
MusicAddict |

So I'm going to end up being our group GM for Rise of the Runelords, and I've had some practice with GMing a couple of modules. The party for the campaign has ended up being a strange Hodgepodge of stuff
1. Kitsune Rogue (Archetype Kitsune Trickster), got the best rolls in the party, including an 18 and two 17's, so they're the face for the party, with a +7 to Diplomacy and Bluff without having organized his skill ranks yet.
2. Human Ranger, played by the guy who has always played a fighter with an axe, except for two times, including this one. He's said he's planning on being a switch hitter down the line.
3. Dwarf Monk, who plans on trying to be a pro-wrestler in the campaign and grapple everything, to my annoyance, plans on taking barbarian levels to grapple bigger things.
4. and finally a Human Bard, the only magic this group really has, who's decided on trying to focus on magic and take on Dragon Disciple later.
I like to modify the campaign to add details about the character's histories, as well as modify the strength of certain encounters to reflect the party's capabilities, but in this case I'm not exactly sure where to go with encounter changes other than the normal group tradition of having a counter-party.
As well, reading through the anniversary book for Rise of the Runelords, the appendix includes "sin points" that are used only once, which I find disappointing, but I can't really think of what I can do to use sin points more.