A weapon tweak and loot question


Homebrew and House Rules


So we are starting a new game and to skip a little drudgery, everyone of the players will be starting at level 4. No big deal, and 4th level is when most classes start getting the fun stuff.

One of the PCs is a full blood orc, and a fighter at that. Since the setting starts in a city known for whaling; and the player isn't good at coming up with back stories I suggested his orc be a whaler.

Now the game has stats for harpoons, but I am tempted to tweak the range increment from 10ft to 20ft. For the following reasons: orcs are pretty damn strong and secondly the character has spent years doing it. To me it would make sense a well seasoned orc whaler would be pretty darn good with hurling harpoons.

It would make the weapon a bit better, but not so overwhelming. Unless I am over looking something, so that is the question. Would an additional 10ft unbalance the weapon?

The bigger problem I am having is setting how much loot the druid will start with. Yes the book has a guide, but that is for actively adventuring PCs... Not a hippy sitting alone in a forest communing with nature. The swashbuckler and paladin are easy as they will have been out doing adventury type things.

Gear I figure she would have a little magic in a staff or armor, but gold and silver she would be pretty coin-less. From a thematic and usual druid behavior standpoint as they don't tend to own lots of stuff. Cause 6k gold is a lot of money for a character that hasn't done much.

Those are what I am stumped on, and any suggestions are welcomed.


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I like the automatic bonus progression optional rule, or some variant. It makes questions like your druids easier because WBL is less important. Still, if not using it left over 'cash' might be trade goods rather than coin for her - furs, spices, maybe a gem or two.

There's a couple of traits for increasing range increments. Roving Range & Strong Arm, Supple Wrist IIRC. Or you could add another one which has the exact effect you're naming, +10' to the range increment of a harpoon. If the character's spent years doing it then a trait seems an appropriate way to model it.

Edit: & no a harpoon with a 20' range increment is not broken.


Why not let the player decide where the druid's funds/items/whatever came from?


blahpers wrote:
Why not let the player decide where the druid's funds/items/whatever came from?

Mainly because her husband does most of that and I have a strong feeling that he is a bit of a cheater, considering how much he ranted about me letting everyone roll their stats without me being present. It was far too much protest for someone who wouldn't cheat.

But mainly to make things a bit harder and balance out the other classes. As again story wise the paladin and swashbuckler would have far better gear and cash than the other player character classes.


avr wrote:

I like the automatic bonus progression optional rule, or some variant. It makes questions like your druids easier because WBL is less important. Still, if not using it left over 'cash' might be trade goods rather than coin for her - furs, spices, maybe a gem or two.

There's a couple of traits for increasing range increments. Roving Range & Strong Arm, Supple Wrist IIRC. Or you could add another one which has the exact effect you're naming, +10' to the range increment of a harpoon. If the character's spent years doing it then a trait seems an appropriate way to model it.

Edit: & no a harpoon with a 20' range increment is not broken.

I had over looked the idea of trade goods, it really is the simple things most times.

And I had not though about the traits either as we usually keep it a little more on the simple side. Still both great ideas I will look into further.

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