New Party - My Players Keep Out

Drawmack

First Post

So I'm starting a new game. We spent yesterday's session getting character creation 90% done. Here is what I have.

Human Monk
Human Rogue
Halfling Rogue
Half-Elf Investigator (Homebrew class, Sherlock Holmesy)
Half-Dwarf Urban Ranger (Homebrew race, Ranger with Urban Lore and Shadow instead of Wilderness Lore and Track - from Traps and Trechery)
Feral Druid (Homebrew Race, replaces the wood elf)

I have to gut feelings about the balance of the party, but I'll let that go for now and see how it plays out.

Only 1 session and already I've seen some splat book stuff that's just bad. Song & Silence has a bunch of feats that give a +2 to two seperate skills. This is equivolent to two skill focus feats. I told the player that he could take them, but they counted as two feats and that if he took the individual skill focuses that would count as having said feat for prereqs. He was okay with that.

I make every player write a background then I give them something for writting it. This is usually a feat or a cool trade tool or something. This time out most people are getting two feats for their backgrounds. I have found that this does not unbalance the party as long as it is done evenly.

Here is what everyone got:
Human Monk - Blades of Monk (explained below)
Human Rogue - Skill Focus (Move Silently), Retrace Steps (Homebrew feat allows him to follow the same path through any place he has already been, doesn't work if stuff moved.)
Halfling Rogue - Skill Focus (Pick Pockets), Masterwork Thieves Tools
Half-Elf Investigator - Skill Focus (Sense Motive), Skill Focus (Spot)
Half-Dwarf Urban Ranger - forgot the feat, masterwork weapon
Feral Druid - undecided

Blades of the Monk:
Religious Artifact
When in the presence of any Chaotically Aligned foe the blades begin to glow a bright amber color. Any Chaotic Aligned creature looking at the blades in this form must make a will save (DC 15) or be Dazed for 1d4 rounds. If a monk touches the handles while the blades are glowing they meld into the monk's skin . The monk cannot take any other actions that round and provokes AoO. Once the melding is complete the Monk gets +1 to AC, +1 to damage and +1 to hit, unarmed. If the monk attempts to fight with a weapon the swrods instantly reform and the monk looses all bonuses gained from them, additionally the blades will not work for that monk for 48 hours. When all Chaotically Aligned foes are dead or out of sight the swords reform in the monk's hands.

Bear in mind that this is a city campaign and we are playing in Freeport.

Here are a couple of questions.

Taking into account what the other players have been given do you think that the Blades of the Monk are overpowering to the party?

Generally what do you think of the party the player's came up with?
 

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Well, I have a comment about your splitting of the feats from Song and Silence. Most (if not all) games use the house rule that Skill Focus adds a +3 to any one skill, not just +2. There are a LARGE amount of feats that add +2 to two skills that are related through the feat title or flavor text, with a large portion coming from Forgotten Realms Campaign Setting. Some people like these feats and some people don't. I find if you house rule Skill Focus to add +3 and allow these combo feats as is, everything will be all right.
 
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I don't know, I think I'll just leave it as is with the house rule. I only commented about that because it was a little upsetting that Skill Focus is a +2 and then WotC puts out books where one feat = 2 skill focus feats. Just seemed not very well thought out to me is all.
 

I too use the Skill Focus +3 rule and leave the other feats as is, BUT if you and your players are happy then stick with what you have.

As for the blades of the monk, they may be a little too powerful; I'm thinking specifically about the dazed effect. Maybe 1 round would be better.
 


Well, for one thing I wouldn't want to be the dude with two skill focus feats when another dude got the blades...

My two cents
 


Numion,
Why not? If you can give me some reasons maybe I can explain it to you better or change it. But I need reasons and critical analysis.
 

just some comments....

1) i'd like to see your homebrew investigator and wild elf, Drawmack, if you'd like to post them (in here, House Rules, or Plots and Places -- you could even post the PCs in Rogues Gallery)

2) i really like the feats that give two skill bonuses. i think it gives a great option for players to choose a feat that's not necessarily combat related

3) the skill focus is +3 house rule is used by a lot of people (as seen in the 'What house rules do you use' thread:

http://enworld.cyberstreet.com/showthread.php?s=&threadid=1924

and is sort-of included in FR (Saddleback feat gives +3 to ride))

4) "Half-Elf Investigator - Skill Focus (Sense Motive), Skill Focus (Spot)" --there's a feat that covers these in OA, called Attention to Detail
 

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