I had read that this particular AP was a 'killer-AP', and so was looking at preemptive advice on whether it needed adjustment. I should also point out that the players involved are all relatively new, with minimal game time. Also, the only one I expect to be taking the skald buffs are the fighter, since the cleric and wizard see the restrictions of the raging song as A VERY BAD THING, so will not take it, even after it was explained on when you should take it and when you shouldn't. There response is bad, not taking it. So, with that in mind, is it still, have no worries and carry on?
I think the quasit, playing to her strengths, using good tactics, has a high probability of killing one or two of the party, and if things happen to go very poorly, result in a TPK. I would suggest going through with the explosive runes, if you know, numerically, it WILL not kill them, and then, after healing, taking a break, going back to town, or otherwise recuperating, having them experience CR2 worth of kobolds, using spot on tactics. This will especially drive home the lesson, much more so, then explosive runeing them, and then moving into boss fight.
I had a thought, what about a 1 level dip into bard, both for inspire courage to go on top of Skald song, and for the extra first level spells. With a minimal loss in build strength. The one thing that WILL be sad is a single level delay in rage songs. It also, however, adds the use of banner of the ancient kings ability.
I have several ideas for roleplaying a Skald, however, while I like my couple ideas, I'm on the verge of scrapping them, simply because I cant quite see how to go from head - table. So, what are some ideas that I can adapt, for roleplaying a Skald. Concept is a human, from a barbarian tribe. Seriously considered taking a page from the Aiel, from the eye of the world series, but.....well, don't want to just blatantly rip it off, for the one, that doesn't seem entertaining, and two, seems cheap in any case.
I think I will have the summoner and dibolist be 'lost' magics for now, and as the party encounters them in the old kingdom ruins, being able to gain levels in them as if maybe a prestige class. Im even tempted to turn down the leveling gains on bab, restructure a/c gains, and leave the crunchy powers as they are, which will make it so that a level 1 has a chance to hit a level 10, but still leaves the liklihood of any given battle to be unquestioned.
How would you define power prgression? In Palladium the world is designed with a much gentler bell curve, while PF seems to grow by a linear line constantly going up. Was considering handling psionics as Palladium handles it, as a 'mind' mage, with a new spell list, possibly converting some of the powers and giving them a level. Im more curious about how you adjusted some of the rich setting material to fit Pathfinders 3.5 mindset. |