A rogue, a bard, a monk, and a ranger walk into a bar...


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Timely Drought said:
I was thinking of making them supernatural investigators in the city's constabulary. Pack in a corrupt bureaucracy, some scheming archmages, all manner of cults (draconic and aberrant especially). A godless city, except maybe for a druidic order.

Or maybe they should be private investigators?

I like this idea. A lot. :)

The Bard could be the Faceman, and probably the "leader" of the group. If he focuses all his spells on Divination-type, he could be a bad-ass detective. Same for the Rogue, although the Rogue could be the Infiltrator type, like a second-story man. For the Rogue, introduce all sorts of wacky magic-item-like gadgets for him to use, and I'd bet he'd be happy. For the Monk, he could be the muscle who takes people in alive, using his keen martial arts skills. The Ranger, obviously, would be the sniper, keeping tabs on his friends from afar or doing a lot of shot-on-the-run type manoeuvres.

Now, important things to note:
They're all first level. The Ranger is the only guy who starts with a +1 BAB, and it's probably higher b/c of STR or DEX. The Rogue, Monk, and Bard will all probaby have decent DEX scores, which means they all have decent ranged abilities. Couple this with the fact that crossbows are simple weapons, and that the monk can use them, you have a range party to mess with. Go one better and introduce decent firearms, and THEN you'll see some scary ranged damage potential.

Just because the Ranger chooses his specialization in archery doesn't mean he can't use melee weapons. Stress this fact to him. Since he's the only one who can use weapons with a damage potential of d10 or better, he should have a NASTY backup weapon to use in melee. If these high-dex people choose Weapon Finesse feats at 2nd level, suddenly their melee potential goes way up as well. Weapon Finesse can be used on Unarmed Combat, too, so when the monk uses his Flurry ability, he'll be well off.

I'm sure there's more I'm forgetting, but this should help for now. :)
 

Patman21967 said:
Someone told me of a Rogue variant that allows the tradeoff of sneak attacks for extra feats...I like that idea alot
Yes, it was suggested in "Unearthed Arcana", Chapter 2 "Classes", Other Class Variants, page 58.
The rogue looses his Sneak Attack progression and instead gets bonus feats as a fighter.
 

Timely Drought said:
I was thinking of making them supernatural investigators in the city's constabulary. Pack in a corrupt bureaucracy, some scheming archmages, all manner of cults (draconic and aberrant especially). A godless city, except maybe for a druidic order.

Or maybe they should be private investigators?

This could be the way to go. Have some sort of wilderness area nearby so a lot of the Ranger goodies aren't wasted though. Minor Aberrant cults set up in the old mines or something like that.

Create some new abberations as well so his favored enemy is used even from the beginning.

Work with the Monk to design his Order or if he was individually taught. Work with the Bard and Rogue so there won't be too much overlap in skills.

While LEadership is outlawed, let them have opportunities to get allies and contacts, award "favors" as a type of treasure. A druid might provide healing and care instead of gold or magic item if the party helps him out. A headquarters could be treasure as well.
 

"Light mobility" groups do really well when there are skill checks to be made. So, make sure every battle features:

- Rubble, tables, benches, sand heaps, etc. -- stuff that will make tactical movement more interesting.

- Ropes, chains, banners, pennants, ladders, stairs, rigging, rough walls, trees -- stuff to climb

- Water, pits, open sewers, catwalks over bubbling acid pools -- stuff to jump over


That kind of thing will allow the "light mobile" party to shine... don't forget to include that sort of stuff even in a "heavy" party to let your "light" NPCs and monsters have some fun too!

-- N
 

That party doesn't look bad: The monk will have a decent AC, due to dex, wis, and maybe items (bracers of armour). This and his bonus feats (combat reflexes, stunning fist, improved trip) will let him tangle up enemies, while the rogue sneak attacks them and the ranger turns them into puncussions. In the meanwhile, the bard will buff them with his bardic music and spells, if he's not troubling foes.

Sure, it's not the fighter/rogue/cleric/wizard combo, but it can work.


Patman21967 said:
Someone told me of a Rogue variant that allows the tradeoff of sneak attacks for extra feats...I like that idea alot

Either the mentioned UA rogue variant, or use this house rule I intend to use: Rogues can trade each die of sneak attack bonus damage for a feat from a special list. So a rogue 3 could have SA +2d6 or SA +1d6 and a feat or two feats, and so on. The bonus feat list would have skill focus for all rogue class skills, the +2/2 Feats (like Alertness), whatever other feats have to do with skills (stuff like Versatile, which lets you have one skill as class skill for every class, or Open Minded, which gives you 5 skill points.), and maybe the feats from the Dodge and Combat Expertise trees and similar stuff.
 

Wow, add a psion and that's exactly the first group I ever DM'ed for in 3E. Since I was running a converted and heavily fleshed out version of the Greyhawk Slavers adventure, it went pretty well. It was mostly about investigation and intrigue and when I wanted to challenge them in combat, an ogre with a level of barbarian sufficed (they were 4th level).

My advice would be to avoid dungeon crawling, listen to your players to learn what they want to do and allow social and sneaky solutions to problems to work.
 

Frankly: If the characters are constructed well, then they should do very well for themselves.

They should (ie - if they have been smart and all taken hide and move silently) ambush virtually every creature they choose to ambush.

There will be some situations that could prove difficult (mainly the stupid ones that assume a cleric or wizard). Just let them take them on.

The most important thing for you to do is to be open to alternative takes on situations. Don't shut down cunning plans, or your party will simply have no fun.
 


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