So I am dead


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I didn't make it through one game session. I was unlucky. Alone with two crew-mates obviously not my friends. They acted faster catching me flat footed, got a lucky hit and I am dead now. I was so looking to live but what to do now.

So how do you deal with having a character you really looked forward to playing dying early, or even session 1 of a game?

The dearly departed,
-Bloodclaw


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By rolling up Clood Blaw and continuing on, of course.

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Rynjin wrote:
By rolling up Clood Blaw and continuing on, of course,

Har har

Shadow Lodge

Ask your GM if, since you didn't really get a chance to play the character, you can have it re-introduced under a different name, and maybe with one or two details changed. Or ask if it would be possible to get a deity-revival-favor that you then have to work off (excellent RP opportunity).


jlighter wrote:
Ask your GM if, since you didn't really get a chance to play the character, you can have it re-introduced under a different name, and maybe with one or two details changed. Or ask if it would be possible to get a deity-revival-favor that you then have to work off (excellent RP opportunity).

I think this is a really good choice. If you didn't get very far in the game it's likely that your character really isn't known. Swap a few details, maybe a new race, and ask if you can return.


The erasor on the pencil is applied to the part after "name", write in a new name, *pouf!* New Character. ;) The roman numeral II works wonders.


Bob the fighter... II.


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It is when you get to "Annoyarius the gnome bard CCLXXXVIII" that you need to rethink things.


Yeah, if you've just started, a name change and maybe a little description change ought to do. Once I've played a character for a bit and they die the 'Bob II' thing just doesn't feel right to me, personally. Several people I play with do something like that all the time, though.


Also perhaps look ay why you died as well. Is there aslight tactical change you need to learn from?

The Exchange

Keep that character for another game and come up with a new one for this game. In my games, when characters die, I actualy force the player to play another class, just so that they could never pull a "bob the fighter II" on me.

Even as early as session 1, Pathfinder is a game with real risks. I WILL try to avoid character deaths in the first 2, 3 hours of play, but won't go all that far out of my way to do so.

There was an adventure where a single player lost 3 characters... he was beeing very rackless though.


Force? lol, so if they want to play a class, and they do so and then die, they can't come back as that class?

The Exchange

3.5 Loyalist wrote:
Force? lol, so if they want to play a class, and they do so and then die, they can't come back as that class?

Yeah, exactly that. You can call it a sort of a house rule. I said "force" but of course, since as a GM I don't have any *actual* authority over anyone, the rule is agreed upon by everyone.

Not everyone in my group is a great role player, and most of them prefer to play certain classes in a certain way (for example, player X will always play his fighter as a two handed fighter). So if the character of a not-great-roleplayer died, and he creates another character of the same class, high chances are the new charatcer would be absurdly similar to the first one. But then, how is that "death"?

Anyho, it works great for us. Not only does it force the players to practice their creative muscle, it also increases variaty as every character death will bring a new face to the group, creating a new party dynamic.

EDIT: however, the rule only has a memory of one death. That is, if your rouge character died, and you played a druid, and the druid died, you may play a rouge again but you are forbidden from playing a druid. Of course this opens the system for potential meta gaming (create a new character ,suicide it, and then create another of the original class you wanted). However, no one has done it yet and people actualy get attached to a character after creating it.


Perhaps 'require' might be a better choice of terms.

I have played in several games where the GM had similar house rules in play. Of course, on more than one occasion, it wound up being somewhat countered by the necessity of my 'party role' also being necessary, but these were games other than Pathfinder frequently.


Short answer, whine at the GM.

How you do that whining depends on the context though, which I'm not quite clear on.

Was this a situation where the whole party ran away from something, and you didn't make it? Because that tends to open the door to being taken prisoner.

Was this a situation where you were surprised to find yourself playing with PvP minded trolls? If so, keep the character sheet/concept and find a group that doesn't do that to play with.

If this was just stupid dumb luck/not being clear on the rules, see if maybe people are willing to treat the first session as a practice run and roll things back?


Pathfinder Starfinder Society Subscriber

I prefer not to clone characters, no matter how much I liked the original. Surely there is something you want to change -- look at the cause of his death for clues here.

But if the overall concept works and can be applied to multiple characters, bring in a sibling or cousin of the original. Much of the backstory you created for the first character can be applied to the second character, with the additional motivation of avenging your first character. Just be sure that the other players were not jerks in dealing with his death -- if it seems reasonable for your new character to be more peeved at your old character's adventuring buddies than at whatever killed him, then that is a clue that something is amiss.


Googleshng wrote:

(a) Was this a situation where the whole party ran away from something, and you didn't make it? Because that tends to open the door to being taken prisoner.

(b) Was this a situation where you were surprised to find yourself playing with PvP minded trolls? If so, keep the character sheet/concept and find a group that doesn't do that to play with.

(c) If this was just stupid dumb luck/not being clear on the rules, see if maybe people are willing to treat the first session as a practice run and roll things back?

I can answer the questions as Bloodclaw's fellow player at the table. Non-spoiler answers the bolded questions above:
  • (a) Bloodclaw was "on duty" away from the rest of the PCs, not abandoned by her erstwhile allies.
  • (b) Bloodclaw did not die from PvP but PvE.
  • (c) This was the first session of an AP campaign. I don't think the rest of the players are going to want to "rewind back to the beginning credits" and have to slog through all of the introductory material again just to permit one character to draw breath once more. That is not a reasonable request to make of the GM or the rest of the group.


I don't believe that's what he meant.

Rewinding just to the beginning of the combat is always an option.

Or leave him unconscious and a few rounds from dying.

Or just leave him dead, your choice. I personally don't like killing people in the first session but if the campaign is meant to be deadly best to set that up early.


Lord Snow wrote:
Even as early as session 1, Pathfinder is a game with real risks. I WILL try to avoid character deaths in the first 2, 3 hours of play, but won't go all that far out of my way to do so.

You have combat in the first two-three hours of play? In most games Ive experienced (both those I've run and those I've played with) that time is typically spent as a prologue to the campaign wherein the PC's meet one another and find a reason to adventure together.


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kyrt-ryder wrote:
Lord Snow wrote:
Even as early as session 1, Pathfinder is a game with real risks. I WILL try to avoid character deaths in the first 2, 3 hours of play, but won't go all that far out of my way to do so.
You have combat in the first two-three hours of play? In most games Ive experienced (both those I've run and those I've played with) that time is typically spent as a prologue to the campaign wherein the PC's meet one another and find a reason to adventure together.

Depends on the campaign. I've had adventures start with a fight and thats what brings the party together in the first place. Not everyone prologues their adventures, some adventures, like say skull and shackles, you just are together from the start.

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Sissyl wrote:
It is when you get to "Annoyarius the gnome bard CCLXXXVIII" that you need to rethink things.

Let me guess, you tried to do a Mime Bard right?

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strayshift wrote:
Also perhaps look ay why you died as well. Is there aslight tactical change you need to learn from?

EDIT:

Nothing really, Had high dex which should have helped me get a decent initiative and that failed me. It was a lucky crit. Even if I had put a few more points into con, I would have had to ether gotten the toughness feat, or have an 18 con to be at 0! I'm a bard you know.


If you're going to be so lame (and defeat the purpose of RPG) to just use the same char with a diff name or only a slight mod you might as well just ask if your char can respawn or get a 1-UP mushroom.


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Nothing wrong with asking for a 1-UP mushroom. I handed a few out to some players in a game once. After they identified what it was they handed it off to the more reckless guy so they didn't have to worry about trying to resurrect him next time.

Next thing I knew the beatstick reflavored his potions of Enlarge Person as Super Mushrooms =D


kmal2t wrote:
If you're going to be so lame (and defeat the purpose of RPG) to just use the same char with a diff name or only a slight mod you might as well just ask if your char can respawn or get a 1-UP mushroom.

Nonsense. There are hundreds of rakshasha spawn tieflings in the Shackles. Surely Bloodclaw's clan won't be extirpated before the end of the AP. ;P


Hell, re-roll with my level 7 Sorcerer. He's a Rakshasa-Spawn Tiefling.

I can send you the probably-pretty-s@&%ty build if you want.

At least he has druuuuuuuuugs (Opium and some spider venom concoction of super-drug). Don't ask why.

Please ask why.


Ever see Death Note? As soon as "L" dies, they bring in "N". Same dude, really--just a different letter.

Pretty much that (at least, for a 1st-level character; don't do this if you're level 15 or some such).


You did not just say N was the same character as L.

Is Rynjin gonna have to choke a b$*+%?


But Misa likes it that way.


Dorkness Rising is all I say.

Seriously though, i never had that problem. By the time we start our game i already have two other ideas for characters that I want to try rather than the one i built for it originally.


Bloodclaw's player is usually pretty good about having several ideas at hand to try out. The Bloodclaw concept is one that has been around a long time - getting the poor thing to survive from 1st level has been the hard part.


Rynjin wrote:

Hell, re-roll with my level 7 Sorcerer. He's a Rakshasa-Spawn Tiefling.

I can send you the probably-pretty-s&$!ty build if you want.

At least he has druuuuuuuuugs (Opium and some spider venom concoction of super-drug). Don't ask why.

Please ask why.

Having just read about the opium incident in the one liner thread, I'm glad to see that your character is still rolling with that. :)


Lord Snow wrote:

Keep that character for another game and come up with a new one for this game. In my games, when characters die, I actualy force the player to play another class, just so that they could never pull a "bob the fighter II" on me.

Even as early as session 1, Pathfinder is a game with real risks. I WILL try to avoid character deaths in the first 2, 3 hours of play, but won't go all that far out of my way to do so.

There was an adventure where a single player lost 3 characters... he was beeing very rackless though.

I have played in these groups myself. One big thing though! KNOW that this will cause class imbalances later on. We sat and selected roles ahead of time during the character creation session. If during play your healer dies and has to restart NOT as a healer then the player is fine they often also had a cool fighter(or whatever) concept they wanted to try BUT now you have a fighter heavy group with no healer.


Why... Did they have the 8 Wis bard on lookout duty?

Also, said bard could reincarnate, spontaneously ala Rakshasa, if the party agrees. Call it "due to heritage" or some such, and make sure it's known to be a one-off, or similarly limited.

As another alternative, though I don't know what the situation is, a divination-happy cleric could stop by to make a 'contract' for a free Rez now in exchange for an unspecified favor later (divinations indicating that these people will likely be able/willing in the future to accomplish said goals). The raesons why this doesn't happen again are many and varied, ranging from "he doesn't have more components" to "he's not really a cleric, but he had a scroll' to <insert reason here>. Similarly varied are the reasons he doesn't deal with the problem later.

Imagine the players' surprise when they later come across his corpse with a note detailing something they need to take care of now anyway.

And if the character dies again, well, who's to say that their second chance at life wasn't a second chance at life for them, but for whoever wasn't killed because they were instead the second time...

Anyway, just a few options off the top of my head.


Aranna wrote:
Lord Snow wrote:

Keep that character for another game and come up with a new one for this game. In my games, when characters die, I actualy force the player to play another class, just so that they could never pull a "bob the fighter II" on me.

Even as early as session 1, Pathfinder is a game with real risks. I WILL try to avoid character deaths in the first 2, 3 hours of play, but won't go all that far out of my way to do so.

There was an adventure where a single player lost 3 characters... he was beeing very rackless though.

I have played in these groups myself. One big thing though! KNOW that this will cause class imbalances later on. We sat and selected roles ahead of time during the character creation session. If during play your healer dies and has to restart NOT as a healer then the player is fine they often also had a cool fighter(or whatever) concept they wanted to try BUT now you have a fighter heavy group with no healer.

Except of course that all the following classes can use cure wands without ever making a UMD roll:

Paladin, Ranger, Inquisitor, Bard, Alchemist, Druid, Cleric, Oracle, Witch

Add UMD rogues to the list, and I find it highly unlikely a party won't have someone who can use the healing sticks.

Liberty's Edge

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This happened to a player of mine. His new Lv6 wizard died about 15 minutes into the session and he really wanted to play the character. I stole an idea from Paranoia and decided his dead wizard was one of two remaining clones from a series of seven and let him play as the last of the clones by just writing "the Seventh" after his wizard's name.


Turin the Mad wrote:
Bloodclaw's player is usually pretty good about having several ideas at hand to try out. The Bloodclaw concept is one that has been around a long time - getting the poor thing to survive from 1st level has been the hard part.

She survived in her original incarnation till at least 7th, and that was Killer GM's game if I remember correctly. Would have never continued. She made it to 3rd I think PFS, but this is the most squishy she has ever been. Next incarnation is probably going to drop TWF entirely, even that is what I wish she did more than anything else.


I usually have 5 or 6 character concepts I want to try out and I have them fully statted and levelled (hero lab helps) each character has a link to other characters in the game so it's easy for me to bring them in.


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Captain Sir Hexen Ineptus wrote:
Turin the Mad wrote:
Bloodclaw's player is usually pretty good about having several ideas at hand to try out. The Bloodclaw concept is one that has been around a long time - getting the poor thing to survive from 1st level has been the hard part.
She survived in her original incarnation till at least 7th, and that was Killer GM's game if I remember correctly. Would have never continued. She made it to 3rd I think PFS, but this is the most squishy she has ever been. Next incarnation is probably going to drop TWF entirely, even that is what I wish she did more than anything else.

If TWF is what you are set on, then focus on doing so. There are two classes that are considered the best at it: Fighter and Ranger. Other classes can do it, but not with the alacrity and comparative rapid increases in hitting power that these two classes do it with. Otherwise, you are settling for a concept that you aren't interested in playing - which shows at the table.

Just write in "II", "III", etc etc on the sheet and plan her out through 13th or 14th level, even 15th (but no further). Plug in the advancements. Make sure you are not making any assumptions on gear that she can't provide for herself. Make her the best at TWF that you can - your best two stats are Str and Dex, Con and Wis are tied for third. You only need enough Dex to qualify for the TWF feats, and Rangers don't even care about that. If you go Fighter, plan to "plug" level advancements into Dex to hit her stride on the advanced TWF feats (4th, 8th and 12th respectively = starting Dex 16 to hit Greater TWF's 19 requirement without any magic belt). If you go Ranger, you don't have to worry about the combat style provided feats' requirements like you do with a Fighter - but Fighters sure do pile on the Combat bonus feats like nothing else can.

We're in a 20 point buy game, so you can probably start with 16 Str & Dex while juggling racial modifiers and dump stats to provide for tolerable Con and Wis. Which, buy the way, is a Dwarf waiting to happen. With no dump stats your "dwarf" (use the illustration as window dressing, mechanics are dwarf, no one else will really care) is 16 Str/16 Dex/12 Con/10 Int/12 Wis/8 Cha. If you dump her Cha totally in the drink, you free up 4 points to buy up Con/Int/Wis and end up with an admittedly risky 5 Cha. But hey, she'll be more than effective enough at TWF without losing on accuracy and damage output. The dwarf racial traits will help alot on shrugging off those pesky saving throws, while her raw Dex really helps ward off the Reflex saves. If you REALLY dump INT to go with CHA, making her dumber and as personable as a post (7 Int, 5 Cha), you have 8 points to bump up Con and Wis.

Given the campaign, as you saw, decent Climb and Swim is simply a must. You're getting two more skills gratis courtesy of the known house rules. Everything else is gravy, even Perception.

Any other character you are going to play any time soon, as I see it, will not be the one you want to play. Get her through the end of the campaign and you can finally retire the character and concept. I don't care if it takes you 200 deaths to get through, just do it. Don't mess around with racial esoterica, keep it simple. Don't obsess over bardic anything - all of the 3/4ths BAB classes simply can't do what you are wanting to do as regards TWF. "Making up" for what will become 3-4 full points of BAB will leave a bitter taste as you won't get Greater TWF until some time in the last chapter. Stick to full BAB and get it some time during the 5th chapter.

And for the love of the gods, pick P or "P/X" or "P or X" weapons. Otherwise, until you have a ring of freedom of movement, you're really going to be feeling gimped for no good reason in a campaign that so heavily features nautical themes throughout its entirety. And that gimped feeling will be your own making if you don't go with environmentally useable weapons.

Lastly, I would seriously sit down and examine her personality, alignment and core concept(s). If you've done it already, successfully, in another game system, leave her to enjoy retirement. If you haven't, then you have got to ask if that core personality and concept is one that really fits into this campaign that we're in.

If she truly does not, then shelve her for a more suitable campaign and go back to the drawing board to come up with something better suited that you will actually enjoy playing in this campaign premise and general terrain types. If this is not something that you can do, take a break for a while. Your chair isn't going anywhere.

The Exchange

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Aranna wrote:
Lord Snow wrote:

Keep that character for another game and come up with a new one for this game. In my games, when characters die, I actualy force the player to play another class, just so that they could never pull a "bob the fighter II" on me.

Even as early as session 1, Pathfinder is a game with real risks. I WILL try to avoid character deaths in the first 2, 3 hours of play, but won't go all that far out of my way to do so.

There was an adventure where a single player lost 3 characters... he was beeing very rackless though.

I have played in these groups myself. One big thing though! KNOW that this will cause class imbalances later on. We sat and selected roles ahead of time during the character creation session. If during play your healer dies and has to restart NOT as a healer then the player is fine they often also had a cool fighter(or whatever) concept they wanted to try BUT now you have a fighter heavy group with no healer.

Not only are there a LOT of classes out there capable of healing, but Iv'e found that most parties can actualy do fine without a major healer. For example, having two minor healers (say a paladin and an alchemist) works great too. When reaching higher levels, something as simple as buying a wand of cure appropriate wounds could mean that a healer is not at all needed.

Plus, that just means that when planning the party before the adventure path starts, you need to also consider character death, which makes for a deeper, more complex strategy.


Turin the Mad wrote:
If TWF is what you are set on, then focus on doing so. There are two classes that are considered the best at it: Fighter and Ranger. Other classes can do it, but not with the alacrity and comparative rapid increases in hitting power that these two classes do it with.

I'd also recommend, since TWF is the core of what you want here, considering Rogue. Being able to add Sneak Attack dice to all of your attacks, even ones made with the off-hand, can add up to a truly disgusting number. Also, looking over your party composition, you don't seem to have anybody with trapfinding, and the Shackles strikes me as the kind of place where you can't walk down the street without tripping over a trigger-wire. The Rogue Talents are have a lot of potential as well, and not just the ones that modify Sneak Attack. You can pick up all sorts of goodies for poison, detecting traps, skills, survivability, even combat feats. The extra skill points are just a bonus, really.

Of course, this doesn't negate anything Turin's said. Rogues are squishy. d8 hp, only one good save(and Reflex, no less!), and being restricted to light armor adds up to being just sturdy as your last character. And while all that Sneak Attack damage allows you to compete with a Fighter in sheer damage potential, it doesn't compensate for the accuracy and extra attacks that Full BAB can provide. So, if front-line combat is part of your concept, feel free to ignore everything I've said and just listen to Turin. Every party loves another meatshield, anyway. :)


Alternatively, Alchemist. You can snag Sneak Attack to amplify your TWF with Vivisectionist (at the cost of your bombs), boost yourself and heal your allies with Extracts, and operate wands without UMD.

Dark Archive

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So I gave a rather flavorful description on a suggestion of how my next character would come into play.

The doctor is looking over the body. A pile of loot is sitting near-by having been stripped for examination. After fondling and cleaning his glasses he sighs. He has a perplexed look on his face, as if he doesn't know what really happened, and/or doesn't know if he wants to say what happened. He turns to look over his medical book with a collection of cut and stab wound diagrams.
Behind his back, a sharp blade spurts out of the dearly departed's chest with a quick jerk it rips down the rib cage, Doc turns around with the noise, and the blade finishes its cut by slowly cuts down through the belly in a single smooth motion. The post-mortem gash spreads to the appearance of an over-sized blackish bloody mound starts to lifts out of the carrion; "nothing THAT big could have fit in such a woman" he thought in horror. The sharp blade retracts from the top of the mound, and spurts out the side sending the blood to splatter like a popped gum bubble all over the room, covering the shocked and mortified doctor. There over the body with both feet placed inside the dearly departed is a new figure hunched over in a partial fetal position with one arm pressed against its legs almost stretching to touch its feet, the other is grasping a rather huge looking scythe just over her other leg.
Doc turns and grasps for the door nob but is unable to open the door due to the gobs of maroon slime has not only covered his hands, but the doorknob as well as making any attempt to run like grasping molasses. Fearful and panicked, he tries to scream for help but is shocked into a quite gibber as the figure starts to move. Doc probably would have found his voice and screamed in just a moment, if it wasn't for the fact that the being started to talk, and in common. He calms himself with a gobble of lightly historical laughter. The figure straightens and steps out of the body.

I think I freaked out my GM a little, as I got a flat no; quickly followed by a comment of "Killed on sight."

RPG Superstar Season 9 Top 32

@Bloody Claw kind of wish I was your DM so I could have killed that. I mean anything born in that manned needed to be killed with extreme prejudice (Teifling maybe?)

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GM_Solspiral wrote:
@Bloody Claw kind of wish I was your DM so I could have killed that. I mean anything born in that manned needed to be killed with extreme prejudice (Teifling maybe?)

Yes Tiefling. I understand the rejection of the idea, that is fine. Was just trying to be creative and really get into the character.

I think I have been over exposed to H.P. Lovecraft a bit too much.


@Bloody Claw: I first want to compliment you on a very...well written and horrifying character orgin. It gaved me goosebumps just reading it.

As a GM though I would sigh and say roll init. And I would feel bad as it would be your second character death in 2 sessions. That would be kinda of a hard character to work in in the middle of most campaigns. No matter how I play it out...I can only see one reaction by the crew and the other PCs...'Kill it with fire!"

I might allow you to play such a character at the start of a campaign though.


You can never have too much Lovecraft.

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John Kretzer wrote:

@Bloody Claw: I first want to compliment you on a very...well written and horrifying character orgin. It gaved me goosebumps just reading it.

As a GM though I would sigh and say roll init. And I would feel bad as it would be your second character death in 2 sessions. That would be kinda of a hard character to work in in the middle of most campaigns. No matter how I play it out...I can only see one reaction by the crew and the other PCs...'Kill it with fire!"

I might allow you to play such a character at the start of a campaign though.

Ah thank you, that is sweet. Funny thing is, as a tiefling (a lesser tiefling even) I am resistant to fire. That would be rather slow and painful. As I said, I do understand why my GM said no, so that is fine. I just follow what I call "Rule of Cool" when ever I GM, where if it is esthetically pleasing, I work it in. Perhaps have the doc hit his head and awakes to this new character standing over them tending to his wound having; having him luckily on both parts, forgotten what he saw; be it by shock, injury, or both.

Liberty's Edge

Heh. This topic brings up weird memories. I almost never am a player, I'm generally behind the screen, so I often have some character concepts that I'm really eager to try out and wait for.

Playing an old campaign, fairly low level back in 3.5 I had a character die right at the beginning of a session, but I had been really thinking out making a spell-thief and had the personality and everything else fleshed out in my head, so I had him whipped up and ready quick enough that I was introduced back in about halfway through the game.

The char was an instant big hit, befriending PCs and NPCs and was just way fun as we RPed out some things. I chose to escort one of the NPCs after a bit of carousing and we got jumped. 1 totally botched perception check later and some very lucky rolls on the DMs side and I'm dead in a surprise round. The perception check was the only die I ever touched for the character and I never got to play a spell thief.

On the other hand I suppose its one of my groups amusing moments since its the only time we've ever had someone with two deaths in one session.

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