, without me checking in with him, I think he does play mini war games. Perhaps it would be best to ask him if he wants to roll up a new character. We have asked him about his character numerous times and the age old answer of "I'm playing my character" is his response. But he really is not interested in anything non combat, so perhaps it would be best to ask him if he wants to make a character who can do more when we aren't fighting. He started off with a paladin, but changed when he saw that his paladin wasn't going to be a tyrannical purge all who dare not worship my God thing. He likes to hang out with us outside of the game though, so I really am chalking it up to him thinking that the game is more of a combat simulator.
Yes, him hitting the thing can prove to be an invaluable distraction as the party comes up from behind to do whatever it is they want to do to it. But there is still the whole part between that and the start where he'd rather be playing a different game, so if he does that before the party decides an idea that requires a distraction, it'd be a shame if he just didn't pay attention because he's off doing something else.
There are a couple of ways I thought of that can seal it back, the most prominent idea being to get the exact same thing it broke out of and to try and do a soul jar sorta move on it. But I'm all down to see if the party can come up with their own things. Soul Jar will be the idea given to them if they get all their knowledges worked out well enough, but the party has given me so many wonderful solutions to puzzles in the past, I can't help but root for a new one.
As such, there are things that can catch the creature off guard the first couple of times that it happens to it, like dog piling on it (Grappling) or casting a pit under it, forcing it to fly out, which will give the party a round or so to prepare whatever else they need to do.
Yeah, there is the possibility that the creature will leave before whatever and this can happen meaning they'll have lots of in between time to really work out a complicated solution, but that's not important right now.
I do dread telling him that it's going to be a predominately roleplaying session because last time we did that, his character stood around and drank while the party got all the stuff needed to continue on. Yeah I through stuff at him, but instead of talking with the guy to get information or even rolling a knowledge local in the bar to hear rumors, he just stood there and ignored him. He was only really happy next session when the combat in the light house started. And then when some of the things seemed to have been mind controlled people and he was told to stop, he resumed standing around procedure.
Scythia wrote:
No sir, I don't like 'em.
That's fine. Is there anything you don't like about them specifically?
I personally see no difference between an encounter with an unstatted creature and an encounter with a social situation where combat is poorly suited to success, such as needing the cooperation (and very specifically not decapitation) of a king.
You aren't creating a combat encounter, and if my character is strictly combat then I understand this is simply not the challenge I geared my character towards. I have the ability to politely set myself aside and use roleplay techniques to enjoy myself, knowing my diplomacy roll will most likely fail.
I'll then look forward to the next encounter being something that plays more to my stengths, because you've made an encounter that worked in favor of the other players and it is now my turn.
Basically this, but I would like it if character who is solely combat has something to do. Even with combat added in, it won't take the entire encounter so at best that's just short term catering. But thank you for understanding.
If you or your players have an issue with how Timmy chooses to engage with the game and it's mechanic's then you might want to try talking to him about it instead of passive aggressively creating a thing that's completely immune to his characters abilities via fiat.
This thing was made before I saw his style of 'play', the point of this thread was to see how I could handle this better for his sake, but all I'm getting are people claiming I dislike the player and am intentionally making this to harm him.
Even now, Orf is having a discussion with a person who isn't me and insulting me over it, showing me that he came in here simply wanting to insult me, hence why I am going to ignore him from this point on, as he is simply trying to say that his way is better while throwing a tantrum about it. His way may have been better, but now the world will never know.
Note: I am assuming you do not let players defeat these "Level X" super-beings via rolling diplomacy or just rolling Int checks to figure out what it wants?
If not then why not just play pretend?
Also why would such a ridiculous being not simply solve the characters problems for them if friendly or squish them if malicious? I assume because neither is fun correct?
That is due to the fact that tropes that work in one form of media, such as literature, do not work in all other forms, in the case TTRPG's.
TL;DR: Stripping players of agency is frustrating for many players.
They can roll, their stats are still there. If the creature makes the floor lave it isn't a "Oh my stats are worthless", it's a oh our rogue can really shine through with his acrobatics check.
If Zod the Super Genius wants to roll Diplomacy and does well, the Level X may find him entertaining and pay attention to what Zod is doing and Zod is welcome to roll checks to find out what it wants, from there even if Zods player is not coming up with an idea, someone else in the party can because 1. Even smart people do not solve every problem or 2. The player may tell Zod about his idea so that Zod can do it as a communal roleplaying sort of thing if they're friends about a character like that.
Why does the creature simply not just solve the worlds problems or utterly destroy them. Perhaps there's a limitation put on the creature that disallows it from physically altering the world and has to do so through other means or the creature itself is just a devious prankster that wants to be entertained. Either way, it does come down to fun, but can have it's reasons that the party can exploit.
If you happen to take offense to me defending this, it's because I am trying to show my side of it, as some assumptions were made.
Timmy, however, just attacks and stands around. When it comes to the choice between two things, Timmy will choose hit it until it is dead. Timmy has been targeted by a natural 20 intimidate that equaled out to a 64 (Mythic Stuff) and Timmies response was to stand there and stare back. Timmy has seen comrades sacrifice their lives for the party and Timmy says nothing and stands there. Timmy has been told not to attack by his party, so he stands there. In a fight however, Timmy attacks. He then stands there and attacks again until target is dead or Timmy is dead. Timmy will target the thing he deems most threatening as well, so while Timmy and the Bossman duke it out, the party has to take on the bossmans men, who are often times their own competent party who will be simultaneously helping the bossman and attacking the now separated party, because Timmy ran past them and took all their AoO damage. So when it comes down to the party having released hell because of Timmy doing something stupid in the end (I kill the only person who can stop the ritual). So how should this be treated in a meaningful way that would make sense. I see it as a powerful being that the party must entrap again, because it would all be very anticlimatic if they just fought it until one or the other died. Timmy will be interested during the beings "I summon stuff at you" tirade, but Timmy will not be interested during any skill challenge or roleplaying. Timmy wants the boss with a million hit points and weaknesses to everything except purely getting hit with a weapon, because that's all Timmy does. There are five other players to think about here, but it would be a damn shame if even bland as oatmeal Timmy had zero fun in the end of the campaign because the monster didn't shoot out a million tentacles to have Timmy cut them off.
Yes, I suppose the way I handled that was rather childish and for that I apologize. However, you also need to take a look at your own mannerisms of speaking. You started off in this tone, so at the very least you should expect retaliation in kind. It is the internet.
As I've said earlier, I've done this before and people like it, but there is always someone who doesn't and I wanted opinions, not attacks on character.
If you have anything of value to add, I'll listen to it and take note of it, but I wish it to be done in a manner that doesn't revolve around mocking someone.
voideternal wrote:
Why would you use a Level X character when you can use a Level 999 character? What's wrong with giving them stats? Are you afraid that your level 5 PCs are going to kill Cthulhu?
I'd much rather use a super high level statted NPC over an unstatted one. There's no rule saying that I can't use an overpowered NPC in the core rulebook. And this way, I'm not indirectly depriving my players of their character traits.
Edit: I guess what I don't like about Level X 'God' characters is that as long as they exist in the game scene, you're essentially folding the core rulebook, cease playing pathfinder, and play a 'roleplay only' game. I don't mind roleplay, but generally, when I get together with my friends to play pathfinder, I want to play pathfinder.
Well it's not of the note that I don't want to stat it, I have a vague idea of how it should be treated need it come down to that, but rather that I wish it to do things that the core book doesn't allow a creature to do. If I want a childish god to make the players play the floor is actually lava, I should have a way to do that without finding a needlessly complicated rule set to allow it to do as such. Similarly I don't want to make it so powerful that if the freed demon lord were to mindlessly bat a player away, that it wouldn't kill them if I rolled high. If the forgotten lord of nature brings forth something not of the Summon Monster List, how should I treat it as a spell if the beast has no summon equivalent. Rather than making an increasingly complex sheet to cover these bases, it's simply accepted that they can do these things because they are so powerful. Generally a Level X is defeated by being outwitted or by having what little power it was gathering used up by the party because the party kept passing it's challenges and beasts before it had time to truly gather all of it's strength. Even Level X's with stats are still sort of Level X's if they have a bunch of abilities that were made up for them. (Edit: These Abilities being of such power that a normal monster shouldn't have them)
Yes, I understand all that, this is a rare occurance, but one the party basically asked for over the course of several sessions. Basically it's like they summoned Cthulu, but they aren't of level to fight it, so all this here happened.
The reason I responded somewhat harshly there was because I perceived what orf to say as hostile, especially with his choice of saying I was being a dick.
This isn't a dues ex, this isn't salvation, it's a threat they must overcome through a manner beyond simple combat. If that's all your character can do than I'm sorry for you. This is coming because of the players actions, they helped release this threat upon the world through their slip ups and they're going to have to stick it back somehow.
I suppose you dislike it whenever a monster with that has the ability to destroy weapons show up or an anti magic field is used or unnatural cold comes in and shatters your cold resistance. Sometimes something does stunt what you would rather do and you have to work around it.
If you want to fight the level x, that's fine, you'll just learn that it's not going to be favorable for you and you will either have to find a way to hurt it or die as you mindlessly swipe at it for the millionth time. There are mechanics beyond the simple I roll to attack, they could roll any number of skill checks to try and find out more or trick it, they have a plethora of items at their disposal and they have their wits.
You can't please everyone, but when one person in a group of six literally does nothing but swing their weapon and stand around, anything non combat related will bore them. (Yes we try and get them to roleplay more, but this is another matter)
I never did state that the party was going to meet Gods, I just used them as an example. Using outsiders as a proxy on a party that can't fight that outsider yet can be considered just as bad. The point of me asking about Level X's tho is that one wouldn't be limited to the things that are already in the rules and would allow you to set a sort of GM rule 0 on what that character can do. Sure you can alter an already made thing to have it do some sort of thing it can't normally do, but then suddenly it's a different CR and needs to be reworked, but if it isn't intended to take damage, why should I have to make some illogical sheet for it to just say it can do this too.
I've made a Dullahan that used a steam train as it's steed and the train was powered by the souls that it captured, but it was meant to be physically fought by the party as they maneuvered their shoddy train next to it. I altered a Dullahans Couch of the Silent to a more grander scale and it was designed to be fought against and won and people generally had a lot of fun with that.
But, I'm asking about a challenge that CANNOT be physically defeated. Outsmarting an efreet is one thing, but having to outsmart it is another.
I've had the party have their choice of physical challenges versus mental, but it only takes one party member throwing anchor tokens at doors to ruin the mental challenge for everyone else. (The situation being that they were basically in a jail after being wrongly arrested and instead of waiting to have their roleplaying ah-ha thing to point out the true villain, one player used the feather tokens he smuggled in to break out and free the others, this being fine and all, but the players are upset now that they are wanted men and are now actually criminals in that place for having done that)
For those of you who don't know or simply call it something different, a Level X is a character who does not actually have a de facto sheet with stats and everything filled out to the point that something can actually fight it. In the vein that "If it has hit points you can kill it", a level X is not supposed to be designed even far enough to have hit points. Sure some impossible thing like hundred handed ones or whatever may be able to kill it if you want, whatever the case, the point of a level X is that the players aren't meant to fight it in a physical sense. The Gods are made this way in Pathfinder for example. I've had mixed opinions on this, as I've had players who were just upset that when they slice at the floating demon prince, nothing happens, but on the opposite side, I've had roleplayers love outwitting the reality warper into making his own prison. Whenever I have a Level X, I always get at least one person who feels like they're useless because I always have at least one player who doesn't roleplay so much as "I swing my sword at it". In my current campaign, I have just such a player and I'd love it if they decided to not play a different game while their character stands there doing nothing. Sure there are things to fight, the godlike character may summon a creature to entertain itself while the players fight it, but ultimately it will come down to the group having to trick it or at the very least do something beyond attacking it. I don't really think any advice will help in this case because the player will literally not do anything beyond physical actions, otherwise they state their character starts drinking. So really this comes down to whether or not I should even do it. One character won't have a lot of fun, but not doing it, I feel will deprive many other players of enjoyment. I personally enjoy taking on Level X characters because they aren't so much a physical challenge as a mental one. But I can see why some players dislike them, believing them to be power hungry GM's inserting their OC's or feeling like a GM is lazy for not actually designing an encounter with stats. What I'd like to know is how you feel about these Level X characters or even hear any stories about any you may have encountered in the past, to help me make my decision about doing this or perhaps even bettering it.
I did talk to the player, he basically says the character wants to die now, it's written in his backstory, because he believes strong kills weak and he was weak because someone else helped him. I think that's weird because of tons of organisms that thrive in communities like ants and crows and what is he, lol a human, nah those don't work in communities. All the same his character is now suicidal and is angry at the player characters and he's already making a new character. He argues that it's within the confines of charm person to do what he did because even though he was told to stay safe and he f+$#ing screams at people persuing them and wanting to kill them, his argument is "well maybe they changed their mind and it's safer to be in a house than a tree". Etc. He just wants the character dead and frankly I'm more annoyed that he would play a character that's this suicidal, what's the point of playing the character then.
The group was moving through a dangerous swamp, blah blah, one player fell in a dark chasm and was in trouble of being eaten by a creature. The character believes that the strong always win so he was weak and this was deserved. Another player goes down with a rope and a couple of cool rolls and rounds later they save him when the other 3 players, who are all nonstrength characters, manage to pull them up and the beast nat 1'd it's swallow whole and crashes into the cavern, sealing it away. Now this player becomes upset, he wanted his character to die. This is interesting to say the least, but when his character goes off towards the direction of the people chasing the party, the sorcerer casts charm person and wins. Now our player is upset and is threatening the party in character and deliberately trying to sabotage the party, such as talking loudly when the party tries to stealth and telling the sorcerer directly, who he is supposed to be friendly with, that he will murder him in his sleep. This is all rather annoying to me because it detracts from the game I think, because this is more of a player being upset rather than a character. How do you think this should be handled within confines of the spell, is this player right? Or do you think the group is right to be upset with the player.
This isn't a video game where a warrior can run around using nothing but a sword and still expect to live.
Yes, but this is also a group game where if one player finds they are at a disadvantage, they should find a way to overcome with the group. The Barbarian wouldn't be able to do the things I want him to do if I build him to shoot just as far as our one archers range, so instead he would look for a way to cancel out the inane range of one of his foes.
dien wrote:
What's your group's darkvision like? If your barbarian is a race that can see in the dark, and/or has darkvision from a potion/spell, there could also be darkness emanating from him due to a magic item/spell. 30 feet of movable "no, you don't know exactly where he's at" negates an archer just fine. Even if they do have darkvision, it won't kick in until the barb is sixty away, cutting down a lot of the pre-fight damage. Watching a giant sphere of darkness moving inexorably towards your party has its own nice mental effect.
There are a lot of good ideas in this thread, but I think I'll go with this one. It doesn't shut down the player, it simply makes him have to be close enough for his darkvision to take effect which will negate his 200 to 350 feet attack range that I didn't want him to abuse.
Fickle Winds could work well, I mean it's still official paizo
I would like to treat him as more of a physical threat than an intellectual one, they've already been through a couple of recent fights that involved them to think and they haven't been doing it necessarily well. In one fight, they decided to let their squishy sorcerer and investigator get attacked from the back while their tanks focused on ONE high health target which was a mindless construct restricted to one spot, so instead of backing off to protect their dying comrades they stood their whacking the construct until it died. I'd like to try and enforce the idea that some fights should be made to come back for another day.
Weather could help rather well. I like the idea of using an ogre as a wall for the actual barb
Our sorcerer is primarily fire, as he is an ifrit and likes to make a majority of his spells fire elemental.
This scenerio isn't necessarily abusing too much, but our group consists of a five people. One person is a skill monkey and can only really do anything with his poisons. One person is a sorcerer who can do a lot of fire spells, a barbarian that hits stuff, a paladin. Basic premises. Our Skill Monkey investigator and Paladin are both archers. The Fifth character comes in and brings another archer. These people are mythic 1 at this point in the game because various reasons, but mostly because they did a lot of cool stuff and this way I can throw some interesting things at them and have to not worry as hard about them dying because of auto stabilization and additional health, plus they all do some more damage and can do neat things. Our Ranger comes in with Mythic Deadly Aim and the ability to shoot a target from about 200+ Feet away. They haven't been using this too much, but I'd like to introduce a more threatening minion of the BBEG their fighting without having the Ranger deal 40 damage a round while it runs up to them. Protection against Arrows could be a solution, but I don't feel like it's enough. Is there anything else in the core rules against this type of damage that I missed or should I just look into third party/make a balanced spell for such a situation.
The evil minion in question is essentially a large sized Barbarian whose point is to try and drive them out of the plane their in, in an attempt to hide it's secrets for a bit longer.
Alternatively, there is a witch, a wizard and a goblin rogue the party is already aware of and having all four together could be threatening, but I don't want them to just try and fight them thinking they can suddenly take the wizard who was clearly a higher level then them when they first encountered it. (It didn't kill them because it had no offensive spells left prepared so it just made them scared).
Its not a case of one up man ship, (player versus DM) a background story is the past, it does not change or suddenly alter as the initial post described. If one parent died the background should specify which, if one parent was an X, Y or Z the background should say so from the beginning.
But what you're describing makes it seem like it is. Adding things as they appear to be convenient. They aren't doing that, their just adding backstory to what used to be no backstory. I'm fine with that within reason.
Blymurkla wrote:
Bah, humbug.
The player hasn't given her player character anything other than backstory. That's fine. No, that's great! Sure, the characters in the PCs backstory might have resources - but giving them to the party is still up to the GM. Does it seem contrived that the PC aren't given free stuff? Well, ask the player why. The player came up with the resources in the first place and can be the one to explain them away. If necessary.
Agreed
Blymurkla wrote:
On a side note, I love that the player comes up with backstory as the play goes along. Sure, it can get weird, but I'd take it any day over reading four pages someone wrote before the game even started. Talking about your characters past during game really bring them alive, for everyone around the table.
Yeah, I'm fine with them adding stuff about their past as time goes on. Our sorcerer has also done something similar. He doesn't have an interesting backstory, let alone, a backstory, but he's a new player. He was reading the rule books and found staves so now his character is starting to show interest in what he wants to be in the future. A collector of magic artifacts, primarily magic staffs.
Blymurkla wrote:
I'm not quite sure I see your problem Master Codex. The player as developed a backstory. You think it's a bit much, a bit ill contrived. Right?
Talk to the player! Maybe he's fine with it staying backstory. Maybe you can work out the quirks in the story, get it to fit better with your vision of the world. Maybe you can work together and come up with a cool story for an adventure that really puts the player in the spotlight.
It's a bit weird near the end, but like I said, it's not unheard of and he's a player, the characters the players take control of aren't just some random joe, their future heroes and legends, so it's fine if he has some odd background, but my question was if I involved a story with them, how could I handle it without upsetting the player. I also didn't want to spoil anything, but fortunately Neils gave me a good way to ask EVERYONE without having to ruin anything nor step on anyones toes.
If you allow alterations to back story as the game goes on you will find new advantages coming into play. I mean basically the PC just gave himself nobility, wealth, and lots of extras that are just being brought in willy nilly....
My character died well that's OK uncle Bob is a 10th level cleric and I already gave him enough diamond dust for both the raise dead and the restoration of negative levels..
I'd calmly explain that Uncle Bob already died and was brought back as an undead for the bbeg. This isn't a matter of trying to go nuh-uh, you can't do that against the GM who is essentially the God of the world. The player isn't trying to abuse it, he's just saying what he thinks is cool. All of his nobility doesn't amount for anything unless he rolls well in which case I may go, oh with your 20 diplomacy the man recognizes you and is willing to give you information for a good word with your father, etc.
No, they've been adding these details as the game has been going on. Originally his story was Dhampir who is a detective.
I do want to ask them, but the possibility of their parents dying is what sort of sets me off, because I don't want that to scare them when it doesn't necessarily have to happen and I also don't want it to spoil any possibilities of what will come for them.
This might seem like a more trivial matter compared to my earlier request, but this is slowly starting to bother me. One of my characters is a chaotic neutral Dhampir. That's fine. At some point he talks about how he's off to visit his parents and we all know that usually the mother dies giving birth to a Dhampir, but this isn't always the case, so we shrugged it off. Then we find out that his mother is the vampire, but this still isn't terrible. However, when the party is tricked into killing an innocent who was under mind control, he talks about how he doesn't want to be like his mother who has killed hundreds, maybe thousands. Now, this is where it starts to bug me that there is Vampire living in a mansion with a nobleman, who presumably have a staff of workers. This isn't impossible or even unheard of, but I certainly feel like that this much information warrents some sort of event to take place, perhaps the party has to go answer the players call from his parents who request his help, only to find out that a child whose parents were killed grew into a powerful paladin seeking revenge for all the innocents, but at the same time, I don't want to upset the player about this. This is also one of our only good backstories in the game at the moment because the other players backstories are "barbarian" "Sorcerer" and "Royal Guard sent from the godless lands to spy on the king of Arcadia but then had his life saved by our parties first paladin so he became a paladin in response, turning his life against his old ways". Which I think the last one also warrants it's own story, but that doesn't involve that players Parents. So what do you guys think is best? The Player would be fine if I had his parents around, but this sort of session could result in a punishing result if the party decides to just let the paladin kill his mom for example. Would it be best to just do nothing about it?
I know bumping is bad, but I really am wondering if there are other alternatives. It's partially my fault for not checking out his character in depth before allowing him to play it, but he's been with us for a while and he was expressing it quite clearly that he was having no fun without his character (playing other games while it wasn't his turn for example).
The Auto Bonus Progression would be helpful for a future campaign, but he already has more money then the party and if I tell him he can't have it, I'm sure it'll just upset him, he was getting very upset over an incredibly dumb topic of what jedi wear. Everyone goes through irritable phases and I've lost a couple of players just because of these phases (One player tried to kill the entire party and got upset when he took no one out because 5v1 is hard). I'd just hate to lose a player over such a dumb topic, but I'd also hate to have the entire group dislike a player for even one session while I handed them treasure items specific to a character just to catch them up.
I assume you mean that when the first character dies you've allowed him to bring in a replacement character (with 'appropriate' WBL) that ends up being more than the party?
Alternately, do you mean specifically coins rather than wealth in the form of magic etc?
I ran into similar problems with allowing replacement characters keep coming in at appropriate level (instead of level minus 1) and appropriate WBL. I never solved the problem.
As for awarding the players money you could always give the party as a whole X*Y reward where X is the amount you intended to give each character and Y was the total number of party members not counting the guy that died. If the party as a whole wants to give the recently dead guy a full share they can, otherwise they may choose to give him a partial share.
Yes, taking in account for everyones gear, the level appropriate gold puts him at more than the average party member. I was going to originally give the party gold to share as a party, but the fact that a player might actually give the new character a share is what I find problematic, because even if it doesn't come from the parties total share, which would upset at least one player, it would mean he would volunteer his share to be reduced, meaning that as a whole, our paladin will be less tanky, which is bad considering the other members are just glass cannons (Barb, Sorc, Inves, Ranger) (Yes I consider Barb to be a glass cannon, she has like 14 ac despite her 100ish health, so practically everything hits her)
Guru-Meditation wrote:
Dont give new PCs money per AVERAGE wealth per level table. Give them what the least wealthy char of your player's group has. So noone hard feelings are generated.
We were doing that, but apparently they forgot and I didn't have time to check because this player was being particularly upset because he was playing a lower leveled npc until there was an opportunity for him to show up, which had to be delayed because he wasn't done making the character, so I didn't get to realize this until afterwards that they even started with 6th level wealth despite the party only being level 5 (Because he made his character level 6) (Because he knew we were going to level by the end of the session and didn't think he'd get to play his character, but was brought in anyways)
Mysterious Stranger wrote:
The Auto Bonus Progression from pathfinder unchained solves most of these types of problems. Since all characters have the basic bonuses the game assumes you have magic items become less important and more fun. Now instead of having to have a cloak of protection you can get something more interesting. It also means that a new character will have most of what he needs even if he has no equipment. He might not have all the cool abilities the other characters have but he has the basics so he is not totally useless.
In most cases when a new character is brought in he should have about the same level of resources as the rest of the party. If the party is at or near wealth by level, then the new character should get the standard wealth by level. If the party is significantly lower than wealth by level the new player should get that level of equipment.
I'm not familiar with that system, I'll have to check it out
Having looked at it, that's a possibility for a future game like this, but introducing a variant system might not be too great since one of the players is new and hence why we're doing a fast leveling game in the first place, so he can learn how to make characters level by level (since he didn't really understand at first how to make high level characters and why they could get what) and since a lot of players didn't want to play a low level campaign, even if it was just for a short while.
I typed up a whole post, but it appears to have been wiped from time and space, so in my unsettled disappointment, let me just ask this for now.
A player dies and comes back with more money than the party. I was going to award the party money later, but now how should it be handled so that it can be fluidly played/explained/whatever that the new guy won't be getting any of the money. The player shouldn't complain about not getting money, but it'd be a little weird story wise. They just fought constructs, which give no treasure usually, but they are fighting a villain that uses constructs to enforce his power. They're in a fast leveling campaign as well, so how could this be handled better so this isn't a reoccurring problem.
They've been getting items and money as rewards from the people they've been saving.
Sorry if this is poorly written, I originally wrote a couple of paragraphs explaining more details, but yeah.
Race
| HP *56/56 | AC *13 T *10 FF *12 | CMB *+9, CMD 18 | F: *+11, R: +3, W: *+5 | Init: +3 | Perc: +5, SM: +0, Low-Light Vision, Darkvision 60 ft
Ranged Shortbow +6 (1d4)
------------------------------
STATISTICS
------------------------------
Str 22, Dex 12, Con 22, Int 8, Wis 10, Cha 12
Base Atk +4; CMB +9; CMD 18
Skills ACP -1
(1) Acrobatics +4
(1) *Climb +11
(0) *Fly +2
(1) Handle Animal +5
(1) Intimidate +5
(1) Perception +4
(1) Survival +4
(1) Swim +9
*ACP applies to these skills
Special Abilities:
------------------------------
SPECIAL ABILITIES
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Change Shape: Vine leshys can transform into vines, with results similar to tree shape. In this form, the leshy appears as a particularly healthy Small vine. The leshy can assume plant form or revert to its true form as a swift action.
Climber: Vine leshys gain a +2 racial bonus on Climb checks.
Darkvision: Vine leshys can see in the dark up to 60 feet.
Grapevine: A vine leshy made from a grapevine can produce magically infused fruit that can heal her allies. She can cast goodberry once per day as a spell-like ability, with a caster level equal to her character level. This replaces pass without trace.
Low-light Vision: Vine leshys can see twice as far as humans under conditions of dim light.
Plant Speech: Vine leshys can speak with vines as if subject to a continual speak with plants spell.
Unassuming Foliage: Vine leshys gain a +4 racial bonus on Stealth checks in forests.
Verdant Burst: When slain, a vine leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy regain hit 1d8 points, and vines quickly infest the area. If the terrain can support vines, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, this plant life has no significant effect on movement and withers and dies within an hour.
Indomitable Will: You gain a +1 trait bonus on Will saving throws.
Reactionary: You gain a +2 trait bonus on initiative checks.
Bloodline: Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
Angry Magic Tree has the Arcane bloodline.
When choosing a bloodline, the bloodrager’s alignment doesn’t restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn’t dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats.
At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
Bloodrage: The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Disruptive Bloodrage: At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.
Fast Movement: A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.
Uncanny Dodge: A bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Blood Sanctuary: At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Blood Casting: At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells; spells from other classes cannot be cast during this state.
Arcane Bloodrage: At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell’s normal duration.
Feats:
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FEATS
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Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Raging Vitality: Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.
Faction - Prepared Agent: When you attempt a Knowledge check as a part of an adventure’s mission briefing, treat all Knowledge skills as trained. Once per adventure, you can add a +1 bonus to one Knowledge check or Diplomacy check to gather information.
Faction - Guiding Compass: If you fail a saving throw against an effect that allows additional saving throws to mitigate the effect, you gain a +1 bonus on subsequent saves.
Grown to Explore: You may play a vine leshy character, beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed (Pathfinder RPG Ultimate Wilderness) to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list.
A creature can affect a slain leshy with spells like breath of life by targeting or touching the square the leshy occupied when it died. For the purpose of casting spells like raise dead, a creature can target the square where the leshy died within 24 hours. Alternatively, a create can harvest 20 lbs of vines (a process that takes 1d4+1 rounds or a full-round action for a PC with at least 1 rank of Knowledge (nature), Profession (herbalist), or Survival) from the verdant burst within 24 hours and treat those as an intact corpse for the purpose of such spells. These vines remain a viable target for an amount of time noted by the respective spell. A leshy whose body is destroyed entirely by an effect (such as disintegrate) does not create a verdant burst.
[ ] Knight of Taldor: You gain a +1 bonus to Diplomacy checks when interacting with nobles in Taldor, and a +1 bonus on Intimidate when interacting with the common people in Taldor. You also gain a free courtier’s outfit. Additionally, after rolling a Knowledge check at the beginning of an adventure, you may gain a +5 bonus and treat the Knowledge skill as if you were trained in it. Alternatively, you may grant this bonus to another PC. When you use this bonus, check off the box next to this boon.
Impressive Find: Once you earn 12 or more Fame, you receive one additional Prestige Point (but not Fame).
Well-Earned Reward: You may purchase the treasures listed below at a reduced price:
- broken figurine of wondrous power (alabaster pegasus) - 1000 gp
- treeform cloak - 4500 gp
- wand of heightened awareness (10 charges) - 100 gp
Confirmed Field Agent: You may acquire a wayfinder by spending 1 Prestige Point.
Explore, Report, Cooperate: As a free or immediate action, you may consider whether a particular action you name - such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix: You gain a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
New Recruit (J. Dacilane): You can direct J. to cast a spell from the spiritualist list as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J’s caster level is equal to your character level - 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet.
Codebreaker: You gain a +2 bonus on Linguistics checks made to decipher a writing or understand a code, and you may use Linguistics in this way even if untrained.
Scholar of Ashkurhall: Whenever you are examining architecture, objects, or writing of dwarven origin, you either gain a +1 bonus on any Appraise, Knowledge, or Linguistics check involved, or you can substitute your Perception or Sense Motive bonus for the check. You can cross this boon off your Chronicle sheet as a free action in order to apply its benefits when examining architecture, objects, or writing of any origin for the duration of the scenario.
Sky Key Component (Sargava): You have recovered one of the five lost components of the strange relic known as the Sky Key.
Stinkeye’s Friend: When you are subjected to a gaze attack, you can cross this boon off your Chronicle sheet to gain a +4 insight bonus on a saving throw to avoid the gaze’s effects.
Vanei’s Friend: Once per scenario, you can recall information Vanei provided in order to reroll a failed Bluff, Diplomacy, or Knowledge check pertaining to the Aspis Consortium. If the second check fails, cross this boon off your Chronicle sheet.
Impressive Influence: You have ingratiated yourself with a number of influential members of the Inner Sea society:
- Nigel Aldain
- Alexander Bedard
- Hamaria Blakros
- Tancred Desimire
- Jeon Raeng-Woo
- Rubaani Shafar
Acquainted with Aslynn: The entity known as Aslynn knows who you are and what you did in Thurl’s laboratory. Whether this is to your advantage or detriment is as yet unknown.
Thurl’s Bane: As a free action, you can choose one outsider with your line of sight that has the extraplanar subtype, but no alignment subtype. You gain two of the following bonuses against that creature for 1 minute. When you use this boon, cross it off your Chronicle sheet.
- A +1 bonus on attack rolls against that creature
- A bonus on damage rolls against that creature equal to one-third your character level (rounded down)
- A +1 dodge bonus to AC against that creature’s attacks
- A +1 bonus on saving throws against that creature’s spells and abilities
- A +2 bonus on caster level checks to overcome that creature’s spell resistance
Background:
Appearance and Personality:
A short collection of branches, leaves, and vines marches over, a dark-bladed axe towering over her shoulder. He smiles happily, tapping one foot against the ground impatiently.