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Goblin Squad Member. Organized Play Member. 9 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.




RAW - Improved Damage Reduction cannot be taken until level 8 (Core).

However, is that because the Barbarian does not attain any Damage Reduction until level 7, and therefore level 8 is the first opportunity to increase it?

Curious, because of the Invulnerable Rager variant for Barbarian, which drops Uncanny Dodge, Imp. Uncanny Dodge, and Trap Sense in exchange for earlier Damage Reduction and Endure Elements, and I'm wondering if it'd be breaking to allow the Improved Damage Reduction rage power for a sub-level 8 Barbarian.

RAW would say no, but since APG came out after, wondering what intent would/could be.

Thanks all.


So... I run an 8 player party, which is the bad news. The good news, is one of my players is a competent DM from D&D 4.0, and has expressed interest in running adventures within my campaign (since I much prefer playing, but when you're the only one who'll DM, ya get stuck). He wants to run some adventures on his own, but we also have the evil idea for a competitive/split/simultaneous adventure, breaking the party into two smaller groups...

One of the thoughts we've had is a simultaneous dungeon crawl, culminating in a minor board game, with the players unknowingly versus each other... Obvious choice was chess, but also I've got the masochistic idea to play a game of Archon (OLD school Commodore 64 game, chess-like, but with live combat). Any thoughts on best ways for implementation/timing/et cetera for such an idea (either the chess, Archon, or straight competitive run) would be greatly appreciated, especially if you've tried this trip afore and have some tips/tricks/do's and don't's. Largest sticking point I can see is how to resolve combat/initiative/movements.

Much obliged, all.

(Rough party notes, all level 5 currently, have a Human Paladin, Dwarven Monk, Halfling Rogue/Fighter, Elf Druid with Bear, Half-Elf Bard, Halfing Evoker, Human Sorcerer, Half-Elf Inquisitor. The alt-DM is the Dwarven Monk, either have him DMPC it for the adventure, or just have him "wander" elsewhere.)


Here's my situation, I'm running a rather large campaign (7-9 players), and have gotten the players almost through their first module, most getting to level 3. We started in 3.5 (core rulebooks only), and I'm allowing for full rebuilds after this module, because we are rolling over to Pathfinder (Base Guide and APG for sources). I've noticed a few issues with how I've set this up (my first sustained campaign) and will be attempting to address them at the rebuild point as well. Namely, I had players roll for stats and HP (post level 1), and while I used the same method for generation(6 4D6, put them where ya want) the stat spread is NOT even through the party (stats are rolls, I'll give classes and races with the numbers):
11, 17, 14, 10, 12, 07 - Ranger 3, Half-Elf, Archer
15, 14, 14, 17, 13, 11 - Druid 3, Elf, Wolf Companion
12, 12, 09, 16, 11, 16 - Rogue 3, Halfling
16, 13, 13, 08, 12, 12 - Barbarian 2, Half-Orc, Heavy RPer
07, 12, 12, 16, 16, 16 - Sorcerer 2, Human
15, 08, 12, 09, 13, 15 - Paladin 3, Human
Not available - Fighter, Human
Not Available - Wizard, Halfling

First change I'm making is swapping all to point buy, debating between 15 or 20, to even the disparity in attributes. Additionally though, I'm wondering about balance between classes.

Last two sessions, the wizard and fighter have been absent, leaving the main melee duties falling on the Paladin, with the Barbarian jumping in when she overcomes her RP'd cowardice. As a result, the Paladin has been taking a large share of the abuse mobs deal, and also seems to be underperforming in damage (Greatsword and low rolls, plus lower mobility from needing to be in Heavy Armor). The player is getting frustrated, especially when comparing abilities and utility with the other classes (specifically the Druid), and feels underpowered both in 3.5, and not much of a change to relative power within the party when we switch to Pathfinder. I'm mainly a Fighter or Rogue player, and so am unsure how well it all stacks up... but I'm unsure over the underpowered-ness of the Paladin class, however, the Druid definitely looks a little too strong (thinking on a few adjustments, but unsure what).

Advice, suggestions, et alia? Players are being given the option to create brand new characters at the rebuild, using same Exp levels and acquired GP/gear, in addition to just rolling over current PC's to Pathfinder. Figure there's going to be some monkeying around anyways when I reveal point buy for stats. Also, trying to sort out if the apparent disparity if from the Paladin's low stats (comparatively) or if it is just inherent weaknesses in the class itself.