The Shining Fool
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My group is about 3/4 of the way three the first chapter of Kingmaker, and due to a scheduling conflict, one of my players has had to quit. The down side is that he was playing the group's only arcane character. I don't want the group to be without arcane capability, so I am planning (at this point) to continue running the character as a DMPC.
I haven't run a DMPC in years, and I've never run one as an arcane character. Anyone have any ideas on builds and how to run an arcane character in a way that gives the group a nice variety of basic arcane keystone spells, but is simple for me to keep tabs on, and doesn't really overshadow the group?
Essentially, during combat I plan on using him as a simple blaster, or perhaps even just an archer, and out of combat casting spells as requested by the party. No data, suggestions, or "this spell solves all of your problems" kind of builds.
Thanks!
| Drood |
I'd recommend making your life easy by NOT creating a wizard or a sorcerer. Too many spells means more work on your end. Instead, create something like a 3.5 warlock where they can blast constantly and use their (limited) abilities as often as they want.
Versatility is not something you want in this case.
Remember, in Pathfinder any character can create magic items with the right feat and skills, so it's not like this guy has to be able to do everything. Just make him a blaster and keep it simple.
Alternatively, a fighter or ranger specced towards archery isn't a bad plan either.
jtokay
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I'd recommend making your life easy by NOT creating a wizard or a sorcerer.
Sorcerers aren’t all that versatile. In fact, that may be just what the doctor ordered. You can really keep it simple.
Something else that may be what the doctor ordered is the Arcane Archer prestige class. Just knock off a mostly ranger build with some sorcerer enough to fit the prereqs, and you can do as you say “just an archer” and pop off some arcane stuff as needed.
| Drood |
Drood wrote:I'd recommend making your life easy by NOT creating a wizard or a sorcerer.Sorcerers aren’t all that versatile. In fact, that may be just what the doctor ordered. You can really keep it simple.
You still have to keep track of the number of spells they get per day, several different spells and everything they do, etc..
Also, in Pathfinder, Sorcerers get more spells than in 3.5, not to mention the bloodline powers...
A warlock, on the other hand, fills the neat arcane role (with lots of flavor) yet he acts a lot like an "arcane" archer because he just makes single-target attack rolls and does damage. You don't have to keep track of multiple spells or spells per day because it's all at-will.
| evilash |
I would build a controller bard focused on spellcasting and buffing. The beauty with that is that he would never overshadow the group, on the contrary... he makes them better. A bard is also easier for you to run than a sorcerer, a wizard or for that matter a warlock. Feats to check out are Extra Performance and Lingering Performance.
A bard is also quite easy to make into an excellent archer, but in that case you would have to cut back on his spellcasting.
| Papa-DRB |
Wow, that kinda stinks...
I have five guys plus me the DM. The only time a cancel a session is either 1) we are down two players, 2) we are down the wizard (5th level or greater). I have run a DMPC as a Cleric and that was bad enough, I would *never* do it with an Arcane caster.
That said, I would try the following first (in order):
1) Did someone else want to play an arcane caster but didn't because there already was one, and would s/he take over the character till his own could come in?
2) Can you get another player?
3) Would one of your other players take on a 2nd character for a while?
If you can not do 1,2, or 3, then I would build a Sorcerer with the Arcane Bloodline and give an amulet or ring as a bonded item. Minimum Charisma to keep up with spell levels, ie. charisma = 15 at 1st level, and bump it every level so it is 19 at 16th level. Int at 10, knowledge (arcana) and spellcraft skills only. Put the rest of the points into con or dex. I would take mostly defensive spells, but perhaps one attack spell per level (magic missile, fireball, etc.).
Good luck, you will need it.
-- david
Papa.DRB
My group is about 3/4 of the way three the first chapter of Kingmaker, and due to a scheduling conflict, one of my players has had to quit. The down side is that he was playing the group's only arcane character. I don't want the group to be without arcane capability, so I am planning (at this point) to continue running the character as a DMPC.
I haven't run a DMPC in years, and I've never run one as an arcane character. Anyone have any ideas on builds and how to run an arcane character in a way that gives the group a nice variety of basic arcane keystone spells, but is simple for me to keep tabs on, and doesn't really overshadow the group?
Essentially, during combat I plan on using him as a simple blaster, or perhaps even just an archer, and out of combat casting spells as requested by the party. No data, suggestions, or "this spell solves all of your problems" kind of builds.
Thanks!
| Sunderstone |
Spellcasters can be a pita when you are dm'ing especially with all those spells at high level to keep track of. Ive had to run a DMPC in many campaigns and I try to stay away from casters because of the extra paperwork.
Best choice is to probably leave him in as an NPC and let the players level him up when its time to work on the sheet. Let them pick his spells and keep track of what he has in memory, etc. Role play him in the spirit of the player that left, and if you dont like the NPC fudge some rolls behind the screen during combat and do away with the NPC.
Another choice is to play less of a caster. Make an DMPC Bard, which is also useful when the party asks the DM about any lore etc. You can roleplay it out. Also useful if the party loses focus, The Bard's knowledge and lore can be useful to drop helpful hints.
The only DMPC that should not be played under any circumstance is a Rogue. Not much fun if you know where all the traps are and what they do regardless of roleplaying with DM knowledge seperated from character knowledge.
edit*** I played a DMPC elven Ranger (archery) in my Kingmaker home game before RL issues made us disband. I was going for Hunters Bond- Companions so I wouldnt have to pick up an animal companion (more paperwork). He was meant to be artillery but wound up a front line fighter alot too.
We got 3/4 through the first book too. Fun as hell.