savageplay
2018-09-13, 11:10 AM
OK we are starting a new campaign and i want to get some assistance from other experienced players we are in the character creation phase as well as character progression/leveling. Below are some of the ideas so far but things could change.
So most of the group is fairly new players who managed to get into our previously existing high level campaign for the last year or so. So i want everyones characters to be fairly simple and not uber complicated considering. We are restarting at 2nd level + 1 Mythic level. Players will have Hero Points and we will be using an optional HP rule (so at 0 to neg Con score players are staggered and from there too -2x Con score is dying) so death should be very rare but with the new stagger house rule, i think very dramatic and fun. So i am not at all worried about players being 'too tough' as long as everyone is fairly equally balanced, fun and simple. They will be starting with 1000gp. For the books we will be using, we are mostly just using Advanced Player's guide, the core book and the Mythic book as well as some books i have (Ultimate Intrigue, Ultimate Campaign, Horror) with spells from anything save core have to be researched as new spells mostly. And the Gunslinger is an exception but we are keeping fairly simple on that for base rules too.
They have either of these starting stats (or can roll themselves)
18 18 16 15 14 0
17 17 17 16 15 14
So it seems that most of the players are wanting to take a level penalty and all be Drow Nobles (which fits with the story which is a continuation of our previous story, i will describe later) I know they are overpowered especially at low levels but if everyone is doing it it's no problem to me. Definitely going to make them feel tough even if they are lower levels
We play a very heavy roleplaying type of game where all of the players realize a decent Charisma is an important stat so no one will treat that as there dump stat. The players will be getting a boat early in their game stats (about 4th level) and it will be a combination of exploration, piracy and diplomatic campaign. Another thing to note is that all my players don’t alway come for every game so players have to have characters that are fairly flexible in group roles.
The group will be starting as neutrals and either lean towards good or evil and we will roleplay the act of when they choose what side. The main Villain will be Shar and her minions (playing the forgotten realms setting) where Shar is trying to bring about the shadowweave where only those loyal to her can use magic. In this setting there is an uneasy alliance with Sune, Ellistrea, and Lolth.
So the group right now looks like it will be this, yes it doesn’t look like there will be a strong melee/front line fighter for the group, but it looks like a few other classes will be pulling support on this role as well as planning to use undead minions as front line fighters.
Witch
Cleric
Gunslinger
Sorcerer
Bard
Alchemist?
Drow Noble Witch (Patron?) 1st level + Archmagi
Debuffer & offensive spells
Str 10 Dex 22 Con 14 Wis 16 Int 20 Cha 17
Planes +9, Arcana +9, Religion +9, Nature +9, History +9, Spellcraft +9, Intimidation +7, linguistics +9
Traits” Warrior of old, +1 trait
Hex: Evil Eye, Feat: Extra Hex (Cackle), Mythic Spell, Coupled Arcana, wild magic
Mythic Spells: Ill Omen*
Crow Familiar (Weapon Finesse & Fly By Attack)
Treasure: 10 extra spells in spellbook (18) wand of Charm Monster (1 charge), nice clothes
actions
Free: Coupled Arcana - Spell, Crow attack (held spell)
Swift: Wild Arcana, Surge
Standard: Hex
Move: Cackle
Drow Noble Cleric 1st level + Hierophant
Necromancer + Plotter
Str 14 Dex 14 Con 13 Int 18 Wis 20 Cha 20
Stealth +6, Sense Motive +9, Bluff +9, Religion +8, Spellcraft +9, Diplomacy +9, perception +10
Domains: Trickery and Undead
Traits: Eyes and Ears, Warrior of old
Selective Channel, Mythic Selective Channel (Negative Energy)
Wild Magic, Alter Channel
Treasure: Scroll Animate Dead (4 Bloody Skelton - Hobgoblins with armor, sword and Shield and bow), Breastplate, Shield, Scrolls(4), Poison(2), Hand crossbow, masterwork bolts 2, Rapier
Future: Command Undead, Swift Channel
actions
Free: Commands to Undead Minions
Swift: Wild Magic, Surge
Standard: Spells, Attack Selective Channel
Move: Copycat (50% Miss chance)
Drow Noble Gunslinger 1st level + Champion (pistols)
Sexy/Social DPS
Str 10 Dex 22 Con 13 Int 18 Wis 16 Cha 20
Craft(Alchemy) +8, Engineering +8, Acrobatics +10, Bluff +9, Sleight of Hand +10 (+4 SP)
Traits: Warrior of old, Killer
Quick Draw, Legendary Item (Craft Item & Bullets)
Distant Barrage + Snipers Riposte
Treasure: Magic Pistol(free), 5 Bane Bullets, 5 Flame Bullets, Masterwork bullets 50, Leather Armor, Alchemist Items, alchemical cartridges
Future: Point Blank shot, Rapid Shot, Mythic Rapid Shot, Precise Shot, Two Weapon Fighting, Weapon - Int (shapechange)
actions
Free: Reload (Pistols - Alchemical Cartridge)
Swift: Reload (Pistols) Distance Barrage, Surge
Standard: Attack
Move: Quick Clear (miss fire)
Drow Noble Sorcerer 1st level (Draconic) + Archmagi
Diplomatic/Social Blaster & Enchantment spells mostly
Str 10 Dex 22 Con 13 Int 18 Wis 16 Cha 20
Bluff +9, Arcana +8, Spellcraft +8, UMD +9, fly +10, intimate +9, perception +9
Traits: Warrior of old,
Weapon finesse, mythic weapon finesse
Wild Magic + Coupled Arcana
Spells: Mage armor, sleep / color spray, Chill Touch/Shocking Grasp ...
Bluff +9, Intimidate +9, Arcana +8, Spellcraft +8, UMD +9, Perception +9, Fly +10
Treasure: wand fireball (2), Hand Crossbow Poisons (x2), Masterwork Bolts (x2), wands & scrolls of 1st level spells (Shield, Protection from Evil/Good….)
actions
Free: Coupled Arcana - Spell, draw claws
Swift: Wild Arcana, Surge
Standard: Attack (Rapier), Spell, or Full Attack with Claws
Move:
Drow Alchemist + trickster
Str 10 Dex 22 Con 13 Cha 18 Int 20 Wis 16
Craft Alchemy +10, Disable Device +10, nature +9, Arcana +9, Perception +9, Sleight of Hand +10, Spellcraft +9, Survival +7, UMD +8 (+1 sp)
Traits: Warrior of old, +1 trait
Weapon Finesse, Mythic Weapon Finesse
Ability + limitless range (100)
Bomb 1d6+5 (6), Mutegeon +4 (self & +2 Natural AC & Dex), Brew Potion, Throw Anything, Extract (3/day - Self)
Extracts Known: Cure Light wounds, Shield, True Strike, Enlarge Person
Treasure: Drow Spider Silk (masterwork), Masterwork Light Shield, Potions, extra spells, Masterwork Rapier
AC 20 (24-28), +7 hit (1d6+6)
actions
Free:
Swift: Extra Shot, Surge
Standard: Attack, bomb, extract, mutegeon
Move:
Drow Noble Bard + Marshal
Player wants to be Intelligent based
Str 16 Dex 18 Con 13 Int 20 Wis 12 Cha 20
Arcana +10, Dungeoneering +10, Local +10, Nature +10, Planes +10, Religion +10, Perform +10, Perform +10, Stealth +8, Spellcraft +9 (+2 SP)
Traits: Warrior of old,
Arcane Strike, Mythic Arcane Strike*
Advance, Display of Intelligence
Treasure: Mighty Masterwork Shortbow, masterwork Arrows 20, Drow Poison x5, Scrolls (4), Rapier, Scorpion Whip, Chain Shirt,
Future: Point Blank, Rapid Shot, Mythic Rapid Shot, Precise Shot, mythic spells, Lightning Performance
actions
Free: Display of Intelligence
Swift: Arcane Strike*, Surge, advance*
Standard: Bardsong, Spell, Attack
Move:
So most of the group is fairly new players who managed to get into our previously existing high level campaign for the last year or so. So i want everyones characters to be fairly simple and not uber complicated considering. We are restarting at 2nd level + 1 Mythic level. Players will have Hero Points and we will be using an optional HP rule (so at 0 to neg Con score players are staggered and from there too -2x Con score is dying) so death should be very rare but with the new stagger house rule, i think very dramatic and fun. So i am not at all worried about players being 'too tough' as long as everyone is fairly equally balanced, fun and simple. They will be starting with 1000gp. For the books we will be using, we are mostly just using Advanced Player's guide, the core book and the Mythic book as well as some books i have (Ultimate Intrigue, Ultimate Campaign, Horror) with spells from anything save core have to be researched as new spells mostly. And the Gunslinger is an exception but we are keeping fairly simple on that for base rules too.
They have either of these starting stats (or can roll themselves)
18 18 16 15 14 0
17 17 17 16 15 14
So it seems that most of the players are wanting to take a level penalty and all be Drow Nobles (which fits with the story which is a continuation of our previous story, i will describe later) I know they are overpowered especially at low levels but if everyone is doing it it's no problem to me. Definitely going to make them feel tough even if they are lower levels
We play a very heavy roleplaying type of game where all of the players realize a decent Charisma is an important stat so no one will treat that as there dump stat. The players will be getting a boat early in their game stats (about 4th level) and it will be a combination of exploration, piracy and diplomatic campaign. Another thing to note is that all my players don’t alway come for every game so players have to have characters that are fairly flexible in group roles.
The group will be starting as neutrals and either lean towards good or evil and we will roleplay the act of when they choose what side. The main Villain will be Shar and her minions (playing the forgotten realms setting) where Shar is trying to bring about the shadowweave where only those loyal to her can use magic. In this setting there is an uneasy alliance with Sune, Ellistrea, and Lolth.
So the group right now looks like it will be this, yes it doesn’t look like there will be a strong melee/front line fighter for the group, but it looks like a few other classes will be pulling support on this role as well as planning to use undead minions as front line fighters.
Witch
Cleric
Gunslinger
Sorcerer
Bard
Alchemist?
Drow Noble Witch (Patron?) 1st level + Archmagi
Debuffer & offensive spells
Str 10 Dex 22 Con 14 Wis 16 Int 20 Cha 17
Planes +9, Arcana +9, Religion +9, Nature +9, History +9, Spellcraft +9, Intimidation +7, linguistics +9
Traits” Warrior of old, +1 trait
Hex: Evil Eye, Feat: Extra Hex (Cackle), Mythic Spell, Coupled Arcana, wild magic
Mythic Spells: Ill Omen*
Crow Familiar (Weapon Finesse & Fly By Attack)
Treasure: 10 extra spells in spellbook (18) wand of Charm Monster (1 charge), nice clothes
actions
Free: Coupled Arcana - Spell, Crow attack (held spell)
Swift: Wild Arcana, Surge
Standard: Hex
Move: Cackle
Drow Noble Cleric 1st level + Hierophant
Necromancer + Plotter
Str 14 Dex 14 Con 13 Int 18 Wis 20 Cha 20
Stealth +6, Sense Motive +9, Bluff +9, Religion +8, Spellcraft +9, Diplomacy +9, perception +10
Domains: Trickery and Undead
Traits: Eyes and Ears, Warrior of old
Selective Channel, Mythic Selective Channel (Negative Energy)
Wild Magic, Alter Channel
Treasure: Scroll Animate Dead (4 Bloody Skelton - Hobgoblins with armor, sword and Shield and bow), Breastplate, Shield, Scrolls(4), Poison(2), Hand crossbow, masterwork bolts 2, Rapier
Future: Command Undead, Swift Channel
actions
Free: Commands to Undead Minions
Swift: Wild Magic, Surge
Standard: Spells, Attack Selective Channel
Move: Copycat (50% Miss chance)
Drow Noble Gunslinger 1st level + Champion (pistols)
Sexy/Social DPS
Str 10 Dex 22 Con 13 Int 18 Wis 16 Cha 20
Craft(Alchemy) +8, Engineering +8, Acrobatics +10, Bluff +9, Sleight of Hand +10 (+4 SP)
Traits: Warrior of old, Killer
Quick Draw, Legendary Item (Craft Item & Bullets)
Distant Barrage + Snipers Riposte
Treasure: Magic Pistol(free), 5 Bane Bullets, 5 Flame Bullets, Masterwork bullets 50, Leather Armor, Alchemist Items, alchemical cartridges
Future: Point Blank shot, Rapid Shot, Mythic Rapid Shot, Precise Shot, Two Weapon Fighting, Weapon - Int (shapechange)
actions
Free: Reload (Pistols - Alchemical Cartridge)
Swift: Reload (Pistols) Distance Barrage, Surge
Standard: Attack
Move: Quick Clear (miss fire)
Drow Noble Sorcerer 1st level (Draconic) + Archmagi
Diplomatic/Social Blaster & Enchantment spells mostly
Str 10 Dex 22 Con 13 Int 18 Wis 16 Cha 20
Bluff +9, Arcana +8, Spellcraft +8, UMD +9, fly +10, intimate +9, perception +9
Traits: Warrior of old,
Weapon finesse, mythic weapon finesse
Wild Magic + Coupled Arcana
Spells: Mage armor, sleep / color spray, Chill Touch/Shocking Grasp ...
Bluff +9, Intimidate +9, Arcana +8, Spellcraft +8, UMD +9, Perception +9, Fly +10
Treasure: wand fireball (2), Hand Crossbow Poisons (x2), Masterwork Bolts (x2), wands & scrolls of 1st level spells (Shield, Protection from Evil/Good….)
actions
Free: Coupled Arcana - Spell, draw claws
Swift: Wild Arcana, Surge
Standard: Attack (Rapier), Spell, or Full Attack with Claws
Move:
Drow Alchemist + trickster
Str 10 Dex 22 Con 13 Cha 18 Int 20 Wis 16
Craft Alchemy +10, Disable Device +10, nature +9, Arcana +9, Perception +9, Sleight of Hand +10, Spellcraft +9, Survival +7, UMD +8 (+1 sp)
Traits: Warrior of old, +1 trait
Weapon Finesse, Mythic Weapon Finesse
Ability + limitless range (100)
Bomb 1d6+5 (6), Mutegeon +4 (self & +2 Natural AC & Dex), Brew Potion, Throw Anything, Extract (3/day - Self)
Extracts Known: Cure Light wounds, Shield, True Strike, Enlarge Person
Treasure: Drow Spider Silk (masterwork), Masterwork Light Shield, Potions, extra spells, Masterwork Rapier
AC 20 (24-28), +7 hit (1d6+6)
actions
Free:
Swift: Extra Shot, Surge
Standard: Attack, bomb, extract, mutegeon
Move:
Drow Noble Bard + Marshal
Player wants to be Intelligent based
Str 16 Dex 18 Con 13 Int 20 Wis 12 Cha 20
Arcana +10, Dungeoneering +10, Local +10, Nature +10, Planes +10, Religion +10, Perform +10, Perform +10, Stealth +8, Spellcraft +9 (+2 SP)
Traits: Warrior of old,
Arcane Strike, Mythic Arcane Strike*
Advance, Display of Intelligence
Treasure: Mighty Masterwork Shortbow, masterwork Arrows 20, Drow Poison x5, Scrolls (4), Rapier, Scorpion Whip, Chain Shirt,
Future: Point Blank, Rapid Shot, Mythic Rapid Shot, Precise Shot, mythic spells, Lightning Performance
actions
Free: Display of Intelligence
Swift: Arcane Strike*, Surge, advance*
Standard: Bardsong, Spell, Attack
Move: