2 characters – 1 player – different time-space


Advice


This post to talk about multiple characters scenario.

As I already told in other posts, I'm currently running a highly modified kingmaker campaign. I have 6 player-character – 2 girls/4 guys. We just finished stolen land and the party is now level 4. I always use pre-generated characters after asking what kind of character each player like, or in creating PC+2 or PC+3 characters to let them have a wide array of choice.

Here are the current characters :

Balty:

Balty
Male Gnome Alchemist (Oenopion Researcher) 4
CN Small Humanoid (gnome)
Init +4; Senses low-light vision; Perception +8
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Defense
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AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 25 (4d8+4)
Fort +5, Ref +6, Will +0 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power); +2 bonus vs. poison
Resist acid 5, poison resistance +2
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Offense
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Speed 30 ft.
Melee Dagger +4 (1d3/19-20/x2)
Ranged Bomb +7 (3d6+4 Fire/x2) and
. . Light crossbow +4 (1d6/19-20/x2)
Special Attacks bomb 2d6+4 (11/day) (dc 16), discoveries (explosive bomb, infusion)
Spell-Like Abilities Dancing Lights (1/day), Flare (1/day), Prestidigitation (1/day), Produce Flame (1/day)
Alchemist (Oenopion Researcher) Spells Prepared (CL 4):
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Statistics
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Str 10, Dex 14, Con 12, Int 18, Wis 8, Cha 14
Base Atk +3; CMB +2; CMD 14
Feats Brew Potion, Extra Bombs, Point Blank Shot, Throw Anything
Traits Collector (Craft [alchemy]), Excitable, Unstable Mutagen (1/day)
Skills Acrobatics +2 (+7 to jump), Appraise +8, Craft (alchemy) +13 (+17 to create alchemical items), Disable Device +7, Fly +4, Heal +4, Knowledge (nature) +8, Perception +8, Profession (clerk) +4, Ride +6, Spellcraft +11, Stealth +10, Survival +3, Use Magic Device +8; Racial Modifiers +2 Perception, alchemy +4
Languages Common, Dwarven, Elven, Giant, Gnome, Halfling, Sylvan
SQ experimental mutagen, fast poisoning (move action), master tinker, mutagen (dc 16), power-hungry
Combat Gear Potion of bull's strength, Potion of invisibility, Potion of jump; Other Gear Masterwork Leather armor, Mithral shirt, Crossbow bolts (20), Dagger, Light crossbow, Boots of striding and springing, Heavyload belt, Ring, Backpack, masterwork (6 @ 10.75 lbs), Bandolier (8 @ 2 lbs), Bedroll, Belt pouch (1 @ 0 lbs), Custom Flask, Custom Flask, Custom Flask, Custom Flask, Custom Flask, Flint and steel, Formula book, Noble's outfit, Waterskin, Custom Flask, Custom Flask, Custom Flask, Maspalio's Formula Book, 0.09 GP of Valuables
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Special Abilities
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Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+4 (11/day) (DC 16) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Collector (Craft [alchemy]) If have collection within 5 ft gain +2 trait bon to selected skill.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Experimental Mutagen (Su) Create a weaker mutagen that is safe for others to use.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Flare (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Flare once per day.
Heavyload belt This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell (Advanced Player’s Guide). Construction Requirements Craft Wondrous Item, ant haul; Cost 1,000 gp
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master Tinker You are proficient with any weapon you have personally crafted.
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 min.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Prestidigitation (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Produce Flame (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Produce Flame once per day.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Unstable Mutagen (1/day) You discovered or were given a secret to make your mutagens more unstable—but also more potent. Once per day, you can create an unstable mutagen. It is like a normal mutagen in most ways, but also gains a single benefit or hindrance due to its inst

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Dorian:

Dorian
Male Human (Varisian) Paladin (Shining Knight) 4
LG Medium Humanoid (human)
Init +0; Senses Perception +1
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Defense
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AC 21, touch 10, flat-footed 21 (+8 armor, +3 shield)
hp 34 (4d10+8)
Fort +9, Ref +4, Will +7
Immune fear
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Offense
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Speed 20 ft.
Melee Heavy Shield Bash +7 (1d4+3/x2) and
. . Gardienne +9 (1d8+4/19-20/x2) and
. . Longsword +8 (1d8+3/19-20/x2)
Special Attacks smite evil (2/day)
Spell-Like Abilities Detect Evil (At will)
Paladin (Shining Knight) Spells Prepared (CL 1):
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Statistics
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Str 16, Dex 10, Con 14, Int 13, Wis 10, Cha 16
Base Atk +4; CMB +7; CMD 17
Feats Mounted Combat (1/round), Shield Focus, Weapon Focus (Longsword)
Traits Inspiring Rush (1/day), Militia Veteran (any town or village) (Profession [soldier]), Natural-Born Leader
Skills Acrobatics -9 (-13 jump, -4 to make high or long jumps), Climb -6, Diplomacy +10, Escape Artist -9, Fly -9, Knowledge (nobility) +6, Knowledge (religion) +5, Perception +1 (-1 while away from your love interest), Profession (soldier) +8, Ride +7, Sense Motive +7, Stealth -4, Swim -6
Languages Celestial, Common, Varisian
SQ aura of courage, aura of good, lay on hands (2d6) (5/day), lovesick (elora), mercies (mercy [sickened]), paladin channel positive energy 2d6 (2/day) (dc 15, skilled rider, variant channeling (bravery/valor variant channeling [+1 sacred])
Combat Gear Potion of cure light wounds; Other Gear Half-plate, Heavy steel shield, Gardienne, Longsword, Cloak of elvenkind, Ring of jumping, Backpack (9 @ 18 lbs), Bedroll, Belt pouch (1 @ 1.2 lbs), Flint and steel, Grappling hook, Holy symbol, silver (Iomedae), Holy text (11 Acts of Iomedae), Mug/tankard, Torch (2), Waterskin, 60 GP
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Special Abilities
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Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Bravery/Valor Variant Channeling (+1 Sacred) Additional save vs. fear/AC bonus, or standard channel
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Immunity to Fear (Ex) You are immune to all fear effects.
Inspiring Rush (1/day) +1 to attack and damage on charge, allies who charge before next turn also gain bonus.
Lay on Hands (2d6) (5/day) (Su) You can heal 2d6 damage, 5/day
Lovesick (Elora) If you are away from your love at the beginning of a day, -2 initiative and perception
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Paladin Channel Positive Energy 2d6 (2/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Ring of jumping This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Acrobatics checks made to make high or long jumps.

Construction
Requirements: Forge Ring, creator must have 5 ranks in the Acrobatics skill; Cost 1,250 gp
Shield Focus +1 Shield AC
Skilled Rider (Ex) (Su) Ride does not have an armor check penalty. Your mount gains the benefit of your divine grace class feature.
Smite Evil (2/day) (Su) +3 to hit, +4 to damage, +3 deflection bonus to AC when used.

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Hank:

Hank
Male Half-Orc Afflicted Werewolf Barbarian (Wild Rager) 4
CN Medium Humanoid (human, orc, shapechanger)
Init +1; Senses low-light vision, scent; Perception +7
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Defense
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AC 14, touch 10, flat-footed 14 (+2 armor, +2 natural)
hp 43 (4d12+12)
Fort +7, Ref +2 (+1 bonus vs. traps), Will +1
Defensive Abilities orc ferocity (1/day), trap sense
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Offense
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Speed 40 ft.
Melee Armor spikes +8 (1d6+4/x2) and
. . Dagger +8 (1d4+4/19-20/x2) and
. . Thorin's Axe +9 (1d12+6/x3)
Special Attacks rage (15 rounds/day), rage powers (auspicious mark [1/rage], intimidating glare)
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Statistics
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Str 19, Dex 12, Con 16, Int 8, Wis 10, Cha 10
Base Atk +4; CMB +8; CMD 18
Feats Blood Vengeance, Power Attack -2/+4
Traits Bloodthirsty, Linebreaker (Belkzen), Warsmith
Skills Acrobatics +1 (+5 jump), Climb +8, Craft (blacksmith) +3, Diplomacy +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +4 to change attitude vs. animals related to lycanthropic form), Intimidate +9, Perception +7, Profession (soldier) +1, Sense Motive +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Survival +6; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ change forms, fast movement +10, lycanthropic empathy, pride, uncontrolled rage (dc 14), wild fighting
Combat Gear Potion of cure light wounds (2); Other Gear Dagger, Thorin's Axe, Amulet of natural armor +2, Artisan's outfit, Artisan's tools (Craft [blacksmith]), Backpack (9 @ 24 lbs), Bedroll (2), Belt pouch (empty), Flint and steel, Mug/tankard, Waterskin, You have no money!
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Special Abilities
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Auspicious Mark (1/rage) (Su) Gain +1d6 bonus on one d20 roll, once per rage.
Blood Vengeance When an ally is dropped, you can enter a weak rage as a free action. Stacks with barbarian rage.
Bloodthirsty +1 damage when an attack reduces a foe to 0 HP or fewer or you confirm a crit.
Change Forms (Su) Change into Hybrid or Animal forms.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Intimidating Glare (Ex) While raging, use Intimidate to shake your opponents.
Linebreaker (Belkzen) When charging, add 10 feet to your base speed.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lycanthropic Empathy +4 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Rage (15 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncontrolled Rage (DC 14) (Ex) When drop a foe become confused (Will neg). If fail, save again each rd.
Warsmith You gain a +1 trait bonus to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone.
Wild Fighting (Ex) Make extra attack at full BAB when full attack, but -2 to hit & -4 to AC for 1 rd.

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Laurelen:

Laurelen
Female Half-Elf Oracle (Stargazer) 4
NG Medium Humanoid (elf, human)
Init +3; Senses low-light vision; Perception +6
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 21 (4d8)
Fort +1, Ref +4, Will +3; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
Weakness oracle's curses (haunted)
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Offense
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Speed 30 ft.
Melee Dagger +3 (1d4/19-20/x2)
Ranged Masterwork Shortbow +7 (1d6/x3)
Special Attacks revelations (awesome display -4, guiding star +4 [1/day], spray of shooting stars [60', 5' burst, 4d4] [1/da)
Oracle (Stargazer) Spells Known (CL 4):
2 (4/day) Cure Moderate Wounds, Hold Person (DC 16), Glitterdust
1 (7/day) Murderous Command (DC 15), Command (DC 15), Bless, Faerie Fire, Cure Light Wounds, Unbreakable Heart
0 (at will) Stabilize, Purify Food and Drink (DC 14), Read Magic, Mage Hand, Ghost Sound (DC 14), Detect Magic, Light, Enhanced Diplomacy
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Statistics
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Str 10, Dex 16, Con 10, Int 12, Wis 8, Cha 19
Base Atk +3; CMB +3; CMD 16
Feats Extra Revelation, Point Blank Shot
Traits Faithful Artist (Perform [sing]), Varisian Wanderer (Perform [sing])
Skills Acrobatics +4, Climb +6, Diplomacy +11, Knowledge (nobility) +5, Knowledge (religion) +5, Perception +6, Perform (sing) +9, Ride +5, Sense Motive +5, Sleight of Hand +4, Spellcraft +6, Stealth +4, Survival +4, Use Magic Device +5; Racial Modifiers +2 Perception
Languages Common, Elven, Gnome
SQ elf blood, mysteries (heavens)
Combat Gear Oil; Other Gear Masterwork Studded leather armor, Arrows (18), Dagger, Masterwork Shortbow, Ring of climbing, Ring of feather falling, Backpack, masterwork (4 @ 2.5 lbs), Belt pouch (1 @ 1.1 lbs), Flint and steel, Ink, black, Inkpen, Lamp, Paper (10), Scroll case (12 @ 0 lbs), 46 GP, 9 SP
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Special Abilities
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Awesome Display -4 (Su) Your Illusion (pattern) spells treat observers as 4 HD lower than their actual HD.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Faithful Artist (Perform [sing]) With Desna's blessing, you have pursued an artistic path. You gain a +1 trait bonus to one Perform skill, and Perform is always a class skill for you.
Guiding Star +4 (1/day) (Su) +4 to all WIS checks. Empower, Extend, Silence, or Still a spell without increasing casting time or level, 1/night.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Spray of Shooting Stars (60', 5' burst, 4d4) (1/day) (DC 16) (Su) 5' burst within 60' deals 4d4 fire damage, Ref Half.
Varisian Wanderer (Perform [sing]) +1 to Perform (sing) checks, Perform (sing) is always a class skill for you.

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Malko:

Malko
Male Halfling Rogue (Knife Master, Scout) 4
CG Small Humanoid (halfling)
Init +6; Senses Perception +9
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Defense
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AC 13, touch 12, flat-footed 12 (+1 armor, +1 size, +1 dodge)
hp 21 (4d8)
Fort +1, Ref +8 (+1 bonus vs. trample attacks), Will +1; +2 vs. fear
Defensive Abilities blade sense +1, evasion, underfoot; Resist underfoot
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Offense
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Speed 30 ft.
Melee +1 Dagger +9 (1d3+1/19-20/x2) and
. . Dagger +8 (1d3/19-20/x2) and
. . Dagger +8 (1d3/19-20/x2) and
. . Dagger +8 (1d3/19-20/x2) and
. . Dagger +8 (1d3/19-20/x2)
Ranged +1 Hand crossbow +9 (1d3+1/19-20/x2) and
. . Shortbow +8 (1d4/x3)
Special Attacks scout's charge, sneak attack +2d8/+2d4
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Statistics
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Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 16
Base Atk +3; CMB +2; CMD 13
Feats Dodge, Mobility, Weapon Finesse
Traits Poverty-Stricken, Reactionary, Well-Informed (Diplomacy)
Skills Acrobatics +10, Bluff +10, Climb +7, Diplomacy +3 (+4 to gather information), Disable Device +16, Escape Artist +9, Fly +6, Handle Animal +4, Intimidate +7, Knowledge (dungeoneering) +6, Perception +9, Ride +7, Sense Motive +6, Sleight of Hand +9 (+11 to conceal a light blade), Stealth +15, Survival +6, Swim +6; Racial Modifiers +2 Perception
Languages Common, Elven, Gnome, Halfling
SQ +1 to critical confirmations (dagger), avarice, fearless, hidden blade +2, rogue talents (fast stealth, finesse rogue)
Combat Gear Oil; Other Gear Masterwork Leather armor, +1 Dagger, +1 Hand crossbow, Arrows (20), Crossbow bolts (20), Dagger, Dagger, Dagger, Dagger, Shortbow, Ring of maniacal devices, Backpack, masterwork (5 @ 4.25 lbs), Bandolier (4 @ 2 lbs), Bedroll, Belt pouch (2 @ 1 lbs), Flint and steel, Lamp, Mug/tankard, Thieves' tools, Grunamyr's Codex, You have no money!
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Special Abilities
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+1 to critical confirmations (Dagger) Choose a weapon from the following list: sling, dagger, or any weapon with "halfling" in its name. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.
Avarice Must gain at least 10% more treasure than allies or cannot Aid Another for 1 week
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Fearless +2 racial bonus vs Fear saves.
Hidden Blade +2 +2 bonus on Slight of Hand checks to conceal a light blade.
Mobility +4 to AC against some attacks of opportunity.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Sneak Attack +2d8/+2d4 +2d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Underfoot +1 AC vs. larger opponents and +1 save vs. trample
Well-Informed (Diplomacy) +1 Gather Information and Knowledge (Local), and one of these is a class skill.

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Shine:

Shine
Female Daemon-Spawn Tiefling Wizard 4
LN Medium Outsider (native)
Init +10; Senses see in darkness; Perception +4
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 20 (4d6+4)
Fort +1, Ref +3, Will +4
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee Dagger +1 (1d4-1/19-20/x2)
Wizard Spells Prepared (CL 4):
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Statistics
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Str 8, Dex 14, Con 10, Int 20, Wis 10, Cha 14
Base Atk +2; CMB +1; CMD 13
Feats Fiendish Heritage, Improved Initiative, Scribe Scroll
Traits Dark Magic Affinity, Focused Mind, Reactionary
Skills Acrobatics +0, Appraise +3, Bluff +0, Climb -3, Diplomacy +0, Disguise +0, Escape Artist +0, Fly +0, Heal -2, Intimidate +0, Knowledge (arcana) +12, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +9, Knowledge (nobility) +10, Knowledge (planes) +9, Knowledge (religion) +10, Perception +4, Ride +0, Sense Motive -2, Spellcraft +12, Stealth +3, Survival +1, Swim -3
Languages Abyssal, Common, Daemonic, Draconic, Elven, Gnome, Infernal
SQ arcane bonds (object [staff] [1/day]), forewarned +2, meticulous, opposition schools (enchantment, necromancy), prescience (8/day), specialized schools (foresight)
Combat Gear Potion of cure light wounds, Scroll of Magic Missile, Scroll of Protection from Evil, Scroll of Sleep, Scroll of Vanish, Staff, Wand of magic missile, Oil; Other Gear Dagger, Cloak of human guise, Backpack, masterwork (6 @ 8.5 lbs), Bedroll, Belt pouch (1 @ 0 lbs), Flint and steel, Ink, black, Inkpen, Lamp, Scroll case (6 @ 0 lbs), Spell component pouch, Spellbook, Book Of Harms, You have no money!
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Special Abilities
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Arcane Bond (Staff) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Dark Magic Affinity You have an instinctive talent for unleashing the vilest spells, letting the taint in your blood empower your malicious magic. Whenever you cast a spell with the evil descriptor, you act as if you were one level higher for the purpose of determining
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities. Prerequisite: Tiefling, must be taken at 1st level. Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
Focused Mind +2 to Concentration checks
Foresight Associated School: Divination
Forewarned +2 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Meticulous -2 on all untrained skill checks
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (8/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Scroll of Magic Missile Add this item to create a scroll with spells on it.
Scroll of Protection from Evil Add this item to create a scroll with spells on it.
Scroll of Sleep Add this item to create a scroll with spells on it.
Scroll of Vanish Add this item to create a scroll with spells on it.
See in Darkness See perfectly in darkness of any kind, including magical darkness.

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With each players I tried to develop and suggest background options and events. The goald is to involve them directly as much as possible in the main plot.

An exemple in my game:

Shine is involved directly in a large prophecy through her blood in our game : her half-daemon father had to breed with mortals to let « sleeping agents » here and there in the material plane. At the end of our first season after the fall of the Stag Lord, she was the only one (but she doesn't know why yet of course) up to open an ancient sanctuary under a large mystic sceal in the basement of the ruined tower in the stag lord's fortress.

For the second season, as I'm currently writing it, I was thinking at something a bit different : play for a while different characters in different places that are also involved in one way or another in the same plot.

my ideas for now for upcoming new game season:

In his background, Balty had an event with his cousin Jofifre. In our game at the very beginning the PCs had to flee from Brevoy for many reasons and when the civil war began in Brevoy, the PCs were exploring the green belt. I was imagining maybe that his cousins Jofifre may have stayed in Brevoy and meet other characters... I have a major NPC for my intrigue that stayed also in Brevoy. I was thinking maybe when the first party is currently building their kingdom, the civil war may rage in Brevoy and Jofifre with other new characters may meet my major NPCs and soon flee from Brevoy as well during a dedicated scenario.

the new characters I have in mind for now (I still have to create 1 or 2 concept more):

Amethyst , a half-elf drow-descended Witch (Bonded Witch) 5
Nirrshah a she-catfolk Monk (Nimble Guardian) 1/Ninja (Cat Burglar) 4
Ingrid, an she-ulfen Barbarian (Invulnerable Rager) 3/Fighter (Viking) 2
Magnus a dwarf Fighter (Foehammer) 2/Cleric of Torag (Forgemaster) 3
Voronwë an elf Magus (Spelldancer) 5
Hearas a half-elf Ranger (Battle Scout, Skirmisher, Wild Shadow) 3, Fighter (Archer) 2
Jofifre a gnome Bard (Prankster) 5

I thought that for another scenario or plot, we could use same feature to play flashbacks with parents or great-parents, or maybe play his own heirs in a large kingdom campaign. I really think it is possible to write and play large sagas this way.

Did you already played such kind of changing characters features ? Do you have any comments or advice about my PCs or something else ?

Thx.

Sovereign Court

I'm hesitant about this, because I think building your own character up is where a lot of fun comes from. Being handed a pregen always was a disconnect to the character for me.

I don't think PCs need a built in character hook, they get involved because they get hired to do something, or it's the right thing to do, or whatever. Large sagas are accomplished by playing it out. I've had players role up a characters siblings or even child to take over when they retire their other character. As your players grow in the world, they become invested too.

So my advice would be to talk to each of them and have them make their own next characters. The player should decide how it's tied to the current character, be it a relative or whatever. They'll have a much stronger connection to their character and that means more emotional investment.


I've had many debates with other players and masters about pregens.

The fact is:

  • I HATE to spend a complete session just in creating the PCs. I play only 2 sessions in a month so for me it's a complete waste of time to spend one of them just in creating PCs. And online creation is not always possible.
  • Except GMs that are too happy to finally be able to be at the other side of the screen and that can understand the needs of a GM to build a great intrigue, there are usually only two types of players I've met: experienced are always minimaxing and optimizing (often even if it's against the plot) and beginners don't know at all how to build a character.
  • I'm sick of "you are in a inn" introductions. I like my PCs to be involved in other new original ways. Get hired or "it's the right thing to do" is clearly not enough for me. Somewhere in their sheet or in their background I always try to sow a little seed that always seems to be a small detail for them and later will be a major element in my intrigue.
  • Hooks are the best way to "control" and "prevent" their actions cos' I believe the famous "No I won't do that because it's not something my character would do" is actually a GM failure. Depending on alignments it's often the best way to make them do something you want them to do. Lawful Good characters are great for "it's the right thing to do"... But often for True Neutral or Chaotic Neutral characters I have to find something else... Money/Power is really classical and often too weak for Good characters. Relatives are really interesting and allow secondary plots. Survival fits with every kind of characters (it's for me often the only way to create a Chaotic Evil group). Structures/Hierarchy have some freedom impacts but always work (they are in the same army, the same guild, on the same boat, etc...). Personnal Honor code is great for a single PC, what about the others?

I still agree large sagas are accomplished by playing it out. But I really like heroes when their destiny is already written from their childhood.

I got your advice for something: between my 6 PCs there are 3 beginners, 2 average players and 1 game-master. The game-master is playing Balty so I think I would let him create his cousin Jofifre like he wants. he doesn't need me at all for that and I'm sure he would create a great character.

Thx

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