Restrictive Houserules, Champion Build Advice


Advice


Tl;Dr: I'm playing with a lot of restrictive house rules and I want help making sure my character is as effective as they can be despite this. This kind of thing doesn't really lend itself to a tl;dr, but I want to emphasize I'm not here to complain about this.

So I've joined a campaign that's running a few house rules:

<>We're using Free Archetype and ABP for Striking and perception potency
<>We have access to 4/6 of the common races only (no elves or goblins)
<>Uncommon feats, especially anything outside Core/Advanced require GM approval
<>We won't be able to craft magic items until level 9
<>Spells not gained through progression take days to learn—the same number of days as it would normally take in hours
<>Magic items are going to be rare and it was implied we really don't get a choice in what we stumble across. The ability to transfer runes is also implied to be locked behind level 9.
<>Because we shipwrecked we don't have starting items beyond what we could reasonably grab as we woke in the middle of an unnatural storm(I wasn't wearing my armor to bed).
<>We shipwrecked at the far edge of a desert. The locals do not use or craft metal armor. So I have access to studded leather at best.
<>Wearing armor for more than 2 hours at a time in this desert causes detrimental conditions in the heat(another house-ruling I think), so I won't reliably have it donned during travel encounters. It wasn't outright stated, but it was implied wearing metal armor would likely have harsher restrictions even if I could craft it.
<>We can respec once within reason.

I'm playing a Redeemer Champion with shield ally to play support/tank. I won't have more than studded armor at best until we leave the desert and I don't have high hopes of getting a sturdy shield. We aim to leave the desert before long—the campaign is a long overland journey—so getting plate will eventually be viable.

We have a Wizard and a Monk, possibly one more if the DM keeps trying to recruit.

I agreed to play knowing (most) of these terms so I'm not here to complain at all. I mostly want to know my best options to still be effective in the face of the limitations presented.


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I am curious how the DM intent to deal with combat encounters, especially when some characters don't have armors during travelling ones.

Talking about the champion, it's pretty common for them to have 10 dex ( and it's unlikable that they decided to put 14+ dex just in case they shipwrecked ).

So, assuming a 10 dex champion and a hide armor ( given the fact there are leather ones, there should also be hide ones ), the character is going to have +3 AC vs +5 ( light/medium) or +6 ( heavy armor ).

Having a shield raised will put you at the same level of a normal character without shield.

During travelling encounters you will have no armor at all, ending up being critted frequently even by -1/-2 enemies.

Forbidding a champion to use their armor would indirectly force them into putting points on DEX, renouncing to other important stats.

I'd go this way:

1) I'd ask the DM to get the soulforger dedication, in order to manifest your armor asap when needed. This would allow the 2e Math to properly work during travelling encounters, and it would end up just being a tax feat ( one less feat for the character ), so the DM shouldn't be able to complain much. Try to let them notice that even a -1 is a huge debuff, and that being with -3/4/5/6 armor ( depends your build ) would mean being annihilated, being a frontliner

2) I'd ask the DM to come midterms and agree on a medium armor that only requires +1 DEX to work ( for example a chainmail ). This would allow you not to sacrifice too much stats ( you'd be able to start 18 str, 14 con/wis and 12 dex ).

Just with this 2 things you'd be able to play in a somehow decent way ( good luck finding a sturdy shield I guess. I'd also try to point that out to your dm. It's not fun to make a shield build and learn after that you can't get a shield to make a proper use of your shieldblock and quick shield block features ).

Grand Lodge

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I would properbly lean into the story your GM is telling instead.
What type of character would be fun in this setting?
If you really want champion reactions then use the free archtype to get them.


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IMO is up to your GM to deal with this situation and provide armors, weapons and all needed things to you. If your GM ignore this he/she will risk to kill the party once the default game balance expects that the players to be well equipped.

That said. If you don't have enough trust that your GM will give you all necessary equipment. Consider to make a monk instead (you can take champion archetype if you want to protect the others). Because your GM put you in a situation where some lighter classes specially monks and casters will have a great advantage over characters that needs and depends from armors.


I just chime in with my experience as I play a Dex-based Champion in Age of Ashes: a dagger wielding Paladin of Vildeis. Overall, it works fine. I grabbed Rogue Dedication for Sneak Attack and Far Throw, and Dual-Weapon Warrior for Double Slice. I still have some Strength for the damage bonus.
So the concept of a Dex-based Redeemer is not completely out of the question, unlike what Humblegamer posts implies. But I think you need a certain level of optimization to get it work properly, unlike a Str-based Champion which is quite straightforward to build.


SuperBidi wrote:


So the concept of a Dex-based Redeemer is not completely out of the question, unlike what Humblegamer posts implies.

Actually, it's not that "the redimer is out of the question", but rather difficult to play a normal STR based champion.

The current situation suggests:

"In this adventure you would like to play a dex based character because you won't be wearing an armor all the time, and given the fact even a +1 bonus means a lot, having -6 AC because of an ambush would kill the game/math"

So yeah, a player might play a total different champion switching from STR to DEX, or even a dex fighter with redeemer dedication, or a wizard, or any other character, but this wouldn't invalidate any of what I have highlighted.

Reason why I suggested the soulforger, as the only solution ( AFAIK, there are no other "instant armor at will" by lvl 2 ) to properly play a STR based champion ( obviously, renoucing to a class feature which are heavy armors, and forcing the player to put 12/14 dex to properly use the given medium armor ).


no elves and goblins? well thats a game I wouldnt have joined

but I agree with the notion of most people - going dexterity is the way to go if you have no easy access to armor

and no magic items till level 9?

I seriously hope for yout that excludes runes or that the gm carefully handcrafts your enemies

because this will become a very dangerous slogfest

by level 9 runes provide +1 armor, +1 saves, almost +2 attack and +1 weapon damage dice (closer to the third)


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Tactical Drongo wrote:

no elves and goblins? well thats a game I wouldnt have joined

but I agree with the notion of most people - going dexterity is the way to go if you have no easy access to armor

and no magic items till level 9?

I seriously hope for yout that excludes runes or that the gm carefully handcrafts your enemies

because this will become a very dangerous slogfest

by level 9 runes provide +1 armor, +1 saves, almost +2 attack and +1 weapon damage dice (closer to the third)

The OP mentioned they are going to use ABP so, for what concerns runes, they are going to be ok.


This strikes me as a fascinating concept... almost as intriguing as it is incredibly alarming. So many restrictions can be the basis for a really unique and niche kind of adventure, but often as not seem to double as red flags for a GM with low tolerance for player input/deviation. Even so, I can't help but want to know more. I hope this turns out to be a really interesting adventure and the GM recognises that a long list of restrictions comes with an equal responsibility to make those limitations worth the effort.

I'm afraid I don't have much in the way of advice, but keep in mind tactics you can use to turn an advantage in the numbers game--taking cover for extra AC in a pinch, for example, or using Intimidation to demoralize an enemy before you attack.

(...seriously though, I can understand no elves, but no goblins? /tease)


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An early pocket solution would be to grab a few drakeheart mutagens. Either by buying them (desert theme does fit with alchemist trope, so there may be alchemists around?) or by someone in the group grabbing the alch dedication (the wizard?) to have a constant supply.

It's a +4 modifier and it should bypass the issue with wearing metallic armor under the sun since it's just 1-2 actions to "wear it".


Sibelius Eos Owm wrote:

(...seriously though, I can understand no elves, but no goblins? /tease)

Maybe they are using 2e system in a homemade setting.


I had almost completely forgot I made this post. Sorry for the delay. Things got busy.

HumbleGamer wrote:
Sibelius Eos Owm wrote:

(...seriously though, I can understand no elves, but no goblins? /tease)

Maybe they are using 2e system in a homemade setting.

For starting races. Our home city apparently had a dearth of them.

shroudb wrote:


An early pocket solution would be to grab a few drakeheart mutagens. Either by buying them (desert theme does fit with alchemist trope, so there may be alchemists around?) or by someone in the group grabbing the alch dedication (the wizard?) to have a constant supply.

I forgot, alchemist was also another option that was banned, it doesn't fit the setting.

Tactical Drongo wrote:


but I agree with the notion of most people - going dexterity is the way to go if you have no easy access to armor

I would agree, but our current objective is to get the hell out of the desert after securing some money, so I presume my lack of armor (should I survive) is a temporary situation. But it's worth considering so I'll still look into it.

HumbleGamer wrote:


I'd ask the DM to get the soulforger dedication

It definitely a great solution for the desert, but I also have the same problem with it as the Dex build. It's addressing something that is a temporary concern, only until we get out of the desert. I'll look into it to see what the other advantages of the dedication are though, certainly.

HumbleGamer wrote:


The OP mentioned they are going to use ABP so, for what concerns runes, they are going to be ok.

ABP specifically for Striking and Perception advancement only. We will get magic items, I'm told that we'll have a hell of a time buying them and will likely just take what we get. Transferring runes is also not allowed until level 9.

YuriP wrote:


Consider to make a monk instead

Someone's already a monk. I am very jealous of his level-appropriate AC.

-----

If I'm being honest, I completely and totally am expecting a TPK from all the restrictions. Like I have almost no doubt. But trainwreck or miracle, I wanna see what happens.


5 silver on trainwreck :P

APB didnt click but yeah, monk seems to be one of the few viable classes here

you could all go monk and say it was a monastic ship that crashed :P

throwing the whole group in a tough spot and saying 'it gets better around level x when you leave the desert' seems a bit problematic imo

I wish you much luck and funy anyways - feel free to tell us if and how the whole thing trainwrecked xD


RobinEaton wrote:
If I'm being honest, I completely and totally am expecting a TPK from all the restrictions. Like I have almost no doubt. But trainwreck or miracle, I wanna see what happens.

If your GM understands what they are doing - not necessarily. But adjusting for all that is a whole lot of work and calculations. Or, well, the easy way is just to give you all only very easy encounters.

But if they don't understand - yeah, sure, it will be a TPK if you simply play by the book as usual, including frequent hard encounters.

And, by the way, I just can't not ask: do melee PCs have to train for several weeks to get their feats, or are only spellcasters hit by all this training?

Liberty's Edge

You can take the Soulforger dedication and later retrain out of it if it's no longer useful.


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Errenor wrote:
And, by the way, I just can't not ask: do melee PCs have to train for several weeks to get their feats, or are only spellcasters hit by all this training?

I think you read it the same way I did the first time, but reading the bullet again it seems more like only additional spells need that much time to learn. Basically if the cleric needs to learn an uncommon spell, they're affected, but otherwise the only classes to whom it matters are like Wizards and Witches. Classes who can expand their repertoire but don't already know most of the spells on their list.


Sibelius Eos Owm wrote:
Errenor wrote:
And, by the way, I just can't not ask: do melee PCs have to train for several weeks to get their feats, or are only spellcasters hit by all this training?
I think you read it the same way I did the first time, but reading the bullet again it seems more like only additional spells need that much time to learn. Basically if the cleric needs to learn an uncommon spell, they're affected, but otherwise the only classes to whom it matters are like Wizards and Witches. Classes who can expand their repertoire but don't already know most of the spells on their list.

Yeah, you are probably right. So it should be:

do melee PCs have to train for several weeks to get their feats, or are only spellcasters Wizards, Magi and Witches hit by all this training?

But that's still frankly bad and unfair. I did play a campaign once where a system demanded downtime (and plot availability) for learning spells for spellcasters. And of course our campaign didn't have any downtime, because the world was in danger, you know. So my mage had only starting spells (well, mostly) for the whole more than half a real year campaign. It was not fun at all. I won't ever play a system where a GM has that much power over my character's development. It was Talsorian's Witcher btw. (And a terrible system in many other ways too)

PF2 still at least gives base spells per level. Not enough at least for Wizards and Witches.


RobinEaton wrote:


HumbleGamer wrote:


I'd ask the DM to get the soulforger dedication

It definitely a great solution for the desert, but I also have the same problem with it as the Dex build. It's addressing something that is a temporary concern, only until we get out of the desert. I'll look into it to see what the other advantages of the dedication are though, certainly.

Consider that even without any point into dex, it would allow you to keep +3 AC from a hide armor, and an additional +2 from your shield.

This would put you somehow equal to any combatant class not using a shield ( which though not optimal, it would still be not bad either ).

Also, what level are you going to start?

By lvl 3 your kind wizard friend could cast Endure Elements on you, nullifying the effects of the heat for the whole day ( you will be able to get your armor on all the time ).

You can also cast it yourself with trick magic items and a wand ( though you can't craft magic items, I am not sure you won't also be able to buy them from a local shop).

This would allow you not to get the soulforger dedication, to get something else.

There's also the Forge Dwarf Heritage, that would help you dealing with it.

Quote:
Severe heat 105º F* to 114º F (41º C to 45º C) 4 hours Minor fire every hour

So, you won't suffer fire damage from a severe environement.

If the environement is severe, any other character will suffer from fire damage every hour. If they don't, the environement climate is not severe, and you don't suffer neither fire nor heat effects.


We TPK'd not even two sessions in and the other players outvoted me in moving to 5E because they didn't like how the system handled. : \

Dump a bunch of stupid, unfavorable houserules on everyone and, no s#$~ genius, the system won't play correctly.


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We have a gaming rule. Play everything by the book as strictly as possible for the first time. Once you are comfortable with the system, then feel free to change it up.

Liberty's Edge

Errenor wrote:
Sibelius Eos Owm wrote:
Errenor wrote:
And, by the way, I just can't not ask: do melee PCs have to train for several weeks to get their feats, or are only spellcasters hit by all this training?
I think you read it the same way I did the first time, but reading the bullet again it seems more like only additional spells need that much time to learn. Basically if the cleric needs to learn an uncommon spell, they're affected, but otherwise the only classes to whom it matters are like Wizards and Witches. Classes who can expand their repertoire but don't already know most of the spells on their list.

Yeah, you are probably right. So it should be:

do melee PCs have to train for several weeks to get their feats, or are only spellcasters Wizards, Magi and Witches hit by all this training?

But that's still frankly bad and unfair. I did play a campaign once where a system demanded downtime (and plot availability) for learning spells for spellcasters. And of course our campaign didn't have any downtime, because the world was in danger, you know. So my mage had only starting spells (well, mostly) for the whole more than half a real year campaign. It was not fun at all. I won't ever play a system where a GM has that much power over my character's development. It was Talsorian's Witcher btw. (And a terrible system in many other ways too)

PF2 still at least gives base spells per level. Not enough at least for Wizards and Witches.

What you describe sounds like a GM problem though.

Note also that characters who need to Retrain would have the same issues.


RobinEaton wrote:

We TPK'd not even two sessions in and the other players outvoted me in moving to 5E because they didn't like how the system handled. : \

Dump a bunch of stupid, unfavorable houserules on everyone and, no s~%+ genius, the system won't play correctly.

Ouch

And 5e of all things
Honestly I would dump the group


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I'd dump the GM (after all, the group was not the cause of the fiasco, but a GM who doesn't know their game).


That is probably better but possibly Harder to do


The Raven Black wrote:
Errenor wrote:

Yeah, you are probably right. So it should be:

do melee PCs have to train for several weeks to get their feats, or are only spellcasters Wizards, Magi and Witches hit by all this training?

But that's still frankly bad and unfair. I did play a campaign once where a system demanded downtime (and plot availability) for learning spells for spellcasters. And of course our campaign didn't have any downtime, because the world was in danger, you know. So my mage had only starting spells (well, mostly) for the whole more than half a real year campaign. It was not fun at all. I won't ever play a system where a GM has that much power over my character's development. It was Talsorian's Witcher btw. (And a terrible system in many other ways too)

PF2 still at least gives base spells per level. Not enough at least for Wizards and Witches.

What you describe sounds like a GM problem though.

Note also that characters who need to Retrain would have the same issues.

It was a GM problem, true. But the system allows for such imbalance - only casters really needed downtime.

If you mean Retrain in PF2 - well, it's not that essential. It's very rarely you could make your character really bad without it (not very enjoyable - probably).


Yeah, I peaced out with a very polite, "You guys are cool and all, but no thanks."

They were already laying out a ton of unfavorable house rules for 5e, like week-long long rests at the end of the session. God knows what else they'd heap on.

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