Themed PC Groups


Pathfinder First Edition General Discussion

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Andostre wrote:


Of course there were. Why wouldn't there be?

Anyway, the idea of the party (and NPCs!) all being from the same noble house is a twist I hadn't thought of. Nice work! I'm assuming many of the adventures revolved around advancing/protecting their house's interests. Maybe there were some encounters that stemmed from rivalries with other houses?

This would make a great premise for a drow sandbox game.


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Andostre wrote:
Aleron wrote:
I ran an entire Kobold party once for about a year that was just a blast. Guarding their warrens from nearby goblins, trapping their tunnels and try to scare off adventurers, dealing with a mine collapse. Lots of memorable moments.
Awesome. Did their draconic heritage play any part in any of the adventures?

It did indeed! The party was made up of various players over the years, but a few of those heavily played up the dragon connection. Others focused on the trapmaking and one notable fellow did a truly amazing job as a kobold cleric trying to lead the clan (while simultaneously dealing with the fact he was a complete and utter coward).

We had a sorcerer for a short time that really played up the connection and also a fighter/rogue that had strong draconic blood tied to a black dragon. The later was probably the most vicious of the bunch and early on more or less singlehandedly slew an entire pack of wolves (which he promptly made into wolfie slippers).

The overall theme was promoting their clan, dealing with the fact they were kobolds under constant threat, and uncovering the relics and information on the former patron of their clan.

I used a lot of lore found in "The Slayer's Guide to Kobolds" (highly recommend it) mixed with a few other resources.


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Andostre wrote:

Anyway, the idea of the party (and NPCs!) all being from the same noble house is a twist I hadn't thought of. Nice work! I'm assuming many of the adventures revolved around advancing/protecting their house's interests. Maybe there were some encounters that stemmed from rivalries with other houses?

Some.

The heiress who was disguised as a squire to avoid a political marriage beating one PC in a joust.
Bushwhacking a rival noble to pay off the debt for a Raise Dead, having first confirmed that he was not the heir, was in bad standing with his house, and our family didn't owe his family money.

The big difference was that for some encounters/plots we were thinking 'how does this action impact our family?', rather than 'what do we get out of it?' We still ended up killing bad guys and looting their stuff.

I believe the nuns are part of some complicated plot to control the world by marrying preferred candidates into specific houses, but that game is ongoing.

Dark Archive

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We had a run of The Phantom Phenomena a week ago and the comment came up that is was very much like a Scooby Doo episode.

Soooooo.....

After a little discussion and some brainstorming.

All Human Except for Scooby

Fred: Inquisitor of Pharasma or Sarenrae
Daphne: Sorcerer, Psychic, or Witch
Velma: Investigator or Occultist
Shaggy: Druid (Domain) or Cleric of Gozreh
And Scooby: Skinwalker Unchained Monk (I have the boon)

The Mystery Machine is a green and blue Varisian Wagon

Silver Crusade

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Liz Courts wrote:

Themed groups I have either run, or want to run:


  • All-paladin group (but of different deities)
  • All-tiefling group (for Council of Thieves)
  • Middle-aged townsfolk have to take up the mantle of hero when all of the young and able-bodied pass away mysteriously
  • Thieves' guild, starting from the bottom of the guild to the top.

Ran an all paladin group through the first few books of the Curse of the crimson throne. It was blast!

They curbstomped that poor AP, had me scrambling to make it challenging.
It was their introduction to Pathfinder and gaming period pretty much, but alas my then girlfriend and her friends decided that while they were having fun- magarita/mahjong/netflix night was more fun XD. oh well.
One of the highlights of the short campaign was when they sent their divine mounts (all of which had names btw) after one group of baddies and they chased the other. I can only imagine how scary having five holy horses chase you down and drag you out of your house would be.

I also had a lot of fun running a devils nunnery orphanage in Isger campaign. The campaign started off with them all being orphans and under the tutelage and training of the Chelaxian battle nuns/monks.
Then they got to choose they classes after graduating.
It was fun with them running around trying to get out of chores, get contraband, survive training,, etc.
The punishments were always fun, having to play pinata with a beehive and things like that.
"Sister Benevolent Murder Most Furious tells you to sit down and eat your greens." "what do you do?"
"I sit the @#$% down and eat my greens of course." XD


Quote:


I also had a lot of fun running a devils nunnery orphanage in Isger campaign. The campaign started off with them all being orphans and under the tutelage and training of the Chelaxian battle nuns/monks.
Then they got to choose they classes after graduating.
It was fun with them running around trying to get out of chores, get contraband, survive training,, etc.
The punishments were always fun, having to play pinata with a beehive and things like that.
"Sister Benevolent Murder Most Furious tells you to sit down and eat your greens." "what do you do?"
"I sit the @#$% down and eat my greens of course." XD

Awesome. Tell us more...


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I'm playing a group of four wizards through Rise of the Runelords as we speak. So far it's been a blast. Though last session I lined up a crossbow firing squad in an ambush and only one out of four crossbows hit and it only dealt two damage >_< The dice gods were not with me that day.

Liberty's Edge

So - just wondering if anybody has looked at my scenario and player's pack - I'd love that feedback.


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I'm currently in the early stages of writing a post-apocalyptic Golarion adventure heavily inspired by Mad Max Fury Road. Each PC will be required to either play as a class that starts with a mount at level 1 or chip in towards a mobile caravan. Raiding and wastelands survival will be a really big deal.

Groetus and Rovagug are the only deities haven't either died in the End Times or fled the world in search of greener pastures, so religion will be downplayed to impress the idea of hopelessness, while anarchic revelry will be played up in the way society is sort-of rebuilding itself.


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I had convinced my GM and the rest of the table to humor me in my desire to have an all Dwarven party. The GM actually really loved the idea and quickly decided to build a story around Snow White (we being the 7 dwarves). I was Sleepy: A Knifemaster/Poisoner Rogue that had a large stash of Oil of Taggit. The guy had poison dipped knives galore. I was so psyched for the campaign....

Then we began, and it turned out the guy who had signed up for Sneezy, made him a drug addict - who right off the bat tried stealing my stash of poison and selling it to his dealer downtown. We managed to stop him, but when we dragged him back to the house it devolved into PVP as the addict started tearing through Grumpy's room (where he apparently said he had hidden an emergency stash of Black Keif). Grumpy had had enough of his S***, and none of us blamed him.

There was much arguing. I was sad it didn't work out. We all agreed it was not the fault of the format but that a certain player ruined it for everyone.... We don't play with him anymore.


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My group has been pushing the idea of a Traveling Bards game for some time now, and we're just waiting for the right moment to run it. Basically, everyone would specialize in a different type of Bard - one person would play a skill monkey Bard (probably an Archaeologist), one would play a social Bard, one would play a buff/debuff Bard (my buddy wants to play a Diva for this role), and one would play a combat Bard (I'd be doing this, using my Skald for it).

Grand Lodge

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Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
requiem_in_mortis wrote:
My group has been pushing the idea of a Traveling Bards game for some time now, and we're just waiting for the right moment to run it. Basically, everyone would specialize in a different type of Bard - one person would play a skill monkey Bard (probably an Archaeologist), one would play a social Bard, one would play a buff/debuff Bard (my buddy wants to play a Diva for this role), and one would play a combat Bard (I'd be doing this, using my Skald for it).

Those work out well until the inevitable breakup over "creative differences."

Sovereign Court

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LazarX wrote:
requiem_in_mortis wrote:
My group has been pushing the idea of a Traveling Bards game for some time now, and we're just waiting for the right moment to run it. Basically, everyone would specialize in a different type of Bard - one person would play a skill monkey Bard (probably an Archaeologist), one would play a social Bard, one would play a buff/debuff Bard (my buddy wants to play a Diva for this role), and one would play a combat Bard (I'd be doing this, using my Skald for it).
Those work out well until the inevitable breakup over "creative differences."

Depends what band they're based off of. Just base them off of The Rolling Stones or KISS and they'll last forever.


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I wish! Unfortunately people in my groups are obsessed with "diversifying", so I never get to play in a group with a uniting cause/theme/origin, or enjoy tackling any challenges brought up by a group that doesn't have all the bases covered. Not to suggest that they make boring characters, they don't, but I am considering clearing all my future characters with the DM in secret all the same.

Liz Courts wrote:
  • All-paladin group (but of different deities)
  • I envy you.


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    Andostre wrote:

    I've always really liked the idea of GMing for, or playing in, a campaign where all the PCs were the same class, race, or something similar. A party where the PCs all come from the same Dwarven clan or the same Halfling village, a party where everyone is part of the same thieves guild or wizardry college, or even various types of PCs that are all agents the same church are along the lines of what I'm thinking about.

    I've never played in a campaign like this (except for a pirate campaign, but that still allows for a wide range of classes, races, personalities, and motivations). Usually, the idea doesn't appeal to enough people in the group, or I don't want to enforce such restrictions on a group when I'm GM.

    So, I'm not looking for advice, or anything. I just want to hear about anyone else's experiences GMing or playing in a group like this. What was your theme? What sort of adventures were involved? Was it fun? What sort of challenges were involved in such a campaign?

    Same here.

    Personally, what I've always wanted to try was a stealth-themed group, because I've always played with groups that stay together (because it sucks for one person to solo challenges while everyone else just sits back and watches), and when it comes to stealth, it's really determined by the party member with the lowest score (usually a fighter with low dex, full armor and zero ranks in stealth). Having every party member follow a stealth build opens up a lot of opportunities that are just next to impossible in any other game.


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    LazarX wrote:
    requiem_in_mortis wrote:
    My group has been pushing the idea of a Traveling Bards game for some time now, and we're just waiting for the right moment to run it. Basically, everyone would specialize in a different type of Bard - one person would play a skill monkey Bard (probably an Archaeologist), one would play a social Bard, one would play a buff/debuff Bard (my buddy wants to play a Diva for this role), and one would play a combat Bard (I'd be doing this, using my Skald for it).
    Those work out well until the inevitable breakup over "creative differences."

    I'm okay with this, so long as I continue to receive royalties for our performances of "Sweet Home Augustana" and and a new set of +1 Impact Drumsticks.


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    Well, we were going to play through Council of Thieves as all Bards, with different archetypes to spread the bonuses around.
    Our DM shot that down for some reason, but we're still going to try and all be part of a band or something. Just have to convince a couple people to still do that. Now how to talk my Fighter buddy to put one of his three skill points into Perform.

    Sovereign Court

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    Symar wrote:
    Our DM shot that down for some reason,

    Wait - why? Bard is one of the few classes where a mono-class group works pretty well - at least so long as you vary archetypes like you planned to. Does your GM normally force you to play certain classes?

    Shadow Lodge

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    For our Rise of the Runelord campaign, we're all part of a traveling circus. We have a Spire Dancer Magus who is the owner (he started with rich parents and bought all the tents and things and payed for hirelings), our carnivalist rogue who is our animal trainer, and I'm a seer oracle who went harrower. We also had a catfolk barbarian for our freak show, a strongman shoanti fighter, and a "firebreather" who was a red dragon bloodline sorcerer. Those three players fell off along the way, and now we have an android bloodrager whom we picked up along the way.

    We just finished book 4 and it's been a while since we've really been able to incorporate the circus, but we're always finding things that we save for the circus to use as attractions.


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    Charon's Little Helper wrote:
    Symar wrote:
    Our DM shot that down for some reason,
    Wait - why? Bard is one of the few classes where a mono-class group works pretty well - at least so long as you vary archetypes like you planned to. Does your GM normally force you to play certain classes?

    ^Why? +1. Council of Thieves seems like one of the few where APs an all-Bard party would actually be really good (just have some trouble in the last part). (Hell's Rebels seems like another, but Council of Thieves is the only AP I have followed to the end, as a lurker on a PbP -- that PbP had just 1 Bard in the party, but I could see how an all-Bard party would work there.)

    Actually, come to think of it, which APs work well for an all-one-class party (does not have to be all-Bard)? For convenience, here is the AP list (each entry may or may not have speculation on what all-one-class kind of party could work well in it):

    Rise of the Runelords: All-Arcanist/Sorcerer/Wizard seems thematically fitting IF you can somehow survive the first 4 levels, but that's a big IF, and I suspect you're going to have serious trouble with Giants later on, so I think this one really needs a diverse party.
    Curse of the Crimson Throne: ?
    Second Darkness: Maybe all-Oracle, just because you can make an Oracle into almost anything. But this might seem that way just because I spent a LOT of work trying to build a Battle Oracle, that I have yet to get into a PbP. :-(
    Legacy of Fire: ?
    Council of Thieves: As noted above, an all-Bard party should be fine, except for some trouble with the last part.
    Kingmaker: Really seems like it would need diversity, but the Sandbox nature of it means that you have some liberty to choose your encounters, so if you choose REALLY CAREFULLY, you might get away with all of almost anything. Also, this AP seems made for Leadership, which you could use to fill in holes in your party's abilities.
    Serpent's Skull: ?
    Jade Regent: ?
    Skull and Shackles: ?
    Shattered Star: Dungeon crawl(s), so it seems like it really needs a diverse dungeon crawling party.
    Reign of Winter: ?
    Wrath of the Righteous: Thematically, an all-Paladin or all-Cleric or all-Inquisitor party (or of course some combination of these) seems fitting; since the encounters after the first couple of books are reportedly underpowered even if stripped of Mythic, any of these might actually work. Hard for me to judge from personal experience, since this particular AP seems to have a really high PbP lapse rate.
    Mummy's Mask: Seems like it really needs a diverse party.
    Iron Gods: ?
    Giantslayer: ?
    Hell's Rebels: As noted above, sounds like an all-Bard party could work, although hard to say for sure, since the whole AP isn't out yet. Also seems made for Leadership to some extent, so could use this to fill holes in your party's capabilities.
    Hell's Vengeance: Not released yet, but based upon the theme, I'm going to go out on a limb and speculate that an all-Inquisitor party will fit the job description.
    Strange Aeons: Not released yet, but based upon the Lovecraftian theme, I'm going to go out on a limb and speculate that it will be one of the harder APs, so you will need full diversity.


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    Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

    Pirates suck at will saves, a group of bards rules in Skull and Shackles :-)


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    Charon's Little Helper wrote:
    Symar wrote:
    Our DM shot that down for some reason,
    Wait - why? Bard is one of the few classes where a mono-class group works pretty well - at least so long as you vary archetypes like you planned to. Does your GM normally force you to play certain classes?

    Wizard is working out great as a monoclass group as well thus far, and I strongly suspect the same will bear out for Clerics.

    Druids too, but they might lag a bit behind the other two groups at high levels.

    UnArcaneElection wrote:
    Rise of the Runelords: All-Arcanist/Sorcerer/Wizard seems thematically fitting IF you can somehow survive the first 4 levels, but that's a big IF, and I suspect you're going to have serious trouble with Giants later on, so I think this one really needs a diverse party.

    I'm testing this with all Wizards right now. Thus far we've had no real problems [though I mis-interpreted a boar as a dire boar and blew a bit more resources on it than I would have liked >_<]


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    captain yesterday wrote:
    Pirates suck at will saves, a group of bards rules in Skull and Shackles :-)

    You might be right -- I guess you could make it a group of all Skalds to be Heavy Metal Pirates. (This has the added benefit of stretching out your Raging Song A LOT.) If you are going to go this route, you MUST steal as many songs as possible from Cheliax, Nidal, and Rahadoum. (Hmmm . . . Maybe that's why Cheliax commissioned the Hellknight Order of the Torrent . . . ?)


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    Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

    I can't wait until my group of Bards is 13th level and all know Mass Cacaphanous Call, as soon as they pull up to another pirate ship it's game over.

    We have two Sea Singers, a Chelish Diva and a Dare Devil, 6th level, it's been a while tho.


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    Charon's Little Helper wrote:
    Symar wrote:
    Our DM shot that down for some reason,
    Wait - why? Bard is one of the few classes where a mono-class group works pretty well - at least so long as you vary archetypes like you planned to. Does your GM normally force you to play certain classes?

    He normally has no real restrictions on party composition, but we usually gravitate towards balanced parties anyway. I think he was scared we wouldn't be able to pull it off, or that we were doing it for mechanical reasons and not flavor reasons.


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    Ugh, GM's who meddle like that "THOU SHALT NOT MAKE DECISIONS FOR MECHANICAL REASONS!" are pretty much the bane of my existence when I'm looking for a group to play in as a Player.


    kyrt-ryder wrote:
    Ugh, GM's who meddle like that "THOU SHALT NOT MAKE DECISIONS FOR MECHANICAL REASONS!" are pretty much the bane of my existence when I'm looking for a group to play in as a Player.

    Pretty much. Decisions I make with a character are often done as much for mechanics as for flavor; any DM who tells me I can't do that is a DM I refuse to play with.


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    ^Don't want to get too far off course, but one thing I like to do is make a character initially to a theme, and then optimize to make up for the unoptimal choices inherent in building to the theme -- if I get deprived of the opportunity to reoptimize in the last part of the design, I'm going to be leery of making the thematic choices in the first place.

    Or to put it another way: Somebody who chooses to enter a sportt is going to be looking at some serious hurt if they aren't allowed to exercise their body in the appropriate way to prepare for it.

    To be somewhat on the original topic, if a whole party ends up getting injured because they can't compensate by mechanical adjustment for inherent weaknesses of their theme, they will be less likely to choose that theme in the first place (at least, if they can see what's coming).


    Our current DM had the campaign proper all planned out but gave us freedom as to what part we were actually going to play in it, and we went through a few before settling down on one. First was going to be a party of Oracle missionaries spreading (slightly conflicting) religious messages into the new world, then convicts taking exile over execution.

    We've ended up deciding on a party of all small races (except for our resident minmaxer who refused to make his Aasimar small) seeing as dwarves are the dominant race. But because dwarves are everywhere, we're pretty much all recruited specifically because we aren't dwarves. Still, its a fun edge to the campaign when the party has to stack themselves just to see over a crowd of dwarves. I have a feeling that if the party ever comes across a large size or greater enemy I'll start getting flashbacks to king kong.


    I've played in We Be Goblins, and had a blast.

    I also played in an all Rogues game, and had less fun because the other PC's only seemed to be interested in who could Stealth the hardest...


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    All gunslingers, or archetypes that use guns. I wanted to run a fantasy version of The Magnificent Seven/The Seven Samurai.

    Rogues/Thieves' Guild is an obvious one.

    I'd like to do all oracles, with no 2 players using the same Curse or Revelation.


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    Otherwhere wrote:

    All gunslingers, or archetypes that use guns. I wanted to run a fantasy version of The Magnificent Seven/The Seven Samurai.

    Rogues/Thieves' Guild is an obvious one.

    I'd like to do all oracles, with no 2 players using the same Curse or Revelation.

    Or a group of oracles all with the same curse, so you could be the blind leading the blind. :)


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    bookrat wrote:
    Otherwhere wrote:

    All gunslingers, or archetypes that use guns. I wanted to run a fantasy version of The Magnificent Seven/The Seven Samurai.

    Rogues/Thieves' Guild is an obvious one.

    I'd like to do all oracles, with no 2 players using the same Curse or Revelation.

    Or a group of oracles all with the same curse, so you could be the blind leading the blind. :)

    Had to say, I love this! LOL


    EldonG wrote:
    So - just wondering if anybody has looked at my scenario and player's pack - I'd love that feedback.

    I can't download from that site from work, and with small kids, I don't have a lot of time for internet-nerd-things at home. I don't think of it when I'm at home.


    I see a lot of suggestions/anecdotes where people are playing an all bard party. I'm sure that would be fun, but it seems to defeat the purpose of a theme group (for me, that is; I'm not criticizing).

    An all thief or all arcane party appeals to me because of the fact that it's definitely NOT a balanced party. It leans heavily in one strength, and the party has to use that strength to cover for its weaknesses. For example, an all wizard party would need to be smart with its utility and firepower spells to counteract its squishiness. A similar challenge exists for an all thief or all halfling party.

    Of course, that's only half the fun. The other half is the roleplay potential, which I'm sure an all bard party would have in spades, assuming their wasn't too much struggle over the limelight.


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    Otherwhere wrote:
    All gunslingers, or archetypes that use guns. I wanted to run a fantasy version of The Magnificent Seven/The Seven Samurai.

    I love this idea!


    Andostre wrote:
    Otherwhere wrote:
    All gunslingers, or archetypes that use guns. I wanted to run a fantasy version of The Magnificent Seven/The Seven Samurai.
    I love this idea!

    It was fun! I had the BBEG be a Spellslinger, and his lieutenant was the tanky gunslinger archetype (I can't recall the name of the archetype offhand).

    Sovereign Court

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    Pathfinder Adventure Path, Companion Subscriber

    Gun Tank. You were so close. ^_^


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    I've played in two different short-tern all dwarf parties. Dwarves are one of the easier races to RP so everyone could take part. In the second game we were all divine casters and worshipped the same deity. That was a blast.


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    Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

    We did an all animal races Skull and Shackles, I'm not going to lie, it got dark, real dark.


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    Ciaran Barnes wrote:
    I've played in two different short-tern all dwarf parties. Dwarves are one of the easier races to RP so everyone could take part. In the second game we were all divine casters and worshipped the same deity. That was a blast.

    All dwarf AND all of the same faith? You've just raised the bar, my friend. What were some of the adventures that they had? Who were their antagonists?


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    captain yesterday wrote:
    We did an all animal races Skull and Shackles, I'm not going to lie, it got dark, real dark.

    I... I know I shouldn't ask, but... dark how?


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    Andostre wrote:
    Ciaran Barnes wrote:
    I've played in two different short-tern all dwarf parties. Dwarves are one of the easier races to RP so everyone could take part. In the second game we were all divine casters and worshipped the same deity. That was a blast.
    All dwarf AND all of the same faith? You've just raised the bar, my friend. What were some of the adventures that they had? Who were their antagonists?

    I should mention my all-wizard party is all the same faith as well.

    Admittedly it was more to take Advantage of Stabilize+Faithful Feedback than anything else.


    Andostre wrote:
    Ciaran Barnes wrote:
    I've played in two different short-tern all dwarf parties. Dwarves are one of the easier races to RP so everyone could take part. In the second game we were all divine casters and worshipped the same deity. That was a blast.
    All dwarf AND all of the same faith? You've just raised the bar, my friend. What were some of the adventures that they had? Who were their antagonists?

    It was a two session 12th level thing. It was 4e, which had four different divine classes. They fought against some giants and a few other baddies.

    Shadow Lodge

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    I'm planning on running a series of themed gestalt games once my current campaign is over. Gestalting being advancing in two classes at once, players have to take the same (or a similar) class on one end, and use the other class to diversify.

    The concept list:

    - Thieves' Guild (shared class is rogue, slayer, or investigator)
    - Wizard School (arcane caster, at least 6 levels casting)
    - Rock Band (bard or skald)
    - Religious Order (divine caster, same deity)
    - Martial arts (monk or ninja)
    - Gunslingers

    The Thieves' Guild is next on the list and we've got a Magus//Slayer enforcer and an Investigator//Occultist saboteur lined up. I think one of my players was looking at some sort of Dragon Disciple for the wizard school.

    Andostre wrote:
    An all thief or all arcane party appeals to me because of the fact that it's definitely NOT a balanced party. It leans heavily in one strength, and the party has to use that strength to cover for its weaknesses. For example, an all wizard party would need to be smart with its utility and firepower spells to counteract its squishiness. A similar challenge exists for an all thief or all halfling party.

    It's not just about similar strengths and weaknesses, it's about the mechanics supporting stylistic differences. Our party's bloodrager and paladin are mechanically distinct despite sharing a lot of basic strengths (melee damage, toughness, social skills) and weaknesses (range, other smarts, magic). I doubt that you could build four rogues to all feel significantly distinct, mechanically, and still be effective. Some classes, including wizards, have a bit more range in effective builds and so could provide more ability to mechanically distinguish members even if they're not actually a balanced party.


    I've always wanted to do that too. It just seems like it would make more sense, it would be the most likely way for a group to form. However, I'd probably advise against all people being the same class.

    If the theme that ties you together is a mages guild, use a wizard, a sorc, a magus, and an arcanist, not all wizards.

    If ts a church, be clerics, inquisiters, and paladins, not all clerics.

    If its a monastatic order, be monks, samurai, and ninjas.

    If its the wild, use barbarians, rangers, and druids.

    You get my drift.


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    Expanding on one of my earlier posts, here are my thoughts on themed parties for APs (not necessarily all-one-class).

    As before, here is the AP list (each entry may or may not have speculation on what themed party could work well in it):

    Rise of the Runelords: As I posted before, All-Arcanist/Sorcerer/Wizard seems thematically fitting IF you can somehow survive the first 4 levels, but that's a big IF, and I suspect you're going to have serious trouble with Giants later on, so I think this one really needs a diverse party. But if we're going to stick with this route despite the obvious problems, they MUST all be Thassilonian Sin Magic Specialist Wizards.

    Curse of the Crimson Throne: On the other hand, given the direction that the Player's Guide gives, maybe THIS is the place for a bunch of Acadamae types (not necessarily successful graduates).

    Second Darkness: All some variant of Elf (not necessarily considered to be a true Elf, mind you -- but keep in mind that I like to clash with an AP's them as much as make something appropriate for it).

    Legacy of Fire: A party of slaves seeking their freedom. Also seems like a good AP for all members of the party to have or develop some kind of Genie connection (could include but not necessarily Geniekind heritage).

    Council of Thieves: As noted last time, an All-Bard party should be fine, except for some trouble with the last part -- since Performance is important (especially in the second part), I like the idea of a band and/or theatre troupe that ends up being liberators.

    Kingmaker: Party of family outcasts that the various families want to get to go away, but not just dispose of, and actually want to get some use out of once they realize that such a thing is possible.

    Serpent's Skull: Party was assembled for the purpose of assisting with negotiations between Sargava and the surrounding natives (although this could have been done by remote correspondence, so party members can still have boarded in the various ports). Then things go totally haywire . . .

    Jade Regent: Party composed of the 4 major NPCs described in the Player's Guide. Kind of hard to have someone as old as Koya start out at 1st level, though, so some major hoops need to be jumped through, even though the concept is cool.

    Skull and Shackles: I can do no better that to say go see DM Barcas' Skull & Shackles: Freedom of the Seas PbP, even though this is unfortunately now defunct. Party Theme: Awesome. AP Book 1 rewrite: Essential.

    Shattered Star: As noted before, dungeon crawl(s), so it seems like it really needs a diverse dungeon crawling party. But keep in mind that the Pathfinder Society is running the show, so if they feel like it, they can select as traditional a party as they want. I wouldn't want to do this all the time, but if you're going to do this, do it here.

    Reign of Winter: Requires some AP rewriting adjustment, and requires a spoiler but I think this would be cool: Party is composed of hard-core Good characters who all have overlapping reasons to hate ALL of Irrisen's rulers so that:

    Reign of Winter Spoiler:
    EVERY ONE of the party will refuse Baba Yaga's "blessing". Normally this would lead to AP breakage somewhat later on, starting with inability to get into Baba Yaga's Hut (and keep it from hosing them if they did manage to get in anyway.) But then they find that a party of considerably less scruples from Cheliax has already accepted Baba Yaga's "blessing", and fully intends to use this to gain power over the rest of Avistan (including Taldor, where the party origiated from, even if they are not individually from there originally) However, the Chelaxian party lacks certain abilities that the Taldor party has (and only the Cheliax party can get the Taldor party into the Hut, and probably various other places), so the two parties must negotiate an uneasy truce with each other; each will be trying to gain the upper hand over the other without taking openly hostile action against the other.

    Wrath of the Righteous: Thematically, an all-Paladin or all-Cleric or all-Inquisitor party (or of course some combination of these) seems fitting; since the encounters after the first couple of books are reportedly underpowered even if stripped of Mythic, any of these might actually work. Hard for me to judge from personal experience, since this particular AP seems to have a really high PbP lapse rate.

    Mummy's Mask: Since the default assumption in this AP seems to be that the party is going to be going in with the style of Indiana Jones in a tomb raiding rush, I'd like to buck that and have a party that really tries hard to be careful archaeologists, trying to recover things properly and transport them to a safe place for the beefit of all (including the people of Osirion, even if the safe place is not actually in Osirion), with the overall goal of starting the Andoren Geographic Society to compete with the comparatively unscrupulous and secretive Pathfinder Society. Dissillusioned Pathfinders could be very good recruits for this party.

    Iron Gods: Robot problem? Monster solution! Everyone in the party must be a member of a race traditionally considered monstrous!

    Giantslayer: All-Halfling party (party build outline written before Pathfinder Unchained, Melee Tactics Toolbox, and Ranged Tactics Toolkit came out -- might be able to do better now).

    Hell's Rebels: As noted before, sounds like an All-Bard party could work, although hard to say for sure, since the whole AP isn't out yet. Also seems made for Leadership to some extent, so could use this to fill holes in your party's capabilities. Make it All-Skald if you really want to go Metal.

    Hell's Vengeance: Not released yet, but based upon the theme, I'm going to go out on a limb and speculate that an all-Inquisitor party will fit the job description.

    Strange Aeons: Not released yet, but based upon the Lovecraftian theme, I'd say everyone should have some kind of monstrous (especially Aberrant) connection, but at least for most of the party, it isn't obvious at the start.


    1 person marked this as a favorite.
    Weirdo wrote:
    Martial arts (monk or ninja)

    I love all your ideas, but this one I think needs to include other forms of unarmed combatants. So you could add the unarmed fighter or the brawler (maybe with a stipulation of using monk weapons for other classes). But definitely needs to have a martial artist feel to be accepted.

    Not saying that you have to do this, but I am saying that I might steal this idea and expand upon it. :)

    Shadow Lodge

    1 person marked this as a favorite.
    bookrat wrote:
    Weirdo wrote:
    Martial arts (monk or ninja)

    I love all your ideas, but this one I think needs to include other forms of unarmed combatants. So you could add the unarmed fighter or the brawler (maybe with a stipulation of using monk weapons for other classes). But definitely needs to have a martial artist feel to be accepted.

    Not saying that you have to do this, but I am saying that I might steal this idea and expand upon it. :)

    Thanks!

    I forgot to add it to the list, but was planning on including brawler in the same way the thieves' guild concept includes the slayer and investigator. I'm also considering allowing sufficiently monk-like archetypes like the unarmed fighter (or sacred fist, or Irorian paladin...) but since the monk offers a lot of variety in archetypes and gestalting further increases diversity, I think I'm going to strongly encourage working with the shorter class list unless a player has a strong desire for a specific different build.


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    I kind of like the idea of a party who all belong to the same religion. Whenever I play a religious PC one of the other players (usually a particular one) plays his PC as being a comedically religious member of another religion, often one directly opposed to the one my PC is a member of.

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