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I want to share my challenge adjustments to the Carrion Crown AP with you as most AP modules tend to become too easy for experienced players after the first 1 or 2 books. Although we have been new to PF when we started, my group consists of genre savvy RPG veterans. Once they had a firm grip on the rules, I had to increase the AP's challenge drastically. My early adjustments were wonky sometimes and several PCs died. But as we progressed through the AP it got much better. So I will present you the encounters as I would run them today. I will also highlight the parts where a challenge reduction is appropriate to avoid too much frustration (I look at you, Air Elemental and Vrood!). At the moment we are in the middle of book 4 (just about to go through the portal in Undiomede House), so this list is not complete yet as I adjust the encounter difficulty from session to session. On average there a 6 players present. Everybody uses a 20 points buy build. The average character wealth roughly correlates to the WBL-table and we use the medium experience progression track. The PCs are between level 8 and 10 at the moment. Nobody uses dump stats below 8, but every character is as effective as possible without compromising the basic concept. Summoners and Gunslingers are banned. The Advanced Classes from the recent playtest are banned as well, as we came to the conclusion that they are a bit too unbalanced right now. The coup-de-grace rules are ignored. Helpless itself is bad enough as a condition. Crafting was forbidden during the first 2 books, but this ban has been lifted now. Kendra accompanies the group as a NPC and is a Cleric of Pharasma (always 2 levels below the hightest group member), who focusses on channeling and healing. General Adjustments: Due to the larger group size every opponent has maximum HP and the number of mooks is increased by 50%. Since book 3 I try to avoid save or die-spells as much as possible, because we realised that their binary nature makes them unfun for everybody. Read on, but be warned: The following posts will contain massive spoilers. Party composition in detail: Logen Kennett, male LG Angelkin Paladin of Iomedae 9 Greatswordswinging, evil-smiting bastion of good and the group's chief diplomat, who succeeded at every dice roll during the trial. He has not much to offer outside of talking and smiting evil-doers, but he does a damn fine job at both. Davor Lorrimor, male NG Half-Orc Bladebound Magus 9
Fala, female CG Human Arcane Bloodline Sorcerer 9
Khair, male NG Human Cleric of Sarenrae 10
Gavin, male NG Human Unbreakable Fighter 4
Bran, male NG Dwarf Ranger 5,
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After reading Wardens of the Reborn Forge I finally became interested in the Gunslinger. Before that I considered the class to be rather unappealing and bland because of its "Just sit there and press the auto attack button (a.k.a. Full-Round-Attack)"-play style. But then I found the Shield/Grand Marshal PrC and I was surprised that it gives nice RP opportunities supported by its Judgement light mechanism, which is the main reason why I love the Inquisitor class. A good will save progression combined with Quarry (although late) and Danger Sense aren't shabby too. But I'm still a newbie so my assessment might be wrong. So my question is rather simple: Is the Shield/Grand Marshal viable? (viable doesn't mean maximum DPR in this context; it's good enough when he doesn't fall behind the other main damage dealer classes too much) ![]()
Last week I started a very similar thread regarding good Magus items. And now I'm at a loss again. Our Bard (Savage Skald 6) has a pretty boring Itemization: Keen Longsword +1, Heavy Shield +1, Chain Shirt +1 and a Plague Rat Belt. But outside the BIG 6 and replacing the Heavy Shield with a Light Shield I have no idea what to give her in terms of loot and rewards in the future. So I'd really appreciate some advice. ![]()
How do Damage Reduction and multiple sources of damage from one attack interact? Let's use this example. Simon the Slasher backstabs Harry the Hamatula (DR 10/good) with his +1 Shocking Greatsword. The rolled damage is: 25 points of weapon damage, 12 points of Sneak Attack damage and 6 points of electricity damage. But how much damage does Harry take when Damage Reduction is factored in? 33 points [(25 +12 +6) -10] points of damage or does he take 17 points of Damage [(25 -10)+ (12-10) + (6-10)]? ![]()
Right now I'm preparing the loot list for our trip to Schloss Caromarc. We don't play with crafting yet, because we're still newbies. There are no magic marts in our world, because we like a sense of wonder and don't want Cloaks of Resistance +5 in 6 different colors at every corner. But on the other hand my players should still get the cool toys. Almost everybody in the group (level 4-6) has some nice and specific gear by now. I read up some older threads regarding Spellstrike Gloves when I tried to find something fitting for our Bladebound Magus (level 5.9999). His only magical gear besides his free weapon is a Pearl of Power and a Ring of Protection +1. When I saw that name I thought "Yay, cool Magus stuff!" but the description was very disappointing from what I understood. 1. Is its field of use as narrow (less than a handful of useful spells that benefit from it) as the description indicates?
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We finished the Haunting of Harrowstone on Thursday. The group found warden Hawkren's Badge and gave it to Vesorianna which she used to cleanse the old prison. After her departure to the next world our paladin took the badge for himself because I rewrote Hawkren as a paladin of Iomedae and the badge was also his holy symbol. But it's intended purpose is nothing of use for a paladin. So I want something more useful for him because I don't want to reduce it to a simple piece of valuable trashloot. And now to my problem: I'm still new to Pathfinder and my knowledge regarding magical items beyond +1 weapons or armors is near zero. Does anybody know a proper replacement for the lesser Ectoplasmic Metamagic Rod which would thematically fit a paladin of Iomedae? It's worth can go up to as much as 5,000 gp. ![]()
Hello, We recently started playing Pathfinder after many years with other systems. This weekend we will finish haunting of harrowstone and the characters will hopefully reach level 4 this evening. Everybody seems to be happy with his or her character. The group setup of our core players consists of: angelkin paladin (2handed)
I did alot of research before creating the characters with my players, so everybody plays a useful and non-deadweight character. And for the first four sessions it worked out very good. But now to my question: i am not sure how the unbreakable fighter will fare in the later stages of the level spectrum and the played AP (carrion crown)? The player is a very good role- and rollplayer and he has no problems with playing underpowered characters and usually makes the most out of even the weakest classes. He picked this archetype purely for concept reasons (we all love these john mclane-style characters who are too stubborn to die) and we both thought that it might be a good pick because of carrion crowns status effect-heavy nature and our shared system-spanning hate for 1-encounter-days. Is the unbreakable fighter useful, average, underpowered or even a trap in general? What do you think of an unbreakable fighter (20 points buy, no stat below 8) with 2weaponfighting and shield combat feats as the group tank? Thanks in advance for your answers and please excuse my bad english and the poor formatting. I am no native speaker and I am typing this on the wolrd's worst smart phone. |