Holy Guide

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Good morning all! I know this AP is really old, but my RL gaming group is getting back together for the first time in a while and they want me to run this game for them. Reading back through some of the material and I got to wondering...

How essential is Ameiko, as an NPC character, to the campaign? Is it possible to have one of the PCs themselves actually be the Jade Throne's heir without messing with the story too much? I feel like the people that are gonna be in my gaming group would be a lot more invested in the story if it was one of them who was the impetus for the adventure, rather than a particular NPC.


Might be a silly question with an obvious answer, but...

From the Pathfinder SRD:

Quote:
This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.

So...what kind of action does it take to activate the flight? Is it a standard action, since casting the spell is a standard action? Is it a move action, since movement is a move action? Or is it a free action, since it specifies that the use of it is activated "on command"?


Good evening. I received the email stating that the first two issues of the newest AP would be shipping in about a week. I would like to have my AP subscription cancelled and cancel those two orders as well. Thank you!


Good afternoon! I recently re-upped my subscription to the AP line and received my email confirming shipment of this order, #3447848, on February 11. I still have not received the product and the tracking number provided in the email I was sent confirming the shipment says that shipment info is unavailable for the product.

Thanks very much for your attention and reply!


I don't know if this is the right place to ask this question or not but it was the closest I could identify. If it needs to be moved by an admin somewhere else, please feel free.

I'm currently in a WotR PbP playing a Stonelord Guardian and I (and my DM) had a question regarding HP calculation for the character in HeroLab. Upon leveling from Stonelord 6/Guardian 1 to Stonelord 7/Guardian 1, my HP in HeroLab went from 121 to 141. That seemed like a significant jump to me and I just can't for the life of me figure out where it came from. Nearest I can figure is it should've gone up by 16 and not 20 and, even then, I had some other questions about how HeroLab was figuring my HP. I asked it in the Discussion thread of that game already and am going to just paste it over here, too, hoping to get the questions answered so I can give an answer to my DM as quickly as I can. Thanks in advance for your help! Here's the original post:

Barundar Hammerfist wrote:

I've been examining it to try and figure that out myself. I use HeroLab to handle all my leveling up stuff and that's the info it gave me.

I know that 14 of it has to come from the HD roll and the Con modifier, so there's 6 more to figure out. I'm pretty sure it comes from Toughness/Mythic Toughness, but I'm honestly not sure how it breaks down and I can't figure out how to get HL to tell me.

My understanding of the way that Toughness/(M)Toughness interact is that I should get +1 HP from Toughness, which (M)Toughness doubles to +2 HP. That still would only give me +16 HP and not +20.

I'm still trying to figure it out so if anybody else has any ideas, please let me know. I want to be sure I've got all my stats right.

EDIT: Removing the (M)Toughness feat reduces my HP total by 7, so that should be right, shouldn't it? I'm still trying to figure it out, but removing Toughness also takes some of the bonus HP from (M)Toughness out and that makes it hard to tell where one stops and the other begins.

If I completely get rid of the Mythic thing, then my HP bonus is a total of +56, which breaks down to +8 per level. That works out right because it's +6 from Con, +1 from Favored class, +1 from Toughness for seven levels (HP Total: 108).

Adding the Guardian path in gives me an HP total of 134, with 82 of that being non-HD; a jump of 26 HP. Sheesh, where does that come from? I can't figure it out. Putting the Mythic Toughness back in is a +7 HP bonus, which is also correct.

The extra that I can't find the source of has to come from the first tier of Guardian but I can't figure out where, specifically, it comes in. I should only get +5 HP from the first tier, not +26.

I'm also going to spoiler a copy of the character sheet for everyone to look at just in case that would help, too:

Character Sheet:
Barundar Hammerfist
Male dwarf paladin (stonelord) 7/Guardian 1 (Pathfinder RPG Advanced Race Guide 16)
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +1
Aura courage (10 ft.)
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Defense
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AC 25, touch 11, flat-footed 24 (+9 armor, +1 Dex, +2 natural, +3 shield)
hp 141 (7d10+89)
Fort +11, Ref +3, Will +6; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training, fortification 25%, hard to kill, stoneblood; DR 3/adamantine; Immune fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee radiance +10/+5 (1d8+3/×3)
Ranged throwing axe +8 (1d6+2)
Special Attacks hatred, mythic power (5/day, surge +1d6), stonestrike
Paladin Spell-Like Abilities (CL 0th; concentration -1)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 22, Int 10, Wis 12, Cha 8
Base Atk +7; CMB +9; CMD 20 (24 vs. bull rush, 24 vs. trip)
Feats Elemental Channel, Lunge, Shield Focus, Steel Soul[APG], Toughness[M]
Traits exposed to awfulness
Skills Acrobatics -5 (-9 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Diplomacy +5, Heal +6, Knowledge (nobility) +4, Knowledge (religion) +5, Perception +1 (+3 to notice unusual stonework), Sense Motive +5, Spellcraft +8, Survival +1 (+3 to avoid becoming lost when using this); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ defensive stance, lay on hands 3/day (3d6), legendary power, legendary surge, mercy (fatigued), mythic bond, stone servant
Combat Gear potion of cure light wounds (3), potion of cure moderate wounds, potion of invisibility; Other Gear mwk full plate, mwk heavy steel shield, radiance, throwing axe (2), belt of mighty constitution +2, bedroll, belt pouch, belt pouch, chalk, compass, flint and steel, grappling hook, hemp rope (50 ft.), masterwork backpack, tindertwig (5), trail rations (7), twine (50') (2), waterskin (2), weapon cord, wooden holy symbol of Torag, 38 gp, 9 sp, 7 cp
--------------------
Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Damage Reduction (3/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Stance (21 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, +2 to AC when defending, but may not move.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elemental Channel (Earth) Channel Energy can affect a chosen elemental subtype of outsiders.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Fortification 25% You have a chance to negate critical hits on attacks.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6 hit points, 3/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Shield Focus +1 Shield AC
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stone Servant (Small, 1/day) (Su) Summon an earth elemental to fight beside you.
Stoneblood (25% fortification, +7 to stabilize) (Ex) 25% fortification, +7 to stabilize.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stonestrike +2 (7 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 14 hardness & if on earth/stone add to CMD.
Sudden Block (Su) As an imm action, use 1 power to add +1 to own/adj ally AC vs a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Toughness [Mythic] Gain DR 10/epic when below 0 hit points.
Weapon cord Attached weapon can be recovered as a swift action.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Good evening! I know that there are a number of other threads on the board about how to create an excellent Dwarven Stonelord based around the dorn dergar from Dwarves of Golarion; after looking into these builds, I had decided to make one for myself and joined a Wrath of the Righteous game with him and had planned on following the mythic path that basically says "Nah-ah, son, you ain't going nowhere!" by stopping foes in their tracks through AoOs and the like.

However, since that initial plan was conceived, things have gone a bit awry. We had another Paladin in the party who dropped out just as we were beginning the fight where the party acquired the AP's signature legendary weapon, Radiance. My guy being the only Paladin left in the group, it was only logical to give the new weapon to my Stonelord. This does, however, throw a wrench into my plans, as it will stop me from following the initial road I had in my mind of taking Darting Viper and Dorn Dergar Master to become an AoO machine. I could always follow the same path, but that seems less effective given that I won't have a reach weapon as my primary Attack mode anymore.

That being the case, I was hoping to get some feedback and/or assistance regarding possible directions I could take the character in from others who know more this sort of defensive build than I do.


Hello all! I've had a fifth man disappear of a Reign of Winter campaign that I'm running and we're getting to a place where a replacement player is feasible to slip in. We are in Snows of Summer about to go through the High Sentinel Lodge.

The party composition presently is a Dwarven Fighter, Dwarven Cleric, Human Druid, and Halfling Ninja. We lost our arcane caster, so someone to fill that role would be ideal. A party face-man wouldn't hurt at all, either.

Build rules are as follows:

Ability Scores: 20 point buy.

Race: Core Races only.

Equipment: As a level 2 character, you'll be allowed 1,000 gold with which to purchase equipment. Equipment from CRB and APG allowed without question; anything else requires DM approval

Feats: All feats from CRB, APG, UM, and UC allowed.

HP: Max at first level, avg+1 each level after.

Traits: Two traits, one of which must be a campaign trait.

Gameplay thread can be found here and Discussion thread can be found here.

Please let me know if you're interested!


Good morning! On behalf of my PbP group, I wanted to ask if there are any DMs out there who would be willing to step in and take over our Wrath of the Righteous group?

We only just started and are still at the very beginning of the campaign; we've gone through two encounters and I'm assuming we're approaching a third, based on what's been going on in the thread, but I haven't read ahead in the AP book so I'm uncertain as to exactly where we are.

Our gameplay thread can be located here and our discussion thread can be located here.

Right now our group consists of two Paladins, a Ninja, a Cleric, a Barbarian, and a Sorcerer. I think we have all of the mythic paths covered with our party. We all agreed to seek a new DM for us after the other was unable to continue; please let us know if you're willing to step in for us. We'd really appreciate it!


Mounted Mastery (lvl 8 Order of the Sword Cavalier ability) states that, when making a Charge attack, you add your mount's full strength modifier to your own strength modifier when calculating damage done by the attack.

Combined Might (lvl 8 Mammoth Rider ability) states that, once per round when making a melee attack from astride your steed during a charge, you add half your steed's strength modifier to the damage roll in addition to your own.

So my question is...how would those two abilities combine? Would they stack? Would Mounted Mastery override Combined Might?


Here's our gameplay thread, gentlemen! I should be getting access to the PDF within two days. I plan on getting us going when I get home from work on Friday. Y'all as geared up as me?


Hey guys! Figured it was about time we stopped clutterin' up Devon's S&S discussion thread. We're going to start the game with the standard locale as set forth in the upcoming Reign of Winter Player's Guide: Helgren, a small village in southern Taldor. The nearest large city is Zimar. Character creation stuff is as follows:

Ability Scores: 20 pt. buy

Races: Let's stick with core races for this, since it's my first time GMing a PbP. However, you can use the APG and ARG for customizing your character with different racial traits/favored class bonuses/etc.

Classes/Archetypes: Classes and archetypes from CRB, APG, UM, and UC will be allowed.

Starting Wealth: Class average OR if you're feeling lucky, roll for it.

Starting Equipment: All equipment from the CRB and APG is allowed; for anything beyond that, please let me know what you're thinking of purchasing and where it's located, especially for Ultimate Equipment, as I haven't had a chance to look through my PDF yet.

Feats: All feats from the CRB, APG, UM, and UC are allowed with the sole exception of Leadership. I don't really have a problem with any feat in published Paizo material; just swing it by me first!

HP: Max for class at level 1, then average +1 at each following level.

Traits: Two traits, at least one of which must be a campaign trait (when the PDF is released. Please be soon! Please please please!)

Sound good to y'all? Did I leave anything out?


Hey all! It seems like there's usually a thread to post characters made for new APs, and I wanted to get some feedback on my RoW character, so I figured I'd just start one. Feel free to post your own characters!


If you were to choose an animal companion like a rhino or arsinoitherium, with the Powerful Charge ability, does the damage from that upgrade when your base damage increases, too?

For example, arsinoitherium goes from 1d8 gore to 2d8 gore + 2d8 powerful charge when it goes from medium to large at level 7. If you choose that for your animal companion upon entering Mammoth Rider, and your base damage goes from 2d8 to 4d6, does your powerful charge damage get an upgrade, too?


I'd like some input from the board on the future direction of an Archery-focused Bard I've just begun a campaign with (at 3rd level). I have a couple of different things in mind as far as where I'd like the character to go, but I don't have experience playing with any of them and I was hoping to get some input from the boards about the options I'm considering. If it will affect the decision of anyone responding in any way, the party composition is as follows:

2 Bards (1 Core - Me, 1 Detective)
1 Wizard (Void Elementalist)
1 Druid (Core)
1 Paladin (Sacred Shield)
1 Rogue/Inquisitor (Investigator; Sanctified Rogue)
1 Alchemist (Vivisectionist)

The options that I'm thinking of are:

1) Move into a more combat-focused area by multi-classing into Fighter and then prestiging into either Arcane Archer or Eldritch Knight. I suppose Dragon Disciple is there too, but that seems much more melee-oriented. Of the first two, Arcane Archer appeals most to me, as I've been interested in the class since 3.5 and it would allow me to effectively make my own magic arrows as opposed to needing someone else to make them for me. The downside, of course, is that I'd stop any further progression in Bardic Performance and Bardic Knowledge once I left Bard behind, though that wouldn't happen until at least level 6, as I want the second Versatile Performance.

2) Prestige into Pathfinder Chronicler. It would allow me to continue forward with the Bardic Performance and Knowledge, while simultaneously gaining some other special abilities that would diversify the group's capacities. On the downside, I'd lose all spellcasting levels and have to work with just the special abilities of the Chronicler. I'm not sure how much this would hurt the team dynamic, though, since every single member of the group has some degree of spellcasting, even if there are only two full casters in the party.

Both these options seem appealing to me and the honest truth is I'm just not sure which one I want to go with. I'm not sure how long this game is going to go on; but it seems like the GM wants for it to continue for a while. Does anyone have experience with either of these classes that would be willing to offer some opinions or advice on either?


Hey all! I've been wracking my brain trying to figure out the best way to approach a situation that has recently come up with one of my best friends and my wife and sister-in-law. I can't really come up with a way to handle the whole thing that is satisfactory in my head, so I thought I might ask some advice here. So here's the low-down:

Last Saturday, a couple of my friends came over for some 3.5; we were introducing a new player to the game. I'll call them...Moe and Johnny. Johnny was DMing the game for the first time in a long while for us, and Moe was playing.During the course of the game, my wife was messing around with her (brand new) smartphone, still trying to figure it out, and my sis-in-law had a netbook with her and was working on a play she has to write for a creative writing class at college. They weren't doing these things throughout the entirety of the game, nor were they letting it distract them completely; they were able to keep up with what was going on and act appropriately in all the different game situations. Nor is this unusual behavior for either of the girls; truth be told, they need something else to do to keep their minds focused when they are at the gaming table. Sitting for hours on end makes them both very, very uncomfortable and having that something else to do keeps them at the table and devoting attention to what's happening in the game.

The problem came after the game was over; Moe, who is pretty much the only DM I've played under for the past two years or so, approached me after the game and expressed his dissatisfaction with the perceived inattentiveness of my wife and her sister at the gaming table. He didn't mention them specifically by name, but certain situations (like messing around on a cell phone) were explicitly mentioned as things he didn't really care to see at the table; the allusion to the girls was obvious. He then told me about another game he was wanting to run some time down the road (like...at least a year) for another group of our friends, which happens to be a Star Wars fan club that I, my wife, and her sister are all part of. Moe is not a member and has only ever been to one monthly meeting in the three years I've been a member. While discussing this game with me, he asked me how many of the Star Wars group, which I'm currently GMing through Second Darkness, were "serious" players and then asked if I would first invite only the "serious" people to play in this sometime-future game of his, only extending that invitation to the "less serious" people after the former list is exhausted. Again, it was clear who he was referencing.

My sister-in-law overheard him saying these things and has since told me that if she's just some kind of last resort that Moe only accepts into his campaign because he has no other choice, she'd rather not play in his game at all; my wife has expressed a similar sentiment. I can't blame either for feeling the way that they do, but I'm unsure of how best to broach the situation with Moe, with whom I've been close friends for over twenty years (since we were six). As stated previously, this is common behavior for the girls, and does nothing to detract from their ability to play the game, which they thoroughly enjoy doing.

So..following that wall-o-text, I guess what I'm trying to figure out is how best I should deal with this situation. We were supposed to have the second-to-last session of Moe's campaign in a couple weeks, but I'm really not sure that's gonna happen now.


Hey all! I just got back from Dragon*Con and my wife and sister-in-law are already talking costume options for next year; they are each wanting to go to next year's Con as representations of their current Pathfinder characters, a Tiefling rogue and an Aasimar bard. My wife is already getting her costume put together, wanting to dress as Sorcha for Halloween this year.

Anyway, long story short, I was thinking about going as an Alchemist. Problem is, whenever I think of an Alchemist, Damiel is the first thing that pops into my mind, but I don't want to go as the iconic. I was hoping to get some costume ideas and input from my fellow Paizonians, since you guys are all so awesome.

Any costuming advice that you guys can give is greatly appreciated, but the main things that I'd be looking for are the kinds of things an alchemist would store his unguents in: potion bottles, test tubes, flasks, etc. I thought about getting some kind of leather duster similar to Damiel's but those kinds of things tend to be really expensive and I was hoping to find a vest or tunic that would be a good alternative. Again, though, I'd really appreciate any advice you guys can give. Thanks!


Hey all! I'm currently taking a graduate class in technology tools for educators and one of the things we're currently learning to use is Dreamweaver. I just got my assignment for a webpage project, and it's to use Dreamweaver to create a website with at least four different, linked pages, complete with images, etc.

It's kind of a simple assignment, but I was thinking I might build the site around RPGs and tailor it towards people who are new to them. These are the four pages I was planning on having:

1) Homepage
2) Brief history of tabletop RPGs
3) The different systems and settings available
4) How to play in an RPG.

Can you guys think of anything else that'd be a worthwhile topic or do you think those three main points would more-or-less cover it? Also, if anyone can point me to any images or anything that would be relevant to a webpage focused on tabletop RPGs, I'd really appreciate it. I'm sure I could put something together on my own, but I thought it'd be cool to get the Paizo community to help give me some ideas and pointers for putting this thing together.


I'm not sure if this is the right board to post this on or not; if I'm the wrong place, please re-direct me to where I need to be!

Since my real-life gamer groups are lucky to be able to meet once every four or six weeks, I've recently started looking into the "Play-by-Post" thing, which I never really even know existed in such a prevalent way until I found the message board for it here on Paizo. I'm really interested in joining a campaign at some point, but I thought I might ask if there's anything a PbP newbie should know before seeking out his first game. Thanks for any help ya'll can provide!


Hey all! I've been wondering a lot about this lately, trying to figure out what the best build for an archery-themed character. I've been going over all the different classes and options available, and I'm having a hard time figuring out what the best real option is; while I know that, ultimately, what matters most is the kind of archer I want to play, I do several options available for anyone seeking this class. The choices that I can see are:

1)Straight Archer. Level 1 to level 20, straight archer. Almost certainly best achieved by the Fighter or the Ranger, given the Fighter's bonus feats and the Ranger's Combat Style. However, your options as far as what you can do are more limited than with the other options.

2)Eldritch Knight Archer. Almost certainly a more favorable option than (1) in my opinion, especially considering the new bloodlines. Minimum entry level would be, what...? 6? -If- you used a Wizard feat for Martial proficiency, that is...7 if you take a dip into Fighter, which is almost surely the better option. Just going from memory here, but I think that's right. Draconic Sorcerer gives you a melee claw attack, and that's not a bad thing. Sure you're breaking third-level spells later, pushing your entry level but you're also opening up the possibility of going Dragon Disciple later, should you wish. In addition, you gain access to a good many of the Fighter bonus feats with the Diverse Training ability.

3)Arcane Archer. Very low spell requirements, but pretty steep BAB. Minimum level 7 (I think?) to make requirements for entry at 80. Again, Sorc/Fighter or Sorc/Ranger are probably the best options here, even moreso than EK since you only need first-level spells. AA is certainly MUCH better than it's 3.5 counterpart with new spell advancement and the allowance for bow special abilities to stack with the Enhance Arrows ability.

4)Divine Archer. Cleric or Paladin here. Paladin gets the Smite Evil ability for a ranged attack now, and the Weapon Spirit ability allows you to enchant your bow with some pretty good abilities. Some of the Paladin spells can help out a lot. Cleric is similar, but of course, minus the Smite and add more spells that can improve your attack and damage. If I remember correctly, a Cleric Archer was very viable in 3.5, though I never played one myself.

These are the primary options that I can see. There may be more that I'm missing, and if there are, I'd love to hear them. I've ALWAYS wanted to play a viable archer in D&D, but 3.5 made it difficult to be so. Granted, Pathfinder might've only exacerbated that; I've really not delved deep enough into the math to figure it out. I thought this would be something worth bringing up and discussing, though, as I haven't noticed any other archery-focused threads recently. So...what does everyone think? What do you feel is the best angle to look at archery from and why?


Hey all! I have a group of friends who have expressed interest in playing through the Second Darkness AP after the game we were doing before got sidelined due to two members of the party moving away. This will be my second time GMing a game, and my first time doing so in a more traditional d20 system; the previous game I ran was a Heroes Unlimited campaign. I had seven players in that one and I was hoping that I would end up with a more traditional party for this one, but it seems that that is not to be. I've had six people tell me that they will pretty much definitely be playing in this campaign, with a seventh potential player - though honestly, I doubt the seventh one will pan out.

My question to all the other GMs out there is this: If you're running a pre-set AP like Second Darkness, designed with four players in mind, what modifications do you make to the encounters and other campaign scenarios to make it more of a challenge to the PCs aside from just adding more bad guys to an encounter or uping the HP total of the BBEG from each part? I know that I could easily do either of those things, but I'd like to see what else can be done to balance the campaign when there's a PC surplus to take into account. Thanks all!


Hey all! I'm thinking about running the Second Darkness campaign for a group of some friends after another RPG we were doing got sidelined from two of the players moving away. This is only my second time GMing a campaign, and my first time in the more traditional d20 environment; the first time was a homebrew Heroes Unlimited game. I wasn't expecting I'd end up with as many people as I had playing in that game (seven), but it appears that I was somewhat wrong in that assumption.

Thus far, I've had six people express interest in playing and, if another one can manage to find a ride, I'll end up with another seven-man party. I'm honestly hoping that the last person won't be able to make it, as a six-man party is probably pushing it already. At this point, four of the six players have told me what kind of character they'd like to play and I'm up to a Rogue, Bard, Paladin, and Monk. Hopefully I'll at least get a Cleric out of the last two, and maybe a Cleric and an arcane caster.

Anyway...I know that one of the things I can do to modify the campaign for more players is simply to add more bad guys to an encounter, but I was wondering if anyone else here has run a campaign with a greater-than-four party and, whether that answer be a yes or no, what recommendations can be made for making the campaign a more fitting challenge for a six-person group, aside from the obvious methods of just adding more baddies to the fight, giving more HP to the big villains, etc.?