Rules for playing a Child


Advice


I know I've seen these somewhere before but I can never seem to find them when I go looking. Maybe its 3.5e and paizo hasn't released any ?

Basically looking for rules for modifying base races to be a child of the race.

Possibly interested in playing a pre-teen character, mainly for the RP value of being a blank slate and learning from the characters around me becoming somewhat a representation of the group actions over the course of an adventure. Also being susceptible to other influences like devils who would love to get their hands on such a blank and pliable mind.

So yeah any advice on where to find rules as well as possible pitfalls.


To my knowledge- the only thing in the rules about playing a 'child'- ... Would be the Young Template (which makes you weaker...)

Its not really meant for Players- .. but if everyone at the table had it- .. I don't think it should matter much (just be sure to lower their over all challenge rating for them :P)

... but that's really ment for like.. 5 to 10ish if you ask me. Still might be something to look at (it can be found in the first bestiary).


this guy might have some idea

This is also something I would like to know.

...

there is something there

ninja'd


There really aren't any rules for it.

And there doesn't need to be. You can play an 11 year old with the exact same rules as a 22 year old.

In 3.5 when I played a 12 year old little girl we used the effects of reduce person, but that's in no way necessary.

As for pitfalls, just understand that your character will seldom be taken seriously unless (s)he is actually seen in combat, and the DM would be well within his rights to slap penalties on some Intimidate/Bluff/Diplomacy checks (although you may find some bluffs and diplomacy attempts easier as well, since hey, you're just a kid.)


kyrt-ryder wrote:

There really aren't any rules for it.

And there doesn't need to be. You can play an 11 year old with the exact same rules as a 22 year old.

In 3.5 when I played a 12 year old little girl we used the effects of reduce person, but that's in no way necessary.

As for pitfalls, just understand that your character will seldom be taken seriously unless (s)he is actually seen in combat, and the DM would be well within his rights to slap penalties on some Intimidate/Bluff/Diplomacy checks (although you may find some bluffs and diplomacy attempts easier as well, since hey, you're just a kid.)

I'd welcome such penalties makes things more interesting. I was thinking Summoner Synethsist for a class, turning feeble child into melee powerhouse, and with a child imagination the eidolon skin is going to be very interesting, especially as the child mind becomes influenced by good and evil, law and chaos the form and appearance of the eidolon skin will change accordingly.

Fighter turns to the Cleric, "ummm when did she grow those fangs and raking claws ? and are those eyes glowing red ?"
Cleric " yeah ... guess we shouldn't have made that somewhat grey deal with the ice devil"


Unless you plan on turning off your "power suit" regularly you're actual physical stats shouldn't actually come up all that often. Although I do vaguely recall such rules in some 3.5 book...


Ok, now I want to find a way to play Niche from Tegami Bachi.


I’d give a lower point buy than usual, probably -5 points, and if prepubescent-age drop medium races to small size and 20ft speed.


The Young Simple template is a decent starting point, and that's where I began. While it's not RAW, here's my approach:

Child: -4 penalty to all Ability Scores, decrease size by 1 category, and decrease speed.
Adolescent: Penalty to ability scores is halved, size is increased to normal for that species, speed penalty is removed.
Full-Grown: Penalty is removed.

NOTE: Full-Grown and the starting age are should not be considered the same thing. Unless you like the idea of elves, dwarves and gnomes wearing diapers for decades, the starting age should be regarded as the point at which those cultures see an individual of their race as an adult. Think of it like the difference in the USA between being 18 vs 21. For long-lived races that 18-21 period is what is stretched out, not the length of time it takes to physically mature. (Otherwise the race would have never survived as given how helpless humanoid babies are compared to those of other animals.)

Shadow Lodge

The Genius Guide to Apprentice Level Characters might help.


O...k I do NOT want to play Niche at Laithoron's table :P


Laithoron wrote:

The Young Simple template is a decent starting point, and that's where I began. While it's not RAW, here's my approach:

Child: -4 penalty to all Ability Scores, decrease size by 1 category, and decrease speed.
Adolescent: Penalty to ability scores is halved, size is increased to normal for that species, speed penalty is removed.
Full-Grown: Penalty is removed.

NOTE: Full-Grown and the starting age are should not be considered the same thing. Unless you like the idea of elves, dwarves and gnomes wearing diapers for decades, the starting age should be regarded as the point at which those cultures see an individual of their race as an adult. Think of it like the difference in the USA between being 18 vs 21. For long-lived races that 18-21 period is what is stretched out, not the length of time it takes to physically mature. (Otherwise the race would have never survived as given how helpless humanoid babies are compared to those of other animals.)

heh -4 all stats would certainly make for a challenging character to play esp since we're going with 15 point buy

stats would probably kick off at 6STR 6DEX 7CON 10INT 8WIS CHA13 or 6STR 6DEX 10CON 6INT 6WIS CHA14

of course the eidolon would override the STR/DEX/CON making it playable. heh there's an interesting point if you sacrifice HP to keep the eidolon up since you benefit from a higher base HP using its CON, if it ever leaves you'd go from e.g. 13CON back to 7CON and lose 3HP/HD that could potentially kill you like a badly wounded barbarian coming out of rage.

I must be broken I could see myself playing that


Funny that you should mention Niche. In the local group I GM, I just helped one of my players to reprise their old 3.5 Pixie Warmage as a Pathfinder Witch. Mind you, we're using the 3.5 racial ability score modifiers for her and she's got the Prehensile Hair ability...

Yeah, our foot-tall, 1-pound pixie can literally lift the entire party with her Str 24 hair. ;D


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Laithoron wrote:

Funny that you should mention Niche. In the local group I GM, I just helped one of my players to reprise their old 3.5 Pixie Warmage as a Pathfinder Witch. Mind you, we're using the 3.5 racial ability score modifiers for her and she's got the Prehensile Hair ability...

Yeah, our foot-tall, 1-pound pixie can literally lift the entire party with her Str 24 hair. ;D

I had a Pixie warlock I always wanted to convert, I thought witch would be a good choice...


Laithoron wrote:

Funny that you should mention Niche. In the local group I GM, I just helped one of my players to reprise their old 3.5 Pixie Warmage as a Pathfinder Witch. Mind you, we're using the 3.5 racial ability score modifiers for her and she's got the Prehensile Hair ability...

Yeah, our foot-tall, 1-pound pixie can literally lift the entire party with her Str 24 hair. ;D

That is awesome! I'm curious how she's doing the hair.

Also, special rule for the strength thing? Because one's carrying capacity is also tied to their size category. (I know large is x2 and small is 1/2, not sure where it goes from there without looking it up.)

As for how I'd like to do the hair, get a ton of tentacles (6 if at all possible) then the feat that lets you treat natural weapons as unarmed strikes, and then Versatile unarmed strike so I could shift them from bludgeoning to slashing to piercing.


Another suggestion would be to use the score adjustments for younger characters from Star Wars Saga Edition.

A child (1-11 if human) takes a total of -4 to the physical scores and -2 to the mental, and a young adult (12-15 if human) takes a -1 to all stats.


kyrt-ryder wrote:
Laithoron wrote:

Funny that you should mention Niche. In the local group I GM, I just helped one of my players to reprise their old 3.5 Pixie Warmage as a Pathfinder Witch. Mind you, we're using the 3.5 racial ability score modifiers for her and she's got the Prehensile Hair ability...

Yeah, our foot-tall, 1-pound pixie can literally lift the entire party with her Str 24 hair. ;D

That is awesome! I'm curious how she's doing the hair.

Also, special rule for the strength thing? Because one's carrying capacity is also tied to their size category. (I know large is x2 and small is 1/2, not sure where it goes from there without looking it up.)

As for how I'd like to do the hair, get a ton of tentacles (6 if at all possible) then the feat that lets you treat natural weapons as unarmed strikes, and then Versatile unarmed strike so I could shift them from bludgeoning to slashing to piercing.

ant-haul will triple the carry capacity and lasts 2hr/level even with a low strength you can lift quite a bit


Phasics wrote:
kyrt-ryder wrote:
Laithoron wrote:

Funny that you should mention Niche. In the local group I GM, I just helped one of my players to reprise their old 3.5 Pixie Warmage as a Pathfinder Witch. Mind you, we're using the 3.5 racial ability score modifiers for her and she's got the Prehensile Hair ability...

Yeah, our foot-tall, 1-pound pixie can literally lift the entire party with her Str 24 hair. ;D

That is awesome! I'm curious how she's doing the hair.

Also, special rule for the strength thing? Because one's carrying capacity is also tied to their size category. (I know large is x2 and small is 1/2, not sure where it goes from there without looking it up.)

As for how I'd like to do the hair, get a ton of tentacles (6 if at all possible) then the feat that lets you treat natural weapons as unarmed strikes, and then Versatile unarmed strike so I could shift them from bludgeoning to slashing to piercing.

ant-haul will triple the carry capacity and lasts 2hr/level even with a low strength you can lift quite a bit

Ah, I found it. Small is 3/4 and Tiny is 1/2, meaning with Ant Haul it would be 1.5x the medium capacity. Yeah it would probably be a heavy load but she might pull it off ^_^

Still wondering about that prehensile hair though :P

Edit: Oh, duh, it's a hex. Hadn't played a witch yet and that isn't a hex that really gets any attention. It's quite cool really, but it doesn't match my concept at all :P

(Now if I could con my DM into letting me take that as a feat with a melee class and have it use the character's actual strength score we might have something...)


kyrt-ryder wrote:
Phasics wrote:
kyrt-ryder wrote:
Laithoron wrote:

Funny that you should mention Niche. In the local group I GM, I just helped one of my players to reprise their old 3.5 Pixie Warmage as a Pathfinder Witch. Mind you, we're using the 3.5 racial ability score modifiers for her and she's got the Prehensile Hair ability...

Yeah, our foot-tall, 1-pound pixie can literally lift the entire party with her Str 24 hair. ;D

That is awesome! I'm curious how she's doing the hair.

Also, special rule for the strength thing? Because one's carrying capacity is also tied to their size category. (I know large is x2 and small is 1/2, not sure where it goes from there without looking it up.)

As for how I'd like to do the hair, get a ton of tentacles (6 if at all possible) then the feat that lets you treat natural weapons as unarmed strikes, and then Versatile unarmed strike so I could shift them from bludgeoning to slashing to piercing.

ant-haul will triple the carry capacity and lasts 2hr/level even with a low strength you can lift quite a bit

Ah, I found it. Small is 3/4 and Tiny is 1/2, meaning with Ant Haul it would be 1.5x the medium capacity. Yeah it would probably be a heavy load but she might pull it off ^_^

Still wondering about that prehensile hair though :P

Edit: Oh, duh, it's a hex. Hadn't played a witch yet and that isn't a hex that really gets any attention. It's quite cool really, but it doesn't match my concept at all :P

(Now if I could con my DM into letting me take that as a feat with a melee class and have it use the character's actual strength score we might have something...)

The Hexcrafter archtype on a Magus will allow you to grab the prehensile hair Hex as a pseudo melee class.

Just realised what thread I'm in...off topic much :P hehehe


GoldenOpal wrote:
I’d give a lower point buy than usual, probably -5 points, and if prepubescent-age drop medium races to small size and 20ft speed.

No one will want to play one then.


Wow, that's some crazy chain-quoting going on there! Haha!

As for the Prehensile Hair hex, it specifies that there's no undue strain placed on the neck, etc. so I'm considering it to basically be equivalent to a telekinesis effect. Since I'd no more reduce the amount of weight that could be manipulated via telekinesis than I would make her cast tiny fireballs, I se no compelling reason to deny a strictly non-melee character a few minutes of boasting 24-Str magic hair. The imagery alone trumps any rules lawyering. :D


Black_Lantern wrote:
GoldenOpal wrote:
I’d give a lower point buy than usual, probably -5 points, and if prepubescent-age drop medium races to small size and 20ft speed.
No one will want to play one then.

says who ? ;)

I can make a 10 point buy work easily with 10 10 14 10 10 17 for a summoner


Black Lantern: Something else to consider is that there doesn't necessarily have to be a mechanically advantageous reason for a particular idea to be compelling to play. Some people like monks, others like halflings, some might enjoy the challenge of roleplaying someone who appears to be at a statistical disadvantage such as a character who is very young or very old.

I believe that this is one of those instances in which the reward or challenge of the character is sufficient incentive. Indeed, I suspect that were this option equally balanced with your standard adult character, it might lessen the appeal of the concept since it would merely be an illusion. There's also something to be said from doing something that no one else is...


Well for a synthesis summoner it can work. Of course, if the game went on for a long time (game time) I'd say you should eventually grow up and also get some stat bumps. Maybe just say they have to go into those 10s. Spend some time lifting weights with the fighter, or doing acrobatics with the rogue. Study under the wizard or cleric of the party and get some decent mental stats. You'd get stronger over time but not in a way that is game breaking (especially considering you are self-nerfing at the start).

Scarab Sages

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Here's some rules Adam Katz came up with for "D&D Children Characters" - four age groups for all the races.

http://www.ccs.neu.edu/home/katz/dnd/kids.html


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hgsolo wrote:
if the game went on for a long time (game time) I'd say you should eventually grow up and also get some stat bumps.

Agreed. Following my formula I’m thinking…

At about age 15, drop the size and speed penalties for medium races.

At about age 19, get the 5 point-buy stat points to spend.

…Probably use the same ages for all races. Mostly for simplicity’s sake, but I feel it works for the generic setting also to say the longer lived races’ ideas of maturity are cultural, not strictly physical.


GoldenOpal wrote:
Probably use the same ages for all races. Mostly for simplicity’s sake, but I feel it works for the generic setting also to say the longer lived races’ ideas of maturity are cultural, not strictly physical.

I've been preaching that for years. Nice to see a like-minded soul. :)

Sovereign Court

Children are well known vectors of disease and filth.

As such, the rest of the party should be forced to make regular fort saves vs disease or risk catching the sniffles or a stomach bug spread from their snotty, unwashed hands touching everything.

*goes back under my bridge*

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