Party foil balancing


Pathfinder First Edition General Discussion

Dark Archive

As I've mentioned elsewhere on the forums, I'm adapting Kingmaker for an evil party who are sponsored by Geb (unbeknownst to the Swordlords, of course) and I'm crafting a trio of dhampir who will act as either allies or a "gentle reminder" to the party of where their true loyalties are supposed to lie.

I suspect that the trio I have come up with may be a touch on the strong side (although the players are good at min-maxing) and I'd appreciate another view.

Fighter:
Chancellor Kemnebi's Fighter CR 5
XP 1,600
Dhampir fighter (polearm master) 6 (Pathfinder RPG Advanced Player's Guide 106, Pathfinder RPG Bestiary 2 89)
LE Medium humanoid (dhampir)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
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Defense
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AC 20, touch 11, flat-footed 19 (+9 armor, +1 dodge)
hp 62 (6d10+12)
Fort +6, Ref +4, Will +2; +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses light sensitivity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 lucerne hammer +11/+6 (1d12+6)
Special Attacks pole fighting, polearm training, steadfast pike
Spell-Like Abilities (CL 1st; concentration +3)
. . 3/day—detect undead
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Statistics
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Str 16, Dex 15, Con 12, Int 8, Wis 10, Cha 14
Base Atk +6; CMB +9; CMD 22
Feats Cleave, Cleaving Finish[UC], Combat Reflexes, Disruptive, Dodge, Intimidating Prowess, Power Attack
Skills Acrobatics -4 (-8 to jump), Bluff +4, Intimidate +10, Perception +2, Swim +4; Racial Modifiers +2 Bluff, +2 Perception
Languages Common
SQ resist level drain
Combat Gear potion of bull's strength; Other Gear +1 half-plate, +1 lucerne hammer[APG], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 276 gp
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Special Abilities
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Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Disruptive +4 DC to cast defensively for those you threaten.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Pole Fighting -3 (Ex) Use a spear or polearm against adjacent targets with a -3 penalty.
Polearm Training +1 (Ex) +1 to hit and damage with polearms.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Steadfast Pike +1 (Ex) +1 to hit on readied attacks and AoO with polearms & spears.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.

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Inquisitor:
Chancellor Kemnebi's Inquisitor CR 5
XP 1,600
Nosferatu-born dhampir (ancient-born) inquisitor (sanctified slayer) of Urgathoa 6 (Pathfinder Player Companion: Blood of the Night 21, Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 2 89)
NE Medium humanoid (dhampir)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +7
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 44 (6d8+6)
Fort +4, Ref +4, Will +7; +2 vs. disease and mind-affecting effects, -1 vs. effects that damage, drain, or reduce physical ability scores
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to ability damage
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 scythe +9 (2d4+7/×4)
Special Attacks bane (6 rounds/day), sneak attack +1d6, studied target +2 (2nd, move action)
Spell-Like Abilities (CL 1st; concentration +0)
. . 3/day—doom (DC 10)
Domain Spell-Like Abilities (CL 6th; concentration +8)
. . 5/day—bleeding touch (3 rounds)
Inquisitor Spell-Like Abilities (CL 6th; concentration +8)
. . At will—detect alignment, discern lies (6 rounds/day)
Inquisitor (Sanctified Slayer) Spells Known (CL 6th; concentration +8)
. . 2nd (4/day)—desecrate, hold person (DC 14), howling agony[UM] (DC 14), hunter's lore
. . 1st (5/day)—abadar's truthtelling (DC 13), cause fear (DC 13), disguise self, tireless pursuit[APG]
. . 0 (at will)—create water, detect magic, guidance, read magic, resistance, sift[APG]
. . Domain Death (Murder subdomain)
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Statistics
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Str 18, Dex 14, Con 8, Int 12, Wis 15, Cha 8
Base Atk +4; CMB +8; CMD 20
Feats Cleave, Outflank[APG], Power Attack, Precise Strike[APG], Toughness
Skills Acrobatics -1 (-5 to jump), Bluff +8, Climb +3, Disguise +8, Intimidate +11, Knowledge (nature) +5, Knowledge (religion) +5, Perception +7, Ride +4, Sense Motive +14, Stealth +8, Survival +13; Racial Modifiers +2 Climb, +2 Survival
Languages Common, Necril
SQ monster lore +2, resist level drain, solo tactics, stern gaze +3, track +3
Combat Gear potion of bull's strength; Other Gear +1 scale mail, +1 scythe, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], manacles, mess kit[UE], pot, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Urgathoa, 802 gp, 1 cp
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Special Abilities
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Bane (+2 / 2d6, 6 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bleeding Touch (3 rounds, 5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (6 rounds/day) (Sp) Discern Lies at will
Inquisitor (Sanctified Slayer) Domain (Murder)
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +3 (Ex) +3 to Sense Motive and Intimidate.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Track +3 Add the listed bonus to survival checks made to track.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Weakness to Ability Damage -1 to save vs. effects that damage, drain, or reduce physical ability scores.

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Cleric:
Chancellor Kemnebi's Cleric CR 5
XP 1,600
Moroi-born dhampir (svetocher) cleric of Zon-Kuthon 6 (Pathfinder Player Companion: Blood of the Night 20, Pathfinder RPG Bestiary 2 89)
LE Medium humanoid (dhampir)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +2
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Defense
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AC 18, touch 9, flat-footed 18 (+7 armor, -1 Dex, +2 shield)
hp 44 (6d8+6)
Fort +5, Ref +1, Will +7; +2 vs. disease and mind-affecting effects, -1 vs. positive energy damage
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to positive energy
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 heavy mace +7 (1d8+3) or
. . mwk spiked chain +7 (2d4+3)
Special Attacks channel negative energy 4/day (DC 14, 3d6), death's kiss
Spell-Like Abilities (CL 1st; concentration +2)
. . 3/day—obscuring mist
Domain Spell-Like Abilities (CL 6th; concentration +8)
. . 5/day—touch of law
Cleric Spells Prepared (CL 6th; concentration +8)
. . 3rd—animate dead[D], prayer, speak with dead (DC 15)
. . 2nd—death knell (DC 14), ghoul touch[D] (DC 14), hold person (DC 14), muffle sound[ACG] (DC 14), summon monster II
. . 1st—bane (DC 13), bless, cause fear[D] (DC 13), murderous command[UM] (DC 13), summon monster I
. . 0 (at will)—bleed (DC 12), detect magic, enhanced diplomacy, vigor
. . D Domain spell; Domains Law, Death (Undead subdomain)
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Statistics
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Str 15, Dex 8, Con 10, Int 14, Wis 15, Cha 13
Base Atk +4; CMB +6; CMD 15
Feats Command Undead, Selective Channeling, Toughness
Skills Acrobatics -6 (-10 to jump), Diplomacy +12, Heal +9, Knowledge (religion) +9, Sense Motive +9, Spellcraft +11; Racial Modifiers +2 Diplomacy
Languages Common, Necril, Osiriani
SQ dhampir cleric, resist level drain, variant channeling (undeath variant channeling[UM])
Other Gear +1 lamellar (steel) armor[UC], mwk heavy steel shield, +1 heavy mace, mwk spiked chain, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Zon-Kuthon, 527 gp
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Special Abilities
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+6 to caster level of any channeling feat used to affect undead. Add +1 to the caster level of any channeling feat used to affect undead.
Cleric Channel Negative Energy 3d6 (4/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Cleric Domain (Undead)
Command Undead (DC 14) Channel energy can take control of undead.
Darkvision (60 feet) You can see in the dark (black and white only).
Death's Kiss (3 rounds, 5/day) (Su) Melee touch attack makes target count as undead for positive/negative energy healing/harming
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Selective Channeling Exclude targets from the area of your Channel Energy.
Touch of Law (5/day) (Sp) Treat all d20 rolls as 11 for 1 rd.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Undeath Variant Channeling Enhanced healing for Undead
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Some may query the decision to include two divine classes but I personally think it fits for this trio. As I said, they are intended to be allies (if the party is going as Geb expects) or foils if not.

Any criticism/ideas would be greatly appreciated.


I'd be tempted to go full divine and make the fighter a warpriest.


War-Priest would just be evil lol. I think the fighter works well, he's a body-guard type.

I don't think you went over-board. You clearly didn't min-max them to perfection, but I like that (It's nice to see Half-Plate and Scale Mail ).

Dark Archive

Making it a full divine team is an interesting idea. However, one would be Urgathoa and the other two Zon-Kuthon. Not sure it fits thematically.

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