NightbringerGGZ
2015-01-27, 12:23 PM
I'm about to start running a homebrew campaign with a rather large group of eight players. Of these one players is quite experienced as a player and a GM, three have about 5 sessions from another game under their belt and the other four are completely new. On the whole the group has a lot of gaming experience, especially in MMOs. I've explained how some of the basic mechanics work and everybody knows that Pathfinder lacks true threat mechanics, so they're expecting a different experience from MMOs. The party composition is as follows:
Pixie Cleric - Homebrew Race, focus on luck magic and granting rerolls
Human Rogue - Ranged Sniper build going for a one-shot per round build
Human Hunter - Ranged build, taking the Primal Companion archetype with a T-Rex. So, an Eidolon with a T-Rex chasis to build on.
Half Elf (Drow) Alchemist - Melee fighter using the Grenadier archetype for bombs on melee hits
Human Investigator - Dipping Gunslinger and picking up a shot gun. Guns are Everywhere rules in effect.
Warforged Slayer - Homebrew Race, Two-Handed Build, picking up a Scythe.
Half Orc Kinetecist - Starting with an air theme, will be flying and sniping
Human Magus - Using the Kensai archetype and a homebrew archetype based on the Mistborn series. Trades burst damage spells out for a lot of utility magic.
My first session is going to start with some investigation, the players will be tracking down some stolen property for a NPC who will be giving them missions early on. I'm going to treat this as a bit of a tutorial, so they'll get used to rolling d20s and applying modifiers to the rolls. Eventually they're going to gather enough clues to track down the warren of a gang of Ratfolk thieves, where I expect to have my first combat.
The first combat will be against a mechanical construct they use to keep people out of the warehouse they're hiding in. I'm going to allow it multiple turns per round (probably 3), but it won't be doing much damage. Mostly this thing exists to soak up hits and introduce the new players to the combat mechanics. I plan to use some concentrated water blasts to push players around the combat zone, teaching them about CMB & CMD as well.
The second combat is where I may be over doing things. I want the gang of Ratfolk to swarm around the party. They'll be fighting in a warehouse between stacks of boxes (which can be climbed / interacted with). I'm going to have 8 ratfolk with clubs or daggers, using the Swarming trait (two to a square). Two ratfolk with crossbows will be on top of crates which they can open, releasing two Rat Swarms. The leader of the gang will have class levels, but will be directing the fight from an overhead walk way and will run away when things go bad.
The party will have four melee characters (counting the T-Rex) who are all pretty well optimized. There will also be 5 ranged characters with some pretty powerful builds, though they won't all have Precise Shot at level 1. What do y'all think?
Pixie Cleric - Homebrew Race, focus on luck magic and granting rerolls
Human Rogue - Ranged Sniper build going for a one-shot per round build
Human Hunter - Ranged build, taking the Primal Companion archetype with a T-Rex. So, an Eidolon with a T-Rex chasis to build on.
Half Elf (Drow) Alchemist - Melee fighter using the Grenadier archetype for bombs on melee hits
Human Investigator - Dipping Gunslinger and picking up a shot gun. Guns are Everywhere rules in effect.
Warforged Slayer - Homebrew Race, Two-Handed Build, picking up a Scythe.
Half Orc Kinetecist - Starting with an air theme, will be flying and sniping
Human Magus - Using the Kensai archetype and a homebrew archetype based on the Mistborn series. Trades burst damage spells out for a lot of utility magic.
My first session is going to start with some investigation, the players will be tracking down some stolen property for a NPC who will be giving them missions early on. I'm going to treat this as a bit of a tutorial, so they'll get used to rolling d20s and applying modifiers to the rolls. Eventually they're going to gather enough clues to track down the warren of a gang of Ratfolk thieves, where I expect to have my first combat.
The first combat will be against a mechanical construct they use to keep people out of the warehouse they're hiding in. I'm going to allow it multiple turns per round (probably 3), but it won't be doing much damage. Mostly this thing exists to soak up hits and introduce the new players to the combat mechanics. I plan to use some concentrated water blasts to push players around the combat zone, teaching them about CMB & CMD as well.
The second combat is where I may be over doing things. I want the gang of Ratfolk to swarm around the party. They'll be fighting in a warehouse between stacks of boxes (which can be climbed / interacted with). I'm going to have 8 ratfolk with clubs or daggers, using the Swarming trait (two to a square). Two ratfolk with crossbows will be on top of crates which they can open, releasing two Rat Swarms. The leader of the gang will have class levels, but will be directing the fight from an overhead walk way and will run away when things go bad.
The party will have four melee characters (counting the T-Rex) who are all pretty well optimized. There will also be 5 ranged characters with some pretty powerful builds, though they won't all have Precise Shot at level 1. What do y'all think?