Need some help creating two Gnome parties


Advice


Hey all,

So for my current campaign, there is a "mystic force"/aka GM fiat, that is causing the local gnomes to become lawful.

Depending on who you ask they are getting the following:

Lawful Gnome: This force keeps us from fading. We are working to protect our race.

"Rebel" Gnome: They are destroying what we ARE. We are fighting to protect our race.

So...as my group rarely understands the meaning of diplomacy, I'm prepping two Gnome parties depending which side they choose. Buying into some stereotypes here and game requirements to what type of charater would be on each side.

So as a quick example
Imperial side:
Paladin
Monk

Rebel side:
Bard
Druid (Going for choosing balance/natural order)
Witch
Barbarian(?)

The gnomes will be 7th level, built off 25 point buys. (I've got a group of 8 PCs at 6th) and looking for gnome groups to be from 4-6 people.

Thoughts/suggestions? Looking for a party that can counter/threaten the PCs and make them work hard to win, or even be forced to retreat!

Thanks for what anyone provides!

All will be gnomes, but looking for any suggestions as to what makes sense


Heavens oracle with awesome display coat of many stars and lure of the heavens may fit well on the rebel side. Take at least 16 starting charisma and high constitution will make this dififcult espicailly with that high con and charisma. Take feats like improved initiative maybe even toughness spell focus illusion and highten spell. This way it can use its third level slots to cast highetened color spray with a save dc of like 18 or higher with a stat boosting item. and treats the people in teh cone as having 2 hit dice.

Liberty's Edge

My gnome ranger would work. A riding dog companion and feats of Point-blank, Precise Shot, Rapid Shot, Manyshot and Hammer the Gap. Plus you would get another feat at lvl 7 I would go with Clustered Shots from the UC. My stats are all +1 except dex at +3 and wis at +2. Armed with a +1 str composite bow you could be doing 4d6 + 18 if everything hits. With the two favored enemies at lvl 6 it would be additional +4 or +2. For your one spell take gravity bow and change the d6s to d8s. At lvl 7 he should have gotten enough gold to add magic to his bow so include fire or electricity. For equipment include a wand of cure light. This little guy has taken out some major players and is getting a reputation as the go to guy for playing up.

I have a gnome wizard I have played a couple of times and gnome barbarian which I haven't played with. I am working up a gnome cleric but haven't got all of his stats yet. So, I don't know if they will work for you. The barbarian is hard build as you have the -2 on the str so to get it to a respectable level (for a barbarian) you have to really cut back on the other stats. I assume you have the gnome companion because there are some special groups that work on stopping bleaching that you could include.

Hope that helps.

Dark Archive

The law & order party could include;
Paladin
Monk
Cleric (of Irori, focusing on 'perfecting' the gnome race)
Cavalier
Wizard (conjurer or enchanter, all about binding others to obedience, whether summoned outsiders / lesser planar allies or dominated / charmed monsters)


don't forget the mad bomber alchemist gnome who talks to his dead-at-birth brother Lenny who is now his tumor after a failed attempt to ressurect him with a blood ritual.

Wizard Gnome, like Moses he tries to lead his people to the promised land which is a pocket dimension he will create when he's got the juice. Till then he will increase morale with illusions of this blessed earth.

And perhaps a summoner who screams "say hello to my little friend" and summons a huge monster with a greatclub that spanks all those who don't obey the law.

And finally sheriff Peterson who is lawful but tries to make piece between the two parties using Rosemary, his double-barreled shotgun.
p.s. he's a gunslinger in case you wondered :)


Gnomes are stupid don't put them in games.

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