Harsk

There Might Be Chemists's page

5 posts. Alias of Some Kind of Chymist.


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I'm about to commence GMing (1st time) this Adventure Path but have the (good) problem of having more people than expected be interested in joining (I have 6 players).

What advice would people be able to provide with scaling the adventure path. Should i throw in duplicates of monsters? should I start out not scaling it at all and seeing how the party fares? any advice would be greatly appreciated.


Listen to any / many podcasts?


Thanks for the advice people.

Two other questions.

Does PFS still have a level cap like in PF1?

Is it worth bumping strength to avoid armor check penalty and speed reduction on a Halfling (Theif) Rogue or a Gnome Druid or Similar? Or is better to bump CON and WIS and other stats to improve defences?


Should note I like all classes other than Barbarians (could be convinced to like them but they're on the bottom of the list at the moment) and Alchemist (atm, waiting on latter books to build my alchemist)


Any advice for a first PFS character (for PF2)? I know PFS (in PF1) kind of expected a certain level of optimisation is that still the case with the more squashed power diffrence.

Hoping to play PFS for the first time with some folks on FG or Roll20 (would also be first time playing and RPG, very familiar with Pathfinder 1 and 2 [and Starfinder]) and want to make a character that isn't terrible.

What are the key points to hit in a build for PFS, damage output? Healing? Diplomacy? Skill Monkey-itude? Spell casting?

Any advice would be welcome.