
Story Archer |

I'm about to run RotRL with a new group. Good role-players, moderately PF experienced, and there's going to be three of them. I tend to work with my PC's when building their characters in order to make certain that 1) they are campaign appropriate, 2) they are party appropriate (designed to add to the group rather than distract from it), 3) so I can get a good sense of the character for when I start writing individual sub-plots and 4) to make certain I can adjust the rules as needed to fit their concept without unbalancing anything.
Since there are going to be three players, augmented by in-game NPC's, I'm allowing them to use a 25 point attribute buy, but that's really the only accommodation I'm making for them on that front.
One of the characters is going to be a Spirit Summoner (Summoner archetype), with the concept that his Eidolon is actually an otherworldly mentor guiding him, protecting him and teaching him the ways of battle - its inspired some really neat ideas RP-wise both from his perspective and my own, but with regards to making everything fit mechanically, these are the changes I've made:
Rather than 2 points for all simple weapons or 4 points for all martial weapons, I'm allowing him to spend 2 evolution points to give his eidolon proficiency in a single martial weapon.
He gains his Hexes in place of (and at the same level as) Share Senses, Maker's Call, Merge Forms and Transposition. He keeps Aspect and, as such, gains one of his hexes a few levels early.
The other changes are primarily flavor, such as his taking the Orc Bloodline via Eldritch Heritage but making it instead be representative of his taking on more and more of his eidolon's likenesses, growing in size and strength as well as skill and ferocity.
The second character is going to be a Blackblooded Oracle with the Spellscar mystery. After long discourse with the woman playing her, I'm come to a few conclusions:
The character is most decidedly mystical and arcane in nature rather than divine, so I'm going to grant her access to the Wizard/Sorcerer spell list instead of the Cleric/Oracle one. Her 'Black Blood' will be a manifestation of the Primal Magic that afflicts her like a poltergeist, threatening all spells cast in her presence - in effect, she'll be carrying a region of 'wild magic' around with her. These are the rules I've put into place:
When casting any spell, she has to make a Concentration check to keep a primal magic event from taking place - she will get a +4 bonus to this check.
When anyone else casts a spell or uses a spell-like ability in her presence, they have to make a similar check without the bonus.
As a full round action, she can actively strengthen or weaken the area of wild magic around her, granting a +4 bonus to those concentrations checks by others, or a -4 penalty.
Existing spells who's presence she comes into will be unaffected.
It'll be fun coming up with more and more potential 'primal magic events' as the campaign unfolds.
The third character is undecided, but I'll likely be open to making similar rules adjustments on his behalf as well - I just wanted to get a sense of things from other players and GM's regarding the changes I'm proposing and whether or not they'll be problematic moving forward.