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76

Any character can use any weapon; there are no limitations (except size - a medium creature can't use a storm giant's axe or a pixie's dagger). If they are proficient in that weapon they get their proficiency bonus; if not, they don't. A wood elf cleric is proficient in longsword, shortsword, shortbow, and longbow (from wood elf) and all simple weapons ...


29

Take it slow... Since you're all pretty new, it's generally considered to be a really good idea to stick with the official published rules at first, so you can see how things play out and the effect of different abilities before you start messing with them in ways that might change the game balance. If you really want to play as a cloud giant runt (which ...


25

I think the important part of your question is everyone's amusement - that should include the other players. The onus should be on you to make your character work for your play group, not on the play group to fall in line with your character. Does the group know? Do the characters know? It's common courtesy to share your plan for your character. "Slimy ...


21

The easiest way to do this would be to give him a Hat of Disguise. This would allow him to cast disguise self at will, so as long as he can get a moment to himself to refresh it once per hour, he can stay disguised for an unlimited amount of time. If you're worried about the hat falling off, we have the technology. Alternatively, he could cast disguise self ...


18

The Adventurer's League Player's Guide (available here) states which rules are allowed in Adventurer's League play. D&D Basic Rules (all rules except rolling ability scores and hit points, rolling for starting wealth, some alignment restrictions) D&D Player's Handbook (all rules except rolling ability scores and hit points, some alignment ...


15

If you're willing to make the character as high as 8th level, then two levels in Warlock would give him access to the Mask of Many Faces Eldritch Invocation, which would allow him to cast Disguise Self at will, without expending a spell slot. This would still give you 6 levels of Sorcerer to apply to the character, and wouldn't require the use of a magic ...


13

This can work, if your players are experienced roleplayers that don't take story developments personally. I've run various games where the PCs are not "all on the same side." (In fact, there are various RPGs - Amber, Fiasco, Paranoia - who are predicated precisely on that assumption.) Many novels and movies have that exact kind of plot, where the ...


9

The Adventurers League player information page says: CREATING A CHARACTER Character creation is easy in the D&D Adventurers League. Check out the D&D Adventurers League Player’s Guide or Quickstart Guide for more information. Otherwise, follow these steps. Choose a story origin. [...] Choose a race. [...] Choose a class. [...] ...


8

If your player's goals and the rest of the party's goals are just fundamentally incompatible-- evil cultist in a group of paladins, agent of Kingdom X in a group dedicated to bringing down Kingdom X, etc-- then you are in no uncertain terms forcing a win-lose dynamic between characters (and therefore very possibly between players) that does not often exist. ...


8

That's right, you can't afford the Child Prodigy trait if you choose the Born Noble → Bastard set of lifepaths. As the game says, choices have consequences, and choosing to burn up a noble bastard means not being able to choose Child Prodigy and its awesome bonuses. If you want Child Prodigy with a noble, consider Born Noble → Young Lady: she has ...


7

They become mature like humans do. They start having children around 40. Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. (PHB p.36, "Gnome Traits")   Age. Humans reach adulthood in their late teens [...] (PHB p.31, "Human Traits") Sadly, I couldn't find when they stop ...


6

The Pathfinder Society provides all this information (and there's a lot of it) in their section on the Paizo Web site. The Guide is the key document you're looking for, it lists allowed sources, disallowed options, etc. for the various game modes. If it seems like too much information, you can always use the iconic pregen characters (available on that same ...


6

You are correct: Born Noble → Bastard leaves you with only 1 trait point to allocate freely, whereas Child Prodigy costs two. So you can't literally make a Child Prodigy Born Noble → Bastard character in so many words. Burning Wheel can be a bit flexible about how exactly you represent a character concept, though. Here are some alternative ways to create a ...


5

No. Dragonfire Adept's breath effects do provide some options to deal status effects instead of damage (Sickening Breath, Slow Breath, Weakening Breath, Sleep Breath, Paralyzing Breath), which is compatible with Vow of Peace. But there isn't a breath effect nor feat to deal nonlethal damage. It would be reasonable to house-rule a metabreath feat based on ...


5

Total: 90. Starting from the basics: Base Charisma score 18 Leveling points +5 Inherent bonus +5 Venerable +3 thus a minimum of 31. A little cheese to sweeten the deal: Lesser Aasimar for +2; type is Humanoid (Planetouched) LA+0 Magic-Blooded template (Dragon Magazine #306, p. 50) for +2; type unchanged LA+0 Unseelie Fey template (Dragon ...


5

One of the early characters in proto-D&D was a Vampire (Sir Fang). In fact, the Cleric class was invented as an anti-Vampire (there was lots of PvP: proto-D&D developed from wargaming). Basically, they built a Vampire "class" that started with one HD, and leveled up and gained more and more Vampire powers. You could do something similar with a ...


4

So first off, he should definitely not rely on magic. Anyone might have catch that via detect magic and while it's a low chance he should be wary of true sight as well. Weirder things have happened, like his birth at all for example. So every morning he should spend an hour applying a disguise the mundane way. Mechanically this will actually be similar to ...


4

You'll have to work with your dm to homebrew something. Take a look at the other playable races (especially goliath) and try to make features equivalent to those. The basics would be +2 to one stat, +1 to another, and two to three other features approximately equal to those features found in other official races (compare to dwarf, goliath, half-orc, ...


4

goal that is different to the party's If you and the DM want to set this up in a way that doesn't ruin the game, then best ensure that although your goal is different from the party's, the situation is not such that only you or the party can achieve your goals, and not both. D&D-3.5 isn't really a PvP game, and so if a member of the party is going ...


3

Yes, this can work! You're right that, if the other players are expecting a fully cooperative game, it would not be fun for you to surprise them with a betrayal. So the way to make this work is to make sure they know in advance that they're not playing a fully cooperative game. One way you could do this would be to just have the GM tell everyone: "Guys, I ...


3

By RAW, you can't. Unearthed Arcana's guidelines for creating new flaws says: A flaw must have a numeric effect on a character's specific capabilities. Flaws with primarily roleplaying or story effects have unpredictable effects on game balance. Given that there is no "numeric effect" of being mute, it can't be created as a new flaw. There is a ...


2

I'm not totally sure this is the best there is, but follow me. Put all your starting (18) and levelup (4*) points in charisma, buy a +5 Tome of Leadersip & Influence. Be old. This gives you -6 to all physical stats and +3 to all mental ones including charisma. Be human. Take 2 levels in Human Paragon and 10 levels in Chameleon (both prestige classes), ...


2

Players Have a "Rule 0" Too To the best of my knowledge, there is nothing specifically in the rules for making a player mute, and certainly not anything that trades speech for a bonus to skills, let alone Sleight of Hand. However, that shouldn't limit you from being able to play this concept. An oft-overlooked section in the Player's Handbook is the ...


2

Some diligent searching has uncovered the Classic BattleTech Companion. The book is from the FanPro era of BattleTech (it had 'Classic' in the title at it's first printing, unlike the 'Classic BattleTech RPG', which was a reprint of MechWarrior Third Edition), and covers the third edition of the RPG. The book is currently not available on DriveThru or ...


2

The difference between a normal Organized Play character and an Organized Play Core Mode character is very simple: Core characters can only use certain options, most notably the Core Rulebook. Core characters can also use the Character Traits Web Enhancement and the Roleplaying Guild Guide. No other products (Pathfinder Player Companion, Pathfinder ...


2

Yes, you can most definitely have an inside man. I typically enjoy a game where one or two of my players is running an inside man plot. But your question is how to make this work, so I'll expand on that. My rules for the inside man are simple: 1) Your goal has to differ from the villains you are chasing. In other words, you can't be secretly working for ...


2

I’m going to apologize up front: I don’t think this is going to answer your question. It’s a partial answer, at best, and while I hope some of this is helpful, it doesn’t present a complete build. I aimed to offer one, but basically, I came up empty: unfortunately, Paizo really doesn’t seem terribly interested in helping you to do what you want to do. There ...


2

Talk to your DM Ultimately, your DM is the one designing encounters, so he/she needs to know that you're playing a non-combat focused character. Your DM can ease back on the encounters if necessary and provide options for your character to do what he does best out of combat. You should also find out if the type of campaign your DM is running is appropriate ...


1

The simple answer is "Yes". However, it depends on a number of factors, and especially on the dynamics of your particular group. In greater detail, though, this is actually a fairly complex question, and deserves to be broken down into several different categories. Can a heroic party have evil members? This is an absolute yes. There is nothing in the ...


1

Yes, this can work, but it really only works if the DM is in on it. I've done this once. The party thought my character was a very suboptimal, somewhat clumsy sorcerer with bad luck when it came to spellcasting. In reality, he was a rogue/sorcerer multiclass (which is why powerful spells didn't work: he didn't actually have them at the appropriate ...



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