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New Party - My Players Keep Out
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<blockquote data-quote="Drawmack" data-source="post: 432072" data-attributes="member: 4981"><p><span style="color: white"></span></p><p><span style="color: white">So I'm starting a new game. We spent yesterday's session getting character creation 90% done. Here is what I have.</span></p><p><span style="color: white"></span></p><p><span style="color: white">Human Monk</span></p><p><span style="color: white">Human Rogue</span></p><p><span style="color: white">Halfling Rogue</span></p><p><span style="color: white">Half-Elf Investigator (Homebrew class, Sherlock Holmesy)</span></p><p><span style="color: white">Half-Dwarf Urban Ranger (Homebrew race, Ranger with Urban Lore and Shadow instead of Wilderness Lore and Track - from Traps and Trechery)</span></p><p><span style="color: white">Feral Druid (Homebrew Race, replaces the wood elf)</span></p><p><span style="color: white"></span></p><p><span style="color: white">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. </span></p><p><span style="color: white"></span></p><p><span style="color: white">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.</span></p><p><span style="color: white"></span></p><p><span style="color: white">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. </span></p><p><span style="color: white"></span></p><p><span style="color: white">Here is what everyone got:</span></p><p><span style="color: white">Human Monk - Blades of Monk (explained below)</span></p><p><span style="color: white">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.)</span></p><p><span style="color: white">Halfling Rogue - Skill Focus (Pick Pockets), Masterwork Thieves Tools</span></p><p><span style="color: white">Half-Elf Investigator - Skill Focus (Sense Motive), Skill Focus (Spot)</span></p><p><span style="color: white">Half-Dwarf Urban Ranger - forgot the feat, masterwork weapon</span></p><p><span style="color: white">Feral Druid - undecided</span></p><p><span style="color: white"></span></p><p><span style="color: white">Blades of the Monk:</span></p><p><span style="color: white">Religious Artifact</span></p><p><span style="color: white">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.</span></p><p><span style="color: white"></span></p><p><span style="color: white">Bear in mind that this is a city campaign and we are playing in Freeport.</span></p><p><span style="color: white"></span></p><p><span style="color: white">Here are a couple of questions.</span></p><p><span style="color: white"></span></p><p><span style="color: white">Taking into account what the other players have been given do you think that the Blades of the Monk are overpowering to the party?</span></p><p><span style="color: white"></span></p><p><span style="color: white">Generally what do you think of the party the player's came up with?</span></p><p><span style="color: white"></span></p></blockquote><p></p>
[QUOTE="Drawmack, post: 432072, member: 4981"] [color=white] 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? [/color] [/QUOTE]
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