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Fallen paladin and anti paladin are worlds apart.

You could have Irabeth become a sullen jealous school girl and maybe become a fallen paladin. But Irabeth being so jealous if the PCs that she knowingly embraces evil feels like a huge stretch.

Having her fall and become sullen could be interesting, making the PCs try to inspire someone who was helped them can be great.

Making her side with demons due to a perceived slight from a god the has interceded for people right around her seems sketchy at best.


1d12 + 12 is causing you problems?

That is a really reasonable amount. That's a 18 Str character power attacking at level 6. (+6 Str +6 Power attack)

Even at level 4 that isn't very far out of reach. I have no idea how he is getting a +6 against demons, but frankly I don't see how 18.5 damage per round is too much. Is the cleric really overshadowing your combats or is he just a heavy hitter instead of a dedicated healer?

As to how to challenge your party:

Flying creatures

The three players you have issue with are all melee. Have a few winged archers and they will hate them.

In Sword of Valor

Spoiler:
You can have Nurah be much nastier with here sabotage. Its likely the party doesn't have very many ward/defensive spells/abilities running at all times since they are focused on damage. This means when she goes invisible she can poison the PCs rations, steal valued items and hide them in good officer's tents, or heck, give her the ability to curse an item or two of the PCs. Be sure not to pick on just one PC with this though. If the mage goes to cast a spell and her purse begins to slap her, and the cleric is sickened from bad water, something is afoot. If the clerics weapons are missing and when he goes to don his armor it fights him, then you are picking on one PC.

Spoiler:
Also odds are the Cleric will take Soulshear from Staunton. Don't let him know it's evil/intelligent. You can wreak mass havoc on the party with that item's summon ability alone. With more creativity you can have the party need to intervene on the Cleric's behalf.

Spell Casters

Spell casters tear through melee types. There are a bunch of juicy ones coming up, don't be too afraid to use them to their fullest. Also remember, they can run and fight again after their meat shields die.

Terrain

Your PCs are mostly melee, it isn't your job to make sure the party can easily fight the enemies. If they can stay behind an arrow slit, they should. PCs don't like being told they can't attack, but they like having to solve a problem. Make sure you toss an encounter or two their way where they can use terrain to their advantage.