Starting RoRL: Will this party work with two players playing two PC's?


Rise of the Runelords


My RPing group has dwindled over time. However, I am determined to play this campaign with my two remaining players.
They each will be playing two PCs. Here's the breakdown:
PC1: Tiefling twins one rogue, one alchemist.

PC2: Undecided still! but leaning towards paladin-esqe, cavalier, war priest-ie person (or so the PC believes) with a squire to support (that truly has all the blessings from chosen deity).
Thought at one point to have paladin in need of redemption holding a cursed/magical sword with intelligence as 2nd character.

DMPC: Bloodrager with Arcane bloodline.

Any ideas would be appreciated including build ideas or other interesting PC pairings to get PC2 motivated/creative juices going.

TIA!


I'm not a fan of players utilizing multiple characters, but that's your decision.

I would probably be more apt to give them one character each, either with gestalt builds, a mythic tier or two or allow Leadership/cohorts for them.

For paired builds, however:

Butterfly-sting Crit Fisher + x4 hitter
Void Wizard + Slumber Witch
Mounted Fury Barbarian + Quadruped Synthesist with Mount Evolution
2 Slayers with Teamwork feats
Ratfolk pairs


You could also go with one character each and use the Mythic Rules from the very start. Mythic does provide extra attacks and improves toughness a bit, and while it gets overpowered if you're not careful... if you have only two PCs then you should probably be fine.

Alternatively, you could go with two PCs with 25-point builds and run an NPC Bard. The Bard's bonus to combat helps a lot, and having fewer bodies means they will get more XPs and treasure. I would strongly recommend if you do the latter to also allow them to occasionally recruit an NPC to help, like Shalelu or the like, for boss encounters. Or use the Hero Point system and give them a couple temporary Hero Points before a boss fight if they look like it might be a hard fight for them. But with the Bard providing backup and buffs, they should be fine.

Small note - I'd recommend if one wants to run a Rogue, let them use the Unchained Rogue. The twin bonuses of getting Weapon Finesse as a first-level Feat for free, and level 3 where they can use their Dex bonus toward damage in one melee weapon (and up to three eventually) helps make an underpowered class into something well worth running.

Grand Lodge

Two characters each, for a two player group has worked very nicely for me and the guys I have my main long-term campaign with. They each play one caster type and one melee type character. They both focus on whichever character they are currently more interested in, and the other character tends to be in the spotlight less.

It might not work for everyone, some people only want to have 1 character at a time I guess, but my players love having 2 characters each. To me it is far better than any solution provided by gestalt or mythic rules

Grand Lodge

Adventure Path Charter Subscriber

If I had only 2 players, I'd let them play 2 characters each. However, if you have a 4-character party, why are you planning to run a Bloodrager GMPC?

-Skeld


Call me old fashioned but I'm letting them roll up stats. WHAT?! they still do that?! How does that work?

DMPC of Bloodrager b/c what the hell I wanna have some fun too.

Not planning on mythic tiers, with rolled stats and 5 characters I will be adjusting game mechanics anyway with "rule of two" (+2 to attack and/or +2 AC) and max hp for baddies. Did this for them on a previous campaign where they played gestalt characters (a fighter sorcerer who dual wielded two-handed swords, yea monkey grip and oversized two weapon fighting and a psionic rogue with slippers of spider climb and mad stealth bonuses, they would utterly destroy anything that was not undead) but I'm rambling…

I really wanted some other pairing ideas for my other player. He seems to be having a decision making problem and I want to present him with options.
I figure we'll need another melee combatant and some sort of healer/caster. We have some magic and ranged damage with the alchemist, the rogue will be a ranged support, she's leaning towards sniping.

Thanks for the feedback. I greatly appreciate it.
GWA


Both of my groups have rolled stats. With one I add +2 to every stat for monsters to compensate for equivalent 35-point characters (well, one is more like 52 points but is running a rogue and I'm not entirely sure if she is going to stay in the group or not) and the other +3 to every stat.

If you're looking for class options... *shrug* It sounded like your second player already had his choices - a paladin or war priest, with a squire. You could suggest, however, a wizard or magus for his second character as arcane casters ca get some nice stuff out of this AP.

Grand Lodge

Adventure Path Charter Subscriber
Astigrarndorer wrote:
DMPC of Bloodrager b/c what the hell I wanna have some fun too.

If you haven't already done so, you might want to read this thread. You might find it informative.

-Skeld


As long as the GMPC is not stealing the limelight from other characters, there's nothing wrong with having one. It can be a useful way of filling gaps in a party line - for instance, the Runelords game I run has a GMPC who started out as an Arcane Trickster build because of the lack of a thief. When the barbarian player left, I switched the GMPC over to start taking Swashbuckler levels so to fill the melee combat void (and none of the other four current players are running anything that would be great in melee - the two who could qualify want to do ranged attacks, one throwing axes and the other spells and a repeating crossbow).

That and they like the sneakthief as they refer to her.

But then, the GMPC doesn't steal the limelight really. Just acts as a roadblock against melee attackers (and even then sometimes they have to patch her up when, say, a beefed up giant general hits her with every attack and turns her in one round into a smear).

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