|
Tzi's page
25 posts. No reviews. No lists. No wishlists.
|
So, for the first time I'm stepping out of the role of playing a spellcaster and playing its polar opposite.
Basically I'm going for a reach/Glaive focused fighting build. Its a high powered campaign (Roll 5d6 and drop the lowest two) and I'm coming in at 6th level.
I'm playing a Human and here are my stats after factoring in the human bonus and the 4th level +1 to a stat.
STR 18
DEX 18
CON 16
INT 12
WIS 14
CHA 12
The Feats I've chosen:
1st Iron Will, Improved Initiative, Weapon Focus (Glaive)
2nd Combat Reflexes
3rd Cleave
4th Power Attack
5th Step Up
6th Stand Still
The following is the armor/weps I've purchased,
+1 MWK Glaive
+1 Light, Fortification Medium Breastplate (+7 to AC altogether)
MWK Armored Kilt (+1 to AC)
MWK Helmet (DM's Homebrew armor, +1 to AC)
MWK Buckler (+1 to AC)
Giving me 24 AC.
Mostly the goal is a build that allows mobility while keeping enemies at a safe but reachable distance and of course being able to give them a thrashing :]
So, in this settings, I've got a campaign going. Out of the gate at the first level I decided to thrust the party into some strong hints that certain old evils in the area are stirring to life and maybe seeking a comeback.
However, Its a medium paced campaign and I am now a bit worried that the party is too focused on a major story arc and I am now looking for ways to distract them into smaller story arcs. Mainly because they don't have enough experience.
The situation now, the party has discovered some sort of artifact, a book made of bronze and gold (like a binder with metal pages) that contains revelations of some ancient construct that housed the soul of some evil creature from beyond the mortal world, and talk of trying to resurrect it. However they have learned there is a sister book that would be needed to do some dreaded incantations. Currently they are seeking anyone with information about the book, or its sister book.
However currently I am worried that they are now so engrossed into this story arc that it would be hard to hook them into other story arcs at all.
idk, advice? tips? tricks?
Okay, so as I'm designing this homebrew setting, I've been going over and over about races, or lack there of. My ideal number of races is in fact, 1, that's right, 1 single race. That race is Human, Homo sapien, that bipedal tetrapod we all seem to be. However obviously some humans are a bit different then other humans.
Abhuman or Differently Human as some might say possess other "racial," traits but in terms of lore and fluff they are just supposed to be humans with some special blessing at birth or unique ancestry. A lot of it a rewrite of already familiar "Monsters as Player character races," however they have been redone to suite the fluff.
Now lore wise these various "alternative humans," come about in a lot of different ways, but I am mainly wondering if stat wise these rewrites and homebrew "races," are balanced against the baseline human in PF since I want to avoid them being more powerful in every way. I kind of like them in niches, but I'd rather not have them be more stat wise powerful and versatile then standard humans.
So I am eagerly working to construct a campaign setting that is solely humans as the playable race. The inspiration for this setting is the early Iron Age, late Bronze age and I am going for that ancient world feel, so things like a halfling, dwarf or an elf would be a extremely rare mythic being one might encounter but not actually a playable race.
Basically all the players, NPC's ect will be human of various sorts.
So far I want to use the baseline human racial traits already in the pathfinder rules, but instead of two traits you get three, the third having to be specific to your characters country of origin or place one was raised and plausible a few alternative traits such as being born with dwarfism (Like real world dwarves) and being small sized by sacrificing say ones bonus feat at first level. Also one can gain bloodlines similar to the ones in unearthed arcana or a sorcerers bloodlines, granting one special abilities, but these come at the cost of ones second starting feat. (Unless one is a sorcerer, then one gets the bloodline that comes with the class, and their second starting feat).
I am just wondering if this sounds balanced or if I am going about this all wrong and making the players too powerful right out of the gate.
|