That’s probably the right way to do it. But, the environment can still give him a disease, he could get bit by a wererat, or find a cursed object to take him down a notch. He could also piss off mystra.. and the magic would turn off for him like a garden hose. But, talk to him about it first.. maybe he’ll like the thought of having to find a sorcerer as powerful as himself and battling her for supremacy. But, if he’s just a murder hobo then throw a creature that is a murder hobo back at him.
It really comes down to whether or not you want to solve the Player problem, or get in an I'm more powerful than you pissing match with your Player.
I'd rather convert, or remove, a murder hobo Player than try and slap 'em down.
If my goal is to show them the error of their ways, so they'll adopt a different play style, getting in a slap fight with a Player won't work - they'll just feel persecuted and self-defensive, and not change a thing, just to spite you.
If my goal is to make them leave, it's a lot easier to tell them "sorry, Bob, this just isn't working, I think it would be better for everyone if you found a group with a more compatible play style" than trying to piss them off enough so they leave on their own. It's more honest as well.
Alternatively - and I don't think anyone has mentioned this possibility - if the rest of your Party likes the idea, go for a super-powered over the top campaign, give everyone characters that powerful, and give them super-epic-overpowered opponents. They can go hunt Gods, or something.
The problem isn't necessarily that the character is overpowered ( although they are ridiculously high powered ) - it's that they're overpowered compared to the rest of the Party, and the Campaign, so they're overshadowing the rest of the Party & destroying the Campaign. If you bring everything and everyone up to that power-level, it's no longer a problem.
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
I think most groups are made up of freinds, or at least people you see outside of the game room. So telling Bob to bail might not be a option. That said I see value in talking to a player.
I am not in your game so I am speculating but first off the game world has some balances built into it, I make my characters use the point system because it balances the characters starting stats. Also there is a class balance which may be being ignored. It is not persecuting or getting in a pissing match to make a game sesion that might play to the strengths of the other players. A wizard is a damage class, at least the way this gentleman is playing it. But he only has so much bang. A fighter is a less burst damage class, but as long as he has hp he can swing that sword all day long. So I don't feel its a pissing match to have a game that involves many lower cr combats, rather then one or two single bad guy high cr fights between rests.
Targeting or cursing the necromancer would be a pissing match. I think you need to design some situations that shines the spot light on the other players rather then directly go after the wizard.
Remember that there are three pillars to the game - combat, exploration and social.
A combat monster is often poor at the other two pillars (especially players who dump CHA), so scenarios involving exploration and social interaction allow the other players their time in the spotlight.
For example, the party has to find the lost temple of Shub Nigurath in an area of overgrown jungle. They only have three days before something bad happens.
For example, the party have to get the permission of the Grand Vizier for an activity. He has refused them an audience but he will be in attendance at a ball tomorrow night.
For example, the party are taking part in a race. First group to the tip of the Peninsula of Doom wins. The problem is, no-one has been there before, so they can't just teleport in.
Even in combat, different objectives will require different character abilities.
For example, the characters have to guard a ritual caster and keep her alive for 10 rounds to complete the ritual. Emphasize to the players that it doesn't matter how few (or many) foes they kill - if the caster dies, they fail the scenario.
For example, the dreaded escort quest. Bonus evil-GM points if the NPC is naively curious to the point of suicide.
For example, the party are fighting an army of possessed villagers. The more of the innocent people they kill before taking out the big bad, the less reward the Duke will give them.
As an aside, if the player complains every time their player is not in the spotlight then it's not a character issue, its a player issue...
thank you everyone! he is a bit problematic during social interaction because of the fact that he just tries to throw a spell at the people my other players are talking to...
Thanks for all the help everyone! I appreciate it so much!
Start using lots of ghosts, or enemies that can lock him in a force cage. Target that low charisma and eliminate him from fights for a time so the party gets a chance to do something.
Hey people have probably already said this but if not:
I had this problem with a player of mine who got VERY lucky with his stats, when we rolled (it was legit). 8 sessions in I had to nerf him. hard for the other players when he had higher bonuses in wis skills that our goddam ranger. So I sat down and talked to him about it. ended up working fine. I talked to him WHy I did it too. you can also (if it is skill check wise) ask only those with proficiency to roll for it, (survival/preseption/arcana/other), gives the rest of your party sometime to shine.
Also maybe try to make incounters they have to collaberate as a team, they might promptly ignore that but youknow, you can try. You might make a challenge (riddle/puzzle) that they can't solve with dice rolls, but the players themself have to think. that sort of stops the midmaxers whenyou cant roll. (mind you, this might not be your players cup of tea, very dependent on the other players).
If talking don't work and he doesn't change. you might have to ask him to leave. If he dont play nice with the other people on the table and is ruining the fun, you are allowed to ask him to leave. (Sometimes DM styles and playerstyles don't fit right.) It's not a fun talk to have, but somethimes its nessesary. Mattew Coldville have a nice Youtube video on it.
I agree with a lot already said. Never let players roll stats when you as DM are not watching. Also, don't roll stats and apply a homebrew mechanic, just do point buy or standard array if you want characters to balance with each other, I know some people like to roll but it's not helpful for balance.
Now that said, last time I was a player it was a 3.5 game and I made a super optimized control wizard that was vastly OP compared to the rest of the group the whole campaign. I saw it, and I just adjusted my play style. I deliberately chose less optimal choices in combat so the others could shine and the DM gave far more magic gear to other PCs (I was still better :) ). I still had lots of fun, and so did the rest of the party. Talk to the player out of game. If they are a good person, they will get it and give up the spot light a bit more.
The 2 for 1 exchange is great until you pass that threshold of taking the dump stat to the extreme. You should next time put a max cap at 18 an a minus cap at 8 or something. But your the DM so throw some charisma and strength saves at him. Say he gets so charmed he is stupid in love with something.
How about have a ghost possess him and walk off a 200 ft cliff to kill themselves so they can break their curse and release them from undeath? Sorry, your character died bro, but you should feel good you helped that ghost find their eternal rest......... Now, roll 4d6 drop and drop the lowest here at the table with us.
I would suggest a reboot is in order. Since the problem PC is level 15 I would assume the other PCs are around that point as well? This is a really respectable level to reach in a campaign and there is no shame in retiring the game and starting anew. You could plan a session or two for a grand finale where you just throw all sorts of stuff at the players and then have them ride off into the sunset as masters of their universe.
For the new game I suggest a tighter hand on character stats, gold rewards and magic items. You now have an idea of where it can lead if you allow players a free hand to MIN/MAX. Some players would make the same character regardless but usually there are one or two players that take a dive off the MIN/MAX cliff and go bonkers. 5E has squashed all the numbers so that even a +1 or 2 can have big impacts. This is why it is a really bad idea to allow such high attributes in the game.
For your next campaign go with point buy and average hp. This will settle your power gamer down a bit. Then make sure you are keeping the gold rewards within reason. This will make material component costs a actual concern. Finally, keep a lid on rare and very rare magic items. These items shouldn't be hitting the game until 11th+ level or later and should be difficult to sell, trade or buy. All these things will help to bring your PC's in line with the current CR of the monsters they face and allow you more room to make the story about the characters rather than trying to overcome rules.
To quote John Wick (the source of all wisdom; the game designer, not the movie character) “why are you playing with that guy?”
First, most importantly: talk to the trouble player. Let them know they’re ruining the game for the others. Let them know if they don’t change their ways, you’ll start targeting their character.
If they don’t respond to that, YOU are the DM, not them. They can be as rules-lawyery as they want, but, ultimately, you are in charge. Hit them hard and don’t let up. You’re the DM you can cheat better than they can, which makes you better than him.
(No, I don’t believe any of that is true, but, it does seem to be that mindset. So, you have to attack them where they think from.)
And, if you really want to mess with him, take a copy of his character and run it against the party. Use his tactics against him. If he doesn’t have tactics (I’m looking at you GummiBear), learn his character better than he knows it, and use that against him.
But, really, talk to the trouble player. Tell them they're the problem (don’t mince words, be blunt, it’s the only way to be sure).
"And, if you really want to mess with him, take a copy of his character and run it against the party."
Doppelganger that bad boy! Throw a couple that are the same levels, have the rest of the party be uncertain as to who is who based on perception checks, perhaps (DC 20). That'd be fun/interesting. And don't let them metagame that! I suspect your OP might try to do so and convince the others that they're ganging up on him.
I had a DM that would make powerful spellcaster PCs roll saving throws against madness. His reasoning was that the appeal of being so powerful was too much for any mortal to handle, and therefore if you wanted to remain in control you needed to fight the madness. Of course it was woven into the characters personal story as an obstacle to overcome, not a way to shut down an OP character. This way the player could get some satisfaction out of it, and the DM was allowed to have some checks against spellcasters getting out of hand.
Maybe try something like that? It might be more work on your part, but if you ease them into it I don't think it will seem like you are trying to nerf them.
I had a very similar problem with someone trying to play in my flatmate's campaign. He was so out of control with his trying to force the game into a f***ing fates:insert crappy subtitle here: that it derailed the game for both the players and the DM. That's where this is heading even if the problems aren't identical.
Brick attempting to play bunkers and bada**es in the Borderlands 2 Tiny Tina's DLC. Sounds to me like both of our problem players were emulating too much Pandora into D&D. For the end result of this, see 1st point above.
He did end up having to leave the group, permanently. When the player will not budge from an either 1) Game trashing or 2) utterly unethical play style (my problem gamer) or 3) standing their ground and defending very poorly veiled attempts at bullying the DM into making the game the way ONLY they want it to be (my problem gamer) there can only be two solutions.
In all but the first scenario, using the world itself and the beings in it or watching it to browbeat the player down several pegs can be necessary. It is NOT getting into a pissing match with your player when instead of stats and such, they fill their character sheet with errata from *insert op anime character name here* from *insert blatantly op anime's name here* and tear up an actual character sheet you made them that is nearly identical but has D&D stats and legitimate skills in it, while smiling at you and retorting with "anime is life and your struggles are pointless". That is player bullying. They don't want to play D&D, they want to play *insert anime name*-tabletop and that's not a thing. Those are problem players that either HAVE to be ground under the heel of a cold and uncaring universe. Otherwise make them leave the group. If they say no, take a vote on it amongst the DM and all players (including the dih' kead one) and let majority rule. If that fails or they start making very real threats of using their very not real anime skills to harm you or the other players, you need to get Johnny Law involved. The judge overseeing their harassment, terroristic threatening and (at that point criminal trespassing) trial won't care how good a rule lawyer they are in D&D, welcome to reality: untabletopped.
When our players and DM voted to banish him and his ubergamed, op, anime main character syndromed character from the game, this guy stood up, threw his chair over, and told me and the DM specifically that if we tried to keep him and his character down, that he'd cry racism and put his chidori through my guts...
When it escalated from that to him saying that we were being unfair by not letting him play as AN EXACT COPY/PASTE of gilgamesh from Fates:whatever/whenever, and attempting to physically manhandle the DM, it was made obvious what his biggest problem was with the game. Otaku-snowflake hybrid. Anime is life and nothing else matters, fused with when I don't get my way, it's because everyone else is bigoted and prejudiced. <this combination is as bad an accident waiting to happen as juggling torches in a napalm storage facility.
We did actually have to call the police on him, he tried choking the DM and throwing him through the non-existent doors to his Infinite bladewerks or some such nonsense.
Talking it out both at table, across table and out in the real world had no effect, sometimes it can lead to what most said would happen if you did target that player specifically.
We did actually have to call the police on him, he tried choking the DM and throwing him through the non-existent doors to his Infinite bladewerks or some such nonsense.
Talking it out both at table, across table and out in the real world had no effect, sometimes it can lead to what most said would happen if you did target that player specifically.
Whoah, that is quite the cautionary tale. Sounds like that guy needed a psychiatrist and not a DM.
It illustrates a good point though. Talk things through before you start playing. A good session zero to set everyone's expectation before you start is always a good idea and once the ball gets rolling it is not a good idea to target a player's character without a out of game discussion first.
That’s probably the right way to do it. But, the environment can still give him a disease, he could get bit by a wererat, or find a cursed object to take him down a notch. He could also piss off mystra.. and the magic would turn off for him like a garden hose. But, talk to him about it first.. maybe he’ll like the thought of having to find a sorcerer as powerful as himself and battling her for supremacy. But, if he’s just a murder hobo then throw a creature that is a murder hobo back at him.
It really comes down to whether or not you want to solve the Player problem, or get in an I'm more powerful than you pissing match with your Player.
I'd rather convert, or remove, a murder hobo Player than try and slap 'em down.
If my goal is to show them the error of their ways, so they'll adopt a different play style, getting in a slap fight with a Player won't work - they'll just feel persecuted and self-defensive, and not change a thing, just to spite you.
If my goal is to make them leave, it's a lot easier to tell them "sorry, Bob, this just isn't working, I think it would be better for everyone if you found a group with a more compatible play style" than trying to piss them off enough so they leave on their own. It's more honest as well.
Alternatively - and I don't think anyone has mentioned this possibility - if the rest of your Party likes the idea, go for a super-powered over the top campaign, give everyone characters that powerful, and give them super-epic-overpowered opponents. They can go hunt Gods, or something.
The problem isn't necessarily that the character is overpowered ( although they are ridiculously high powered ) - it's that they're overpowered compared to the rest of the Party, and the Campaign, so they're overshadowing the rest of the Party & destroying the Campaign. If you bring everything and everyone up to that power-level, it's no longer a problem.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
I think most groups are made up of freinds, or at least people you see outside of the game room. So telling Bob to bail might not be a option. That said I see value in talking to a player.
I am not in your game so I am speculating but first off the game world has some balances built into it, I make my characters use the point system because it balances the characters starting stats. Also there is a class balance which may be being ignored. It is not persecuting or getting in a pissing match to make a game sesion that might play to the strengths of the other players. A wizard is a damage class, at least the way this gentleman is playing it. But he only has so much bang. A fighter is a less burst damage class, but as long as he has hp he can swing that sword all day long. So I don't feel its a pissing match to have a game that involves many lower cr combats, rather then one or two single bad guy high cr fights between rests.
Targeting or cursing the necromancer would be a pissing match. I think you need to design some situations that shines the spot light on the other players rather then directly go after the wizard.
Remember that there are three pillars to the game - combat, exploration and social.
A combat monster is often poor at the other two pillars (especially players who dump CHA), so scenarios involving exploration and social interaction allow the other players their time in the spotlight.
For example, the party has to find the lost temple of Shub Nigurath in an area of overgrown jungle. They only have three days before something bad happens.
For example, the party have to get the permission of the Grand Vizier for an activity. He has refused them an audience but he will be in attendance at a ball tomorrow night.
For example, the party are taking part in a race. First group to the tip of the Peninsula of Doom wins. The problem is, no-one has been there before, so they can't just teleport in.
Even in combat, different objectives will require different character abilities.
For example, the characters have to guard a ritual caster and keep her alive for 10 rounds to complete the ritual. Emphasize to the players that it doesn't matter how few (or many) foes they kill - if the caster dies, they fail the scenario.
For example, the dreaded escort quest. Bonus evil-GM points if the NPC is naively curious to the point of suicide.
For example, the party are fighting an army of possessed villagers. The more of the innocent people they kill before taking out the big bad, the less reward the Duke will give them.
As an aside, if the player complains every time their player is not in the spotlight then it's not a character issue, its a player issue...
thank you everyone! he is a bit problematic during social interaction because of the fact that he just tries to throw a spell at the people my other players are talking to...
Thanks for all the help everyone! I appreciate it so much!
Start using lots of ghosts, or enemies that can lock him in a force cage. Target that low charisma and eliminate him from fights for a time so the party gets a chance to do something.
For future reference, don't let this happen to your campaign again. The folks above have given some really great ideas though.
One question, what's the point of rolling (I'm betting that you did NOT use 3d6, in order) if you're going to stat swap?
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Hey people have probably already said this but if not:
I had this problem with a player of mine who got VERY lucky with his stats, when we rolled (it was legit). 8 sessions in I had to nerf him. hard for the other players when he had higher bonuses in wis skills that our goddam ranger. So I sat down and talked to him about it. ended up working fine. I talked to him WHy I did it too. you can also (if it is skill check wise) ask only those with proficiency to roll for it, (survival/preseption/arcana/other), gives the rest of your party sometime to shine.
Also maybe try to make incounters they have to collaberate as a team, they might promptly ignore that but youknow, you can try. You might make a challenge (riddle/puzzle) that they can't solve with dice rolls, but the players themself have to think. that sort of stops the midmaxers whenyou cant roll. (mind you, this might not be your players cup of tea, very dependent on the other players).
If talking don't work and he doesn't change. you might have to ask him to leave. If he dont play nice with the other people on the table and is ruining the fun, you are allowed to ask him to leave. (Sometimes DM styles and playerstyles don't fit right.) It's not a fun talk to have, but somethimes its nessesary. Mattew Coldville have a nice Youtube video on it.
Fake it til you make it.
I agree with a lot already said. Never let players roll stats when you as DM are not watching. Also, don't roll stats and apply a homebrew mechanic, just do point buy or standard array if you want characters to balance with each other, I know some people like to roll but it's not helpful for balance.
Now that said, last time I was a player it was a 3.5 game and I made a super optimized control wizard that was vastly OP compared to the rest of the group the whole campaign. I saw it, and I just adjusted my play style. I deliberately chose less optimal choices in combat so the others could shine and the DM gave far more magic gear to other PCs (I was still better :) ). I still had lots of fun, and so did the rest of the party. Talk to the player out of game. If they are a good person, they will get it and give up the spot light a bit more.
The 2 for 1 exchange is great until you pass that threshold of taking the dump stat to the extreme. You should next time put a max cap at 18 an a minus cap at 8 or something. But your the DM so throw some charisma and strength saves at him. Say he gets so charmed he is stupid in love with something.
All good suggestions above.
I offer this non serious suggestion:
How about have a ghost possess him and walk off a 200 ft cliff to kill themselves so they can break their curse and release them from undeath? Sorry, your character died bro, but you should feel good you helped that ghost find their eternal rest......... Now, roll 4d6 drop and drop the lowest here at the table with us.
Tomb of Horrors. The Real one. Not the fakey 5e one.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
I would suggest a reboot is in order. Since the problem PC is level 15 I would assume the other PCs are around that point as well? This is a really respectable level to reach in a campaign and there is no shame in retiring the game and starting anew. You could plan a session or two for a grand finale where you just throw all sorts of stuff at the players and then have them ride off into the sunset as masters of their universe.
For the new game I suggest a tighter hand on character stats, gold rewards and magic items. You now have an idea of where it can lead if you allow players a free hand to MIN/MAX. Some players would make the same character regardless but usually there are one or two players that take a dive off the MIN/MAX cliff and go bonkers. 5E has squashed all the numbers so that even a +1 or 2 can have big impacts. This is why it is a really bad idea to allow such high attributes in the game.
For your next campaign go with point buy and average hp. This will settle your power gamer down a bit. Then make sure you are keeping the gold rewards within reason. This will make material component costs a actual concern. Finally, keep a lid on rare and very rare magic items. These items shouldn't be hitting the game until 11th+ level or later and should be difficult to sell, trade or buy. All these things will help to bring your PC's in line with the current CR of the monsters they face and allow you more room to make the story about the characters rather than trying to overcome rules.
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
To quote John Wick (the source of all wisdom; the game designer, not the movie character) “why are you playing with that guy?”
First, most importantly: talk to the trouble player. Let them know they’re ruining the game for the others. Let them know if they don’t change their ways, you’ll start targeting their character.
If they don’t respond to that, YOU are the DM, not them. They can be as rules-lawyery as they want, but, ultimately, you are in charge. Hit them hard and don’t let up. You’re the DM you can cheat better than they can, which makes you better than him.
(No, I don’t believe any of that is true, but, it does seem to be that mindset. So, you have to attack them where they think from.)
And, if you really want to mess with him, take a copy of his character and run it against the party. Use his tactics against him. If he doesn’t have tactics (I’m looking at you GummiBear), learn his character better than he knows it, and use that against him.
But, really, talk to the trouble player. Tell them they're the problem (don’t mince words, be blunt, it’s the only way to be sure).
"And, if you really want to mess with him, take a copy of his character and run it against the party."
Doppelganger that bad boy! Throw a couple that are the same levels, have the rest of the party be uncertain as to who is who based on perception checks, perhaps (DC 20). That'd be fun/interesting. And don't let them metagame that! I suspect your OP might try to do so and convince the others that they're ganging up on him.
I had a DM that would make powerful spellcaster PCs roll saving throws against madness. His reasoning was that the appeal of being so powerful was too much for any mortal to handle, and therefore if you wanted to remain in control you needed to fight the madness. Of course it was woven into the characters personal story as an obstacle to overcome, not a way to shut down an OP character. This way the player could get some satisfaction out of it, and the DM was allowed to have some checks against spellcasters getting out of hand.
Maybe try something like that? It might be more work on your part, but if you ease them into it I don't think it will seem like you are trying to nerf them.
This problem player reminds me of two things.
...Ehhh, whatever. It was a dumb idea anyways
He did end up having to leave the group, permanently. When the player will not budge from an either 1) Game trashing or 2) utterly unethical play style (my problem gamer) or 3) standing their ground and defending very poorly veiled attempts at bullying the DM into making the game the way ONLY they want it to be (my problem gamer) there can only be two solutions.
In all but the first scenario, using the world itself and the beings in it or watching it to browbeat the player down several pegs can be necessary. It is NOT getting into a pissing match with your player when instead of stats and such, they fill their character sheet with errata from *insert op anime character name here* from *insert blatantly op anime's name here* and tear up an actual character sheet you made them that is nearly identical but has D&D stats and legitimate skills in it, while smiling at you and retorting with "anime is life and your struggles are pointless". That is player bullying. They don't want to play D&D, they want to play *insert anime name*-tabletop and that's not a thing. Those are problem players that either HAVE to be ground under the heel of a cold and uncaring universe. Otherwise make them leave the group. If they say no, take a vote on it amongst the DM and all players (including the dih' kead one) and let majority rule. If that fails or they start making very real threats of using their very not real anime skills to harm you or the other players, you need to get Johnny Law involved. The judge overseeing their harassment, terroristic threatening and (at that point criminal trespassing) trial won't care how good a rule lawyer they are in D&D, welcome to reality: untabletopped.
...Ehhh, whatever. It was a dumb idea anyways
When our players and DM voted to banish him and his ubergamed, op, anime main character syndromed character from the game, this guy stood up, threw his chair over, and told me and the DM specifically that if we tried to keep him and his character down, that he'd cry racism and put his chidori through my guts...
When it escalated from that to him saying that we were being unfair by not letting him play as AN EXACT COPY/PASTE of gilgamesh from Fates:whatever/whenever, and attempting to physically manhandle the DM, it was made obvious what his biggest problem was with the game. Otaku-snowflake hybrid. Anime is life and nothing else matters, fused with when I don't get my way, it's because everyone else is bigoted and prejudiced. <this combination is as bad an accident waiting to happen as juggling torches in a napalm storage facility.
We did actually have to call the police on him, he tried choking the DM and throwing him through the non-existent doors to his Infinite bladewerks or some such nonsense.
Talking it out both at table, across table and out in the real world had no effect, sometimes it can lead to what most said would happen if you did target that player specifically.
...Ehhh, whatever. It was a dumb idea anyways
Whoah, that is quite the cautionary tale. Sounds like that guy needed a psychiatrist and not a DM.
It illustrates a good point though. Talk things through before you start playing. A good session zero to set everyone's expectation before you start is always a good idea and once the ball gets rolling it is not a good idea to target a player's character without a out of game discussion first.
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats