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Pimp my 1st level characters!
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<blockquote data-quote="Lord Zardoz" data-source="post: 3698005" data-attributes="member: 704"><p>Ok, some ideas:</p><p></p><p>Bright purple Silk Nobles outfit: 750 Gp</p><p>Bright purple fedora with yellow Pheonix Feather: 1500 Gp</p><p>Bright purple Cape with yellow silk inset and Platinum clasp: 600 gp</p><p>Masterwork Gold and Jewel encrusted Brass Knuckles: 200 gp</p><p>Elven Crafted Gryphon hide boots with platinum buckles: 500 gp</p><p>Dwarf Craft Purple Enamled Masterwork Breastplate, Platinum Inlays; 2500 Gp</p><p>Golden goblet with PC's name spelled out in Diamonds: $1000</p><p></p><p>That should about cover it. Your players will be as pimped out as possible.</p><p></p><p>Wait, you meant "Please give suggestions to make my characters more survivable".</p><p></p><p>Well, here are my thoughts on that.</p><p></p><p>You could declare that they are being assigned on a royal mandate, and let them start out with much better equipment than normal. Masterwork weapons and Medium Armour will give your fighters some extra punch. For the spell casters, I suggest giving them an equivalent gp cost in 1st level scrolls. </p><p></p><p>The 32 point buy is also a good idea. On top of that, you might want to advance them to 3rd level a bit faster than you otherwise might. A 32 point buy will have more value for the melee and Rogue and Cleric types. Your Mage / Sorcerer / anything else starting at a d4 HD will not benefit from the point buy a great deal until 5th / 6th level (assuming their stats get them an extra 3rd level spell).</p><p></p><p>Getting outside the rules as written, you can do what I do and use a story based plot device that justifies being reasonably death proof. I am overly tactical as a DM, and tend to like to push my fights to the edge. At low levels, the margin for error with that approach sucks. So I expected something to go wrong sooner rather than later. When this did happen, I did the following.</p><p></p><p>The players found themselves before a convenient evil god, who offered them a deal. Get restored to life, and you owe the god a favour to be collected on later. The players took the deal. This serves two purposes. First, it prevented a TPK. Second, it gives me a plot hook that I can pull out at any time and use to get my players to do damn near anything, even if it is somewhat out of character.</p><p></p><p>Oh, and give them the fancy pimp clothes anyway.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3698005, member: 704"] Ok, some ideas: Bright purple Silk Nobles outfit: 750 Gp Bright purple fedora with yellow Pheonix Feather: 1500 Gp Bright purple Cape with yellow silk inset and Platinum clasp: 600 gp Masterwork Gold and Jewel encrusted Brass Knuckles: 200 gp Elven Crafted Gryphon hide boots with platinum buckles: 500 gp Dwarf Craft Purple Enamled Masterwork Breastplate, Platinum Inlays; 2500 Gp Golden goblet with PC's name spelled out in Diamonds: $1000 That should about cover it. Your players will be as pimped out as possible. Wait, you meant "Please give suggestions to make my characters more survivable". Well, here are my thoughts on that. You could declare that they are being assigned on a royal mandate, and let them start out with much better equipment than normal. Masterwork weapons and Medium Armour will give your fighters some extra punch. For the spell casters, I suggest giving them an equivalent gp cost in 1st level scrolls. The 32 point buy is also a good idea. On top of that, you might want to advance them to 3rd level a bit faster than you otherwise might. A 32 point buy will have more value for the melee and Rogue and Cleric types. Your Mage / Sorcerer / anything else starting at a d4 HD will not benefit from the point buy a great deal until 5th / 6th level (assuming their stats get them an extra 3rd level spell). Getting outside the rules as written, you can do what I do and use a story based plot device that justifies being reasonably death proof. I am overly tactical as a DM, and tend to like to push my fights to the edge. At low levels, the margin for error with that approach sucks. So I expected something to go wrong sooner rather than later. When this did happen, I did the following. The players found themselves before a convenient evil god, who offered them a deal. Get restored to life, and you owe the god a favour to be collected on later. The players took the deal. This serves two purposes. First, it prevented a TPK. Second, it gives me a plot hook that I can pull out at any time and use to get my players to do damn near anything, even if it is somewhat out of character. Oh, and give them the fancy pimp clothes anyway. END COMMUNICATION [/QUOTE]
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