Elf Archer

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Organized Play Member. 55 posts. 1 review. No lists. No wishlists. 1 Organized Play character.




For any that are interested, Here's what the confrontation with Allevrah looked like on the mat

Final Battle

This encounter is quite modified from the original as I like to run a tougher game than the one presented in the adventure.

The PC's are 14th level. The enemies are:

Alevrah: 18 level pure cleric
6 x 11th lv drow priestesses with harm and quickened cause light memorized
10x 9th level drow fighters
6x vrock
2x glabrezu.
and Denrelwre(sp)hanging around with imrpoved invis. I accidentally typed her in as sorceress on that jpg.

We had 3 pc deaths in total, 2 on the same PC who got revived via breath of life once. If anyone's interested, I'll post the full battle. All in all I'm amazed they pulled it through, which is exactly what I wanted from a final encounter :D


So I've been running an adventure with the new rules of the paladin as found in the playtest forum.

While I liked the idea of lay on hands becoming swift when using it upon the paladin herself, and I liked the mechanic behind smite evil lasting a full round, here's the problem I faced.

My players (and I) at first liked this. Then, one of the players who was playing a paladin, picked up the two weapon fighting feat because of the potential he saw in smite evil lasting a full round of attacks.

I fear that if this mechanic is kept, paladins of pathfinder will develop the 'habit' of going for 2-weapon fighting like 95% of the rogue populace to exploit their sneak attack bonus dice.
While its fine for the rogue concept to go with 2 knives, the paladin, smiting evil in a dexterous flurry with a longsword and shortsword in hand
seems quite off to me.

Perhaps smite could be limited to the paladin's 'main hand' if the mechanic to keep full round o' smites is kept. For now, I've reverted to the old rules to avoid munchkinism :P